Celas wrote: Anathema (Celas)
Level 79
Undead & Outsider, Darkness
HP- 24,375
MP- 4,550
STR: 1,437 (18)
AGI: 3,040 (30)
CON: 1,275 (15)
MIN: 242 (3)
SPI: 158 (2)
XP- 82,877,025
XP Required- 25,820,000, Holy Imperial Seal of Triumph
Fame- 47
Devout Worshipper of Doctor Beak
Worshipper Benefits
Base:
Poison Expertise- Possessor's attacks gain a (Possessor Level)% chance of inflicting Poison, Worshipper Benefit
Requires: Devout Worshipper of Doctor Beak
Cost: Automatically Obtained Upon Meeting Prerequisities
Plaguemaster's Servant- Possessor's attacks gain a (Possessor Level)% chance of inflicting Disease, Worshipper Benefit
Requires: Devout Worshipper of Doctor Beak
Cost: Automatically Obtained Upon Meeting Prerequisities
Resistance to Poisons and Diseases- If possessor is Level 5 or greater, possessor gains +15% Poison Resistance and +15% Disease Resistance, Worshipper Benefit
Requires: Devout Worshipper of Doctor Beak, Level 5
Cost: Automatically Obtained Upon Meeting Prerequisities
Craft Disease- If possessor is Level 5 or greater, possessor may spend an action to have a 70% chance of inflicting Disease on a target, Worshipper Benefit
Requires: Devout Worshipper of Doctor Beak, Level 5
Cost: Not Available
Dark Healer- If possessor is Level 10 or greater, Darkness element spells that possessor casts that Heal HP heal an additional 500 points, Worshipper Benefit
Requires: Devout Worshipper of Doctor Beak, Level 10
Cost: Automatically Obtained Upon Meeting Prerequisities
Doctor's Presence- If possessor is Level 10 or greater, possessor's allies (including possessor) gain 5% Poison Resistance and 5% Disease Resistance, Worshipper Benefit
Requires: Devout Worshipper of Doctor Beak, Level 10
Cost: Not Available
Plague Meditation- If possessor is Level 12 or greater, possessor may choose at the beginning of a round to not be able to take any actions during that round, with things that would occur before and after said skipped actions still occurring, and, if possessor chooses such, possessor suffers no HP Reduction from the status effect Diseased that round, instead regenerating an amount of HP to the amount of HP that any such avoided HP Reduction would have consisted of (with the HP Reduction being referenced here being the status effect Diseased's normal HP Reduction, along with an additional amonut of similar HP Reduction added to said effect), Worshipper Benefit
Requires: Devout Worshipper of Doctor Beak, Level 12
Cost: Automatically Obtained Upon Meeting Prerequisities
Special:
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.
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive
Melee Overdrive
Attack With Finesse- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. This attack never misses. Does 50% normal damage. This attack's element is the user's element if none of the user's equipped items give a Melee Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus. User must be in the front row.
Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).
Archpoisoner of 1,000 Venoms
Apprentice Toxin Synchronization- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +50 to all stats for each Toxin element item equipped, Possessor's Toxin element pets and summons gain +250 to all stats
Archpoisoner of 1,000 Venoms- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor ignores (1 * (Possessor Level/5), rounded down)% Toxin Resistance, Possessor ignores Toxin Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Acceleration Within Toxin's Dominion- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Toxin
Basic Affinity to Healing Via Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Whenever possessor obtains Toxin element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor's Toxin element pets and summons gain +50 to all stats
Basic Defenses Against Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +50 Defense against Toxin
Basic Toxin Resistance- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains 1% Toxin Resistance
Basic Toxin Synchronization- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +25 to all stats if Toxin element
Basic Understanding of the Heart of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor's Toxin element allies gain +10 to all stats
Basic Weaponization of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Quantities of Toxin element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +50 to all stats while in a Zone of Toxin
Partial Channeling of the Wrath of Toxin- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Biomancer
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
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
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)%
Biomancy Casting I- (Passive Ability, Biomancer) Biomancy spells cost possessor 20 less MP to cast
Increase Virulence- (Passive Ability, Biomancer) Possessor's chances of inflicting Diseased are increased by 20%
Increase Disease Potency- (Passive Ability, Biomancer) Instances of Diseased with possessor as their source cause the life of 25,000 additional points of HP whenever they would cause a loss of HP
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
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
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
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
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
Blazing Sultan
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +100 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Fire's Dominion- (Passive Ability, Blazing Sultan) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Hair of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Melee Attack, +50 Magical Attack, and may deal 2,500 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of said action up to 5 times per round
-Blight Druid-
Apprentice Blight Magic Attunement- (Passive Ability, Blight Druid) All Blight Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Blight Magic spells that possessor casts that drain stat points and drain 50 more points of each such stat
Aura of Illness- (Stance Ability, Blight Druid) All individuals (including allies) in battle other than possessor that do not have Blight Magic spells equipped or are not Blight Magic summons have a 1% chance per turn of having Disease inflicted on them
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 Contagion Research- (Passive Ability, Blight Druid) All foes have a 1% chance at the beginning of each round to have Disease inflicted on them if they have any allies who are currently affected by Disease
Basic Disease Amplification- (Passive Ability, Blight Druid) All foes take 20 stat damage to all stats whenever they are inflicted with Disease
Bilious Spell- (Active Ability, Blight Druid) This character may use Bilious Spell in conjunction with a Magical Attack, so long as no other technique is used and a Blight Magic spell is being cast. This attack gains +45 Magical Attack and has a 5% chance of inflicting Poison
Blight Druid- (Passive Ability, Blight Druid) All Blight Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Blight Magic spells that possessor casts that deal Stat Point Drain deal an additional +(50 * Possessor Level) points of each such stat
Foul Odor- (Passive Ability, Blight Druid) Allies and foes with a CON lower than 500 have a 5% chance of having Stun inflicted on them at the beginning of battle
Locust's Feasting- (Passive Ability, Blight Druid) All Blight Magic spells that drain HP or MP and have a magical attack bonus gain an additional +120 Magical Attack
Locust's Hunger- (Passive Ability, Blight Druid) All Blight Magic spells that drain HP or MP and have a magical attack bonus gain an additional +30 Magical Attack
Sickening Word- (Active Ability, Blight Druid) This character may use Sickening Word in conjunction with a Magical Attack, so long as no other technique is used and a Blight Magic spell is being cast. This attack gains +25 Magical Attack and has a 5% chance of inflicting Disease
Withering Aura- (Stance Ability, Blight Druid) All non-Blight Magic Plants takes 300 damage each time possessor has an action
-Chef-
Apply Excessive Capsaicin- (Technique Ability, Chef) Possessor may use 'Poison Foodstuffs' in conjunction with a 'Serve Food' or 'Use an Item' action. Any Food item involved in said action gains '30% inflicts Pain' and '10% inflicts Burning' during said action
Cook Human- (Technique Ability, Chef) Possessor may use 'Cook Human' in conjunction with a 'Magical Attack', 'Melee Attack', 'Ranged Attack', or 'Overdrive' action, so long as no other technique is used and it is being used against targets who are Humans that are below Level 60. This action attaches an effect that does not stack to its target that causes whatever individual kills said target to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 2,000,000 HP.
Poison Foodstuffs- (Technique Ability, Chef) Possessor may use 'Poison Foodstuffs' in conjunction with a 'Serve Food' or 'Use an Item' action. Any Food item involved in said action gains '30% inflicts Poison' during said action
Wine Snob- (Passive Ability, Chef) Possessor may choose to reduce the stat buffs provided by Drinks used by sources below Level 40 by up to 600 points, to a minimum of 0
-Clearance-
Has a Basic Permit to Battle Baalrath- (Passive Ability, Clearance) Possessor may fight the monster 'Baalrath' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Chaos Butterfly- (Passive Ability, Clearance) Possessor may fight the monster 'Chaos Butterfly' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' for drops, This ability cannot be used in combos
-Combatant-
Aggressive Frisking- (Technique Ability, Combatant) Possessor may use 'Aggressive Frisking' in conjunction with a 'Melee Attack' action. Said action gains +250 Melee Attack and has a 20% chance of disabling any one item worth under 50,000,000 Gold that is equipped by its target, provided said target is below possessor's Level and below Level 40, for the duration of the thread
Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Combatant- (Passive Ability, Combatant) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Fist Weapon equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Fist Weapon equipped
Crack Knuckles- (Active Ability, Combatant) Possessor may spend an action to gain +1% Critical for possessor's next offensive Melee Attack or Melee Overdrive as a non-stacking buff
Critical Fist- (Technique Ability, Combatant) Possessor may use 'Critical Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +5% Critical.
Face-Pulper- (Active Ability, Combatant) This attack gains +55 Melee Attack 10% inflicts Wounded: Disfigured, and 15% inflicts Wounded, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor has a Fist Weapon equipped
Fast Arms- (Passive Ability, Combatant) Possessor's Melee Attack actions may not be pre-emptively countered by individuals under Level 10
Flame Fist- (Technique Ability, Combatant) Possessor may use 'Flame Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Gangster's Extortion Knuckle- (Active Ability, Combatant) This attack gains +55 Melee Attack and deals an additional 10,000 Gold Damage or Drain if it already does Gold Damage or Drain, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor has a Fist Weapon equipped
Knockout Punch!- (Technique Ability, Combatant) Possessor may use 'Knockout Punch!' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist
equipped. Said attack gains +40 Melee Attack and a 30% chance of inflicting Fatigued: Knocked Out against targets below Level 20 that are below 50% Max HP.
Unexpected Hook- (Technique Ability, Combatant) Possessor may use 'Unexpected Hook' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +5% Critical.
Western Boxing- (Passive Ability, Combatant) Possessor gains +80 Melee Attack, +40 STR, and +10 AGI if a Fist Weapon is equipped.
Works Out Regularly- (Passive Ability, Combatant) Possessor gains +50 STR, +50 CON, +50 Melee Attack, and +100 HP
-Commander-
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Focused Leadership Casting- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Leadership
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Commander- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
-Count of Blood-
Adept Blood Synchronization- (Passive Ability, Other: Count of Blood) Amounts of Blood element Damage possessor deals are increased by 10,000 points, Blood element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Blood element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Blood- (Passive Ability, Other: Count of Blood) Whenever possessor obtains Blood element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Blood Synchronization- (Passive Ability, Other: Count of Blood) Possessor gains +50 to all stats for each Blood element item equipped, Possessor's Blood element pets and summons gain +250 to all stats
Apprentice Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 Defense against Blood
Apprentice Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +100 to all stats
Apprentice Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 to all stats while in a Zone of Blood
Basic Affinity to Healing Via Blood- (Passive Ability, Other: Count of Blood) Whenever possessor obtains Blood element HP Healing or MP Healing, said amount is increased by 500 points
Basic Blood Resistance- (Passive Ability, Other: Count of Blood) Possessor gains 1% Blood Resistance
Basic Blood Synchronization- (Passive Ability, Other: Count of Blood) Possessor gains +25 to all stats if Blood element
Basic Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element pets and summons gain +50 to all stats
Basic Defenses Against Blood- (Passive Ability, Other: Count of Blood) Possessor gains +50 Defense against Blood
Basic Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +10 to all stats
Basic Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +50 to all stats while in a Zone of Blood
Bleeding Immunity- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains Wounded: Bleeding Immunity
Blood Clone- (Passive Ability, Other: Count of Blood) If possessor is Blood element and afflicted with Wounded: Bleeding, provided that no individual who is 19 Levels or more higher than possessor objects, possessor may, once per round, repeat an action possessor performed immediately after said action
Blood Conversion- (Active Ability, Other: Count of Blood) Possessor may spend an action to convert up to 5,000 points of HP that possessor possesses into MP
Blood Drain- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Drain' in conjunction with a 'Melee Attack' action so long as possessor is Blood element and no other technique is used. Said action gains 'Drains HP'.
Blood Drinking- (Passive Ability, Other: Count of Blood) Possessor may choose for possessor's Melee Attack actions to not include Melee Attack bonuses from possessor's equipped weapons, to deal 1/2 Damage, and to deal HP Drain
Blood Hex- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Message' in conjunction with a 'Magical Attack' action so long as possessor is Blood element and no other technique is used. Said action gains the element Blood and gains a 30% chance of inflicting Hexed.
Blood Manipulation- (Passive Ability, Other: Count of Blood) Possessor may choose one of the following at the beginning of each round if Blood element: Create a Zone of Blood, Remove a Zone of Blood created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Blood by either possessor or a source below Level 20, Add Blood to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Blood element on a Blood element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Blood, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Blood, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Blood element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Blood to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Blood, 5% Blood Resistance, or +50 Defense against Blood and 1% Blood Resistance until the end of the round as a non-stacking buff
Blood Sacrifice- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Sacrifice' in conjunction with a 'Melee Attack' action so long as possessor has a Knife equipped or is Blood element and no other technique is used. Said action regenerates possessor's HP by a number of points equal to (Said action's target's HP / 10, rounded up), to a max of 20,000 points if said target is killed.
Blood Scent- (Passive Ability, Other: Count of Blood) Possessor gains 105% To Hit, Possessor gains +5% To Hit against targets afflicted with Wounded: Bleeding
Blood Tracking- (Passive Ability, Other: Count of Blood) Possessor may follow individuals who are afflicted with Wounded: Bleeding who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 40 or greater objects to such
Bloodburn- (Passive Ability, Other: Count of Blood) Possessor may pay up to 5,000 HP when casting a spell to reduce said spell's MP cost by an indentical amount
Bloodfire- (Passive Ability, Other: Count of Blood) Possessor gains +250 Magical Attack if Blood element, Possessor may add the element Blood to any of possessor's Fire-element actions
Bloodsense- (Passive Ability, Other: Count of Blood) Possessor may scan the stats of any individual who is afflicted with Wounded: Bleeding at the start of each round
Bloodsliding- (Passive Ability, Other: Count of Blood) Possessor gains +200 AGI if an individual present in battle is afflicted with Wounded: Bleeding
Bloodwall- (Passive Ability, Other: Count of Blood) Possessor gains +1,000 Defense while afflicted with Wounded: Bleeding
Bloodwarp- (Passive Ability, Other: Count of Blood) If possessor is Blood element, if an individual in the same battle as possessor is afflicted with Wounded: Bleeding (including possessor), and if an individual in a different battle in the same thread is afflicted with Wounded: Bleeding, and no individual of Level 40 or greater in either the battle possessor is in or the other battle wishes to veto such, possessor may, at the beginning of any round of battle, leave the battle possessor is in and enter the other aforementioned battle
Cause Improved Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 1% more of their possessor's Max HP worth of Physical element Damage per round
Cause Torrential Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 2% more of their possessor's Max HP worth of Physical element Damage per round
Control of Blood- (Passive Ability, Other: Count of Blood) Possessor has a 20% chance of being able to cancel the actions of Blood element individuals below Level 20, with things that would occur before and after said actions still occurring
Count of Blood- (Passive Ability, Other: Count of Blood) Possessor ignores (1 * (Possessor Level/5), rounded down)% Blood Resistance, Possessor ignores Blood Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Crimson Majesty- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain that possessor deals are increased by 25,000 points if possessor is Blood element, Possessor's allies gain +500 to all stats as a non-stacking bonus if possessor is Blood element, Possessor's Base STR, Base AGI, Base CON, Base MIN, and Base SPI increase by 1 point, to a max of 80 points, if possessor is Blood element
Crimson Steward- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may, at the start of each round, choose a Blood-element ally, not including possessor, with said ally obtaining a buff that provides +2,000 to all stats so long as its possessor is in the same battle as possessor on the same side of battle, with said buff not stacking and only being able to be present on one individual at a time from each creator, with newly created instances of said buff causing prior instances of said buff to vanish
Defenses that Utilize Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 Defense if possessor has any Blood-element items equipped that provide a Defense bonus
Discern Lineage- (Passive Ability, Other: Count of Blood) Whenever possessor successfully scan's an individual's stats, possessor may then scan its summoner's stats if its summoner is present, Has RP effects
Expert Blood Synchronization- (Passive Ability, Other: Count of Blood) Blood element Damage dealt to possessor (not including healing) is halved, Blood element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Blood element accessories, and may not be converted into other types of slot by individuals below Level 100
Great Vitality- (Passive Ability, Other: Count of Blood) Possessor gains +20,000 HP if Blood element
Greater Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 60% Wounded: Bleeding Resistance
Greater Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 25,000 points
Immortality Through Blood Consumption- (Passive Ability, Other: Count of Blood) Possessor gains Instant Death immunity against sources below Level 40 if possessor is Blood element
Improved Affinity to Healing Via Blood- (Passive Ability, Other: Count of Blood) Whenever possessor obtains Blood element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Blood Loss Induction- (Passive Ability, Other: Count of Blood) Possessor's chances of inflicting Wounded: Bleeding are increased by 5%
Improved Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Blood- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 Defense against Blood
Improved Discern Lineage- (Passive Ability, Other: Count of Blood) Whenever possessor successfully scan's an individual's stats, possessor may then scan its summoner's stats if its summoner is in any other currently active battle in the thread and is below Level 80 and no individual of Levle 80 or greater in the battle that either said summoner is in or that possessor is in chooses to veto said scanning
Improved Drain- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP dealt by possessor are increased by 500 points
Improved Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +250 to all stats
Improved Vampirism- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain dealt by possessor are increased by 50,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 2,000 points
Improved Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +1,000 to all stats while in a Zone of Blood
Induce Painful Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to have a 30% chance of afflicting their possessor with Pain at the start of every round
Invest Power in Blood- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, pay 5,000 MP to obtain a buff that causes the next individual to deal Drain to possessor to obtain 5,000 MP
Limited Bloodwarp- (Passive Ability, Other: Count of Blood) Possessor gains +1% Dodge if any individual present is afflicted with Wounded: Bleeding
Magic-Containing Blood- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 MP if possessor is Blood element and has over 15,000 HP
Meditative Assumption of Blood- (Passive Ability, Other: Count of Blood) Possessor may choose, at the beginning of a thread, to become solely Blood element
Open Veins- (Technique Ability, Other: Count of Blood) Possessor may use 'Open Veins' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action so long as possessor is Blood element and no other technique is used. Said action gains '30% inflicts Wounded: Bleeding'.
Open Veins and Feast- (Technique Ability, Other: Count of Blood) Possessor may use 'Open Veins and Feast' in conjunction with a 'Melee Attack' action so long as possessor is Blood element and no other technique is used. Said action gains '30% inflicts Wounded: Bleeding' and 'Drains HP'.
Possesses a Large Quantity of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +2,000 HP
Purity of Blood- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may choose to recover from one minor negative status effect at the start of each round that comes from a source below Level 60 and gains 30% Minor Status Effect Resistance
Red Magic- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 Magical Attack if possessor is Blood element
Red Magister- (Passive Ability, Other: Count of Blood) Possessor suffers no negative effects from being afflicted with Wounded: Bleeding, Possessor gains +5,000 to all stats if Blood element
Red Mantle- (Passive Ability, Other: Count of Blood) Possessor Regenerates 50,000 HP per round if possessor is Blood element and afflicted with Wounded: Bleeding
Red Potency- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor ignores the Blood Resistance, Immunity, Reflection and Apsorption of individuals below Level 40
Red Sorrow- (Passive Ability, Other: Count of Blood) At the start of each round, possessor may have a 60% chance of afflicting Wounded: Bleeding on any individual in battle who is afflicted with Confusion: Depression
Red Thirst- (Passive Ability, Other: Count of Blood) Quantities of HP Drain dealt by possessor that are not part of mutli-hit actions are increased by 50,000 points
Red Vitality- (Passive Ability, Other: Count of Blood) Possessor gains +50,000 HP if possessor is Blood element
Red Wisdom- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 MIN and +50,000 MP if possessor is Blood element
Red Wounds- (Passive Ability, Other: Count of Blood) Possessor may choose for instances of the status effect Wounded: Bleeding that possessor is the source of to deal Blood element Damage and Blood element Stat Damage instead of Physical element Damage and Stat Damage, with said choice being made at the time of the affliction of said status effects
Reduce Bleeding- (Passive Ability, Other: Count of Blood) The amount of HP Damage that possessor suffers from the status effect Wounded: Bleeding is reduced by 1% of possessor's Max HP
Regeneritive Blood- (Passive Ability, Other: Count of Blood) Possessor Regenerates 5,000 HP per round if possessor is Blood element
Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 30% Wounded: Bleeding Resistance
Sanguine Shield- (Passive Ability, Other: Count of Blood) Possessor gains +200 Defense while possessor's Current HP is lower than possessor's Max MP if possessor is Blood element
Short-Distance Bloodwarp- (Passive Ability, Other: Count of Blood) Possessor may, if Blood element, once per round, in response to being targetted by an action, if a present ally, not inclding possessor, is afflicted with Wounded: Bleeding, move to the row that said ally is present in and gain +5% Dodge as a non-stacking bonus that does not stack with other bonuses to Dodge that come from Count of Blood abilities against said action
Stop Bleeding- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may choose to be cured of Wounded: Bleeding at the start of any round or any of possessor's actions
Superior Bleeding Reduction- (Passive Ability, Other: Count of Blood) The amount of HP Damage that possessor suffers from the status effect Wounded: Bleeding is reduced by 2% of possessor's Max HP
Superior Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 100% Wounded: Bleeding Resistance
Thrallmaking Blood- (Passive Ability, Other: Count of Blood) Possessor may choose to have a 60% chance of afflicting any individual who deals Drain to possessor with Charm immediately after said Drain is dealt to possessor
Unified Knowledge of Blood and Blood Magic- (Passive Ability, Other: Count of Blood) Possessor may count Hemotheurge abilities possessor possesses as Count of Blood abilities (including for prerequisite purposes), Possessor may count Count of Blood abilities possessor possesses as Hemotheurge abilities (including for prerequisite purposes)
Vampiric- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain dealt by possessor are increased by 50,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 2,000 points
Vampiric Weaponry- (Passive Ability, Other: Count of Blood) Possessor's Melee Attack actions may gain 'Drains HP' if possessor has a weapon equipped.
Vampiric Wisdom- (Passive Ability, Other: Count of Blood) Possessor may scan the stats any individual that possessor deals drain to, Possessor gains +5,000 MIN, possessor's 'Magical Attack' actions may gain 'Drains HP' or 'Drains MP' if possessor is Blood element.
Veinleap- (Passive Ability, Other: Count of Blood) Possessor may, if Blood element, once per round, in response to being targetted by an action, if a willing ally is present, not inclding possessor, inflict Wounded: Bleeding on said ally, and, if said infliction is successful, move to the row that said ally is present in and gain +5% Dodge as a non-stacking bonus that does not stack with other bonuses to Dodge that come from Count of Blood abilities against said action
Wings Into Crimson Bats- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, if possessor is Blood element and possesses a buff created by an ability called 'Wings of Blood', choose to lose said buff and deal 500,000 Flat Blood element Damage to up to 50 targets
Wings of Blood- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, if possessor is Blood element, choose to gain a buff that provides +2,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, +200 Defense, and 20% Earth Resistance, with said buff not stacking, and said buff not being able to be re-acquired for 5 rounds after it is lost
Zonal Blood Control- (Passive Ability, Other: Count of Blood) Possessor may, at the start of each round, choose one Zone of Blood that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
-Dancer-
Acrobatic Mastery- (Passive Ability, Dancer) Possessor gains 25% Dodge and +1% Dodge
Apprentice Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 250 less MP to cast
Astounding Grace While Dodging- (Passive Ability, Dancer) Possessor's 'Fancy Dodging' has its infliction chance of Charm: Impressed raised to 60%
Basic Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 10 less MP to cast
Dancer- (Passive Ability, Dancer) All Dance spells cast by possessor with a per-round MP cost last (Possessor Level / 2, rounded up) rounds longer at no extra cost, All Dance spells cost possessor (50 * Possessor Level) less MP to cast
Fancy Dodging- (Passive Ability, Dancer) Up to 20 times per round, whenever possessor Dodges an attack, possessor may have a 20% chance of inflicting Charm: Impressed on any one target
Far Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Far-Reaching Dodge-Jumps- (Passive Ability, Dancer) Possessor gains +100 AGI and 20% Dodge, Whenever possessor Dodges an attack, possessor may move to the front row or to the back row
Fast Footwork- (Passive Ability, Dancer) Possessor gains +50 AGI and 10% Dodge
Good at Footwork- (Passive Ability, Dancer) Possessor gains 5% Dodge
Good at Jumping- (Passive Ability, Dancer) Possessor gains +50 AGI and 5% Dodge
High Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Sexy Dance Moves- (Passive Ability, Dancer) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Dance spell
Swift Dodging- (Passive Ability, Dancer) Possessor gains +50 AGI and 15% Dodge
-Deathless One-
Advanced Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 60% Charm Resistance
Apprentice Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Undead- (Passive Ability, Deathless One) Possessor may, at the beginning of a thread, choose to become the subtype Undead
Basic Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 20% Charm Resistance
Chilling Aura of the Grave- (Stance Ability, Deathless One) Undead pets and summons, as well as possessor, if possessor is Undead, gain a 5% chance to Paralyze those hit by their attacks if said targets are lower or equal level, +20 CON when active
Cold Flesh- (Passive Ability, Deathless One) Possessor gains +200 Defense against Ice if possessor is Undead
Creature of the Night- (Passive Ability, Deathless One) Possessor gains +200 to all stats if Undead while in a Zone of Darkness or a Chronogeomantic Zone of Night
Deathless One- (Passive Ability, Deathless One) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Undead pet only, This ability provides +50 HP and +10 to all stats of possessor's Undead pets and summons per Level of possessor
Defensive Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +50 Defense
Defensive Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +250 Defense
Drain Life Force- (Passive Ability, Deathless One) If possessor is Undead, possessor's 'Melee Attack' actions gain 'Deals HP Drain' against targets below Level 60 whose CON is lower than possessor's SPI and whose SPI is lower than possessor's CON
Dreaded- (Passive Ability, Deathless One) Possessor gains +5 Fame, Possessor's Confusion: Fear infliction chances are increased by 30%, Possessor's attacks deal 50,000 additional Damage
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%.
Form of Skeleton- (Stance Ability, Deathless One) If possessor is an Undead, possessor gains +10 AGI and 5% Dodge
Form of Zombie- (Stance Ability, Deathless One) If possessor is an Undead, possessor gains +200 CON and -200 AGI (to a minimum of 1)
Formshift: Undead- (Stance Ability, Deathless One) Possessor's subtype becomes Undead
Has Researched Many Methods of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Has Researched the Basics of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Incompatible Life Force- (Passive Ability, Deathless One) If possessor is an Undead, any HP Drain dealt to possessor by individuals below Level 60 is changed to HP Damage, and individuals below Level 60 may not link possessor's HP to the HP of non-Undead
Leaves 8 Deathless One Bonus Weeks
Lesser Level-Draining Touch- (Passive Ability, Deathless One) If possessor is an Undead, possessor's offensive actions, as a debuff that stacks 20 times, reduce the Level of their targets by 1 if said targets are below Level 20
No Reflection- (Passive Ability, Deathless One) If possessor is Undead, individuals below Level 40 may not reflect possessor's actions
Offensive Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons have the Damage values of their abilities increased by 50 points
Offensive Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Superior Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 80% Charm Resistance
Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +20 to all stats
Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 to all stats
Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 40% Charm Resistance
Undead Traits- (Passive Ability, Deathless One) Possessor gains Pain Immunity, Poison Immunity and Diseased Immunity so long as possessor is an Undead
Undead Weakness: Beheading- (Passive Ability, Deathless One) If possessor is Undead, possessor gains -25% Resilience and 30% Wounded Weakness
Undead Weakness: Blunt Weapons- (Passive Ability, Deathless One) If possessor is Undead, individuals with a Hammer, Staff, or Mace deal 500 additional Damage to possessor
Undead Weakness: Garlic- (Passive Ability, Deathless One) If possessor is Undead, individuals with a Food consumable equipped gain +500 Defense against possessor
Undead Weakness: Holy Iconography- (Passive Ability, Deathless One) If possessor is Undead, individuals with a Holy Symbol equipped gain +500 Defense against possessor
Undead Weakness: Running Water- (Passive Ability, Deathless One) If possessor is Undead, any of possessor's opponents may choose to prevent possessor from leaving battle if possessor is in a Zone of Water
Undead Weakness: Stake Through the Heart- (Passive Ability, Deathless One) If possessor is Undead, possessor gains -25% Resilience and 30% Wood Weakness
Undead Weakness: Sunlight- (Passive Ability, Deathless One) At the start of each round, if possessor is in a Zone of Light and is Undead, possessor takes 50,000 Flat Light element Damage and is afflicted with Awestruck, Possessor gains a 30% Light Weakness
Unified Knowledge of Undeath and Necromancy- (Passive Ability, Deathless One) Possessor may count Deathless One abilities possessor possesses as Necromancy abilities (including for prerequisite purposes), Possessor may count Necromancy abilities possessor possesses as Deathless One abilities (including for prerequisite purposes)
Vampire- (Passive Ability, Deathless One) If possessor is Undead, quantities of HP Drain and MP Drain dealt by possessor are increased by 50,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 2,000 points
-Diviner-
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Divining Casting I- (Passive Ability, Diviner) Divining spells cost possessor 20 less MP to cast
Divining Casting II- (Passive Ability, Diviner) Divining spells cost possessor 200 less MP to cast
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes
-Driver-
Create Wordcraft- (Active Ability, Driver) Possessor may spend an action to create 1 temporary Custom Wordcraft, Max 1 Created, with said Custom Wordcraft being a Vehicle or Vessel Transformation worth (10,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Gold, being Level (Possessor Level, to a max of 60), being the element Technology, Magic, Water, Earth, or Air, possessing STR, AGI, CON, MIN, and SPI of (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) points each, possessing (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, Possessing (10 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense against Stat Damage, Possessing (The number of Scholar Abilities possessor possesses, to a max of 200)% Resilience, Dodge, and Critical, Possessing (100 + (The number of Scholar Abilities possessor possesses, to a max of 200))% To Hit, possessing Poison, Fatigued, and Diseased Immunity, and possessing the abilities:
Word Weaponry- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Magic or Air, 0 MP
Word Wall- +(100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, affects caster only, does not stack, Magic or Air, 0 MP
Word Weave- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Heals, Magic or Air, 0 MP
Raging Driving- (Passive Ability, Driver) Possessor's Vehicle Transformations have the Damage values of their abilities increased by 5,000 points, Possessor's Vehicle Transformations may ignore the effects of instances of the status effect Confusion that come from sources below Level 60
Wintry Sleighmastery- (Passive Ability, Driver) Possessor's Vehicle transformations whose name includes 'Sleigh' or 'Sled' gain +500 AGI as a bonus that cannot increase their stats to above 1000% of thier natural values while in a Zone of Ice
-Ebon Chancellor-
Absorb Darkness- (Passive Ability, Ebon Chancellor) Possessor Absorbs Darkness against sources below Level 20 if Level 20 or greater
Adept Darkness Synchronization- (Passive Ability, Ebon Chancellor) Amounts of Darkness element Damage possessor deals are increased by 10,000 points, Darkness 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 Darkness element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor obtains Darkness element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 5% Darkness Resistance
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Apprentice Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense against Darkness
Apprentice Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +100 to all stats
Apprentice Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 to all stats while in a Zone of Darkness
Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Basic Affinity to Healing Via Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor obtains Darkness element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Call Forth the Living Darkness- (Active Ability, Ebon Chancellor) Possessor may spend an action to summon 5 Elementals that are Darkness element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Control of Darkness- (Passive Ability, Ebon Chancellor) Possessor has a 20% chance of being able to cancel the actions of Darkness element individuals below Level 20, with things that would occur before and after said actions still occurring
Darkness Battle-Aura- (Stance Ability, Ebon Chancellor) Possessor deals 10,000 Flat Darkness element Damage to each opponent at the start of each round
Darkness Immunity- (Passive Ability, Ebon Chancellor) Possessor gains Darkness Immunity against sources below Level 20 if Level 20 or greater
Darkness Manipulation- (Passive Ability, Ebon Chancellor) Possessor may choose one of the following at the beginning of each round if Darkness element: Create a Zone of Darkness, Remove a Zone of Darkness created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Darkness by either possessor or a source below Level 20, Add Darkness to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Darkness element on a Darkness element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Darkness, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Darkness, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Darkness element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Darkness to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Darkness, 5% Darkness Resistance, or +50 Defense against Darkness and 1% Darkness Resistance until the end of the round as a non-stacking buff
Defenses that Utilize Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense if possessor has any Darkness-element items equipped that provide a Defense bonus
Detect Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +1% To Hit against Darkness element targets
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Elemental Attack-Conversion: Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Darkness element and no other technique is used. Said action becomes solely the element Darkness.
Elemental Invocation of Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Invocation of Darkness' in conjunction with an 'Elemental Attack' action so long as possessor is Darkness element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor absorbs Damage that is Darkness element Damage, Possessor may choose to deal 10,000 Flat Darkness element Damage to up to 10 targets
Empowered By Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Darkness
Greater Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor obtains Darkness element HP Healing or MP Healing, said amount is increased by 5,000 points
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
Improved Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5,000 Defense against Darkness
Improved Defenses that Utilize Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +2,000 Defense if possessor has any Darkness-element items equipped that provide a Defense bonus
Improved Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 10% Darkness Resistance
Improved Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +250 to all stats
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +1,000 to all stats while in a Zone of Darkness
Improved Zonal Darkness Empowerment- (Passive Ability, Ebon Chancellor) Possessor gains +500 to all stats while in a Zone of Darkness, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Darkness
Nonsynchronous Elemental Attack-Conversion: Darkness- (Passive Ability, Ebon Chancellor) Possessor may use the Technique 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Darkness element.
Nourish Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor deals HP or MP healing to an Darkness element individual, possessor deals 300 additional points
Nourished By Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Darkness
Partial Channeling of the Wrath of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Voidstruck
Partially Unfettered by the Bonds of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains 5% Voidstruck Resistance
Predict the Flow of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5% Dodge against Darkness element individuals
Prosperous Venting of Excess Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness element and performs an 'Elemental Attack' action that is solely Darkness element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Project Darkness- (Passive Ability, Ebon Chancellor) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Darkness
Reflect Darkness- (Passive Ability, Ebon Chancellor) Possessor Reflects Darkness against sources below Level 20 if Level 20 or greater
Stability Within Darkness- (Passive Ability, Ebon Chancellor) Possessor gains 25% minor negative status effect resistance while in a Zone of Darkness
-Elementalist-
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
-Gatekeeper-
Adept Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Outsider summon, Possessor's unmodified stats increase by 200 points if possessor is a Outsider
Apprentice Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Basic Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Corpsesmith's Hand-Wings- (Passive/Active Ability, Gatekeeper) If possessor is an Outsider and is Level 40 or greater, possessor may spend an action to create up to 20 corpses or to summon up to 20 Undead below Level 80 from the Enemy List that are normally fightable for drops, Possessor counts as possessing two additonal Weapon slots, gains +50,000 Melee Attack, and gains +50% Critical against Undead
Disease of Decaying Hours- (Passive Ability, Gatekeeper) If possessor is an Outsider and is Level 40 or greater, instances of Diseased with possessor as a source may gain 'Possessor takes an amount of Time element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Time' and may not be cured or automatically recovered from by sources below Level 60
Dusk-Bodied Twilight Colossus- (Passive Ability, Gatekeeper) If possessor is an Outsider and is Level 40 or greater, possessor may create a Chronogeomantic Zone of Dusk at the start of end of any round and, while in a Chronogeomantic Zone of Dusk, gains +1,000,000 HP, +100,000 SPI, +100,000 CON, 100% Dodge, 100% Resilience, and may count as up to 60 individuals for row-order purposes
Gatekeeper- (Passive Ability, Gatekeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Outsider pet only, This ability provides +250 HP and +50 to all stats of possessor's Outsider pets and summons per Level of possessor
Otherworldly Endurance- (Passive Ability, Gatekeeper) Possessor gains +2,000 CON and 20% Resilience if possessor is the subtype Outsider
Otherworldly Glory- (Passive Ability, Gatekeeper) Possessor is Immune to individuals below Level 20 if possessor is Level 20 or greater and possessor is an Outsider
Otherworldly Grace- (Passive Ability, Gatekeeper) Possessor gains +2,000 AGI and 20% Dodge if possessor is the subtype Outsider
Otherworldly Intellect- (Passive Ability, Gatekeeper) Possessor gains +2,000 MIN and 120% To Hit if possessor is the subtype Outsider
Otherworldly Power- (Passive Ability, Gatekeeper) Possessor gains +2,000 STR and 20% Critical if possessor is the subtype Outsider
Otherworldly Soul- (Passive Ability, Gatekeeper) Possessor gains +2,000 SPI and is Immune to status effects from sources below Level 20 if possessor is the subtype Outsider
Outsider Traits- (Passive Ability, Gatekeeper) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 2 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 2 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's SPI is multiplied by 2 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 10 as an effect that does not stack with other Defense multiplying effects, possessor's attack bonuses are multiplied by 2 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 2 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Diseased. This ability only takes effect if possessor is an Outsider.
Time Walker- (Passive Ability, Gatekeeper) Possessor gains Suffocation: No Future Immunity, Possessor gains +20,000 Defense against Time, Possessor gains +20,000 uncapped Defense against effects attached to Zones of Time, Possessor may use Mind, Agility, or Spirit as its Turn-Order-Determining Stat if in a Zone of Time
-General-
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
Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons gain +20 to all stats
Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons gain +100 to all stats
Human Traits- (Passive Ability, General) Possessor gains +1 to all stats so long as possessor is a Human
Adaptable Nature- (Passive Ability, General) Possessor, if Human, may choose at the beginning of a thread to count as possessing one more ability of any standard subtype that is not in the General / Other abilities category
Apprentice General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Offensive Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons have the Damage values of their abilities increased by 50 points
Offensive Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons have the Damage values of their abilities increased by 500 points
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
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
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
-Guardian-
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Hard to Push Around- (Passive Ability, Guardian) Possessor gains +450 STR and +450 CON per 5 levels (rounded up) to a max of +12,000 STR and +12,000 CON for purposes of resisting attempts to forcibly change possessor's row
Heavy Armor Wearer I- (Passive Ability, Guardian) Possessor gains +5 to all stats when possessor has a Heavy Armor equipped
Heavy Armor Wearer II- (Passive Ability, Guardian) Possessor gains +25 to all stats when possessor has a Heavy Armor equipped, Possessor gains +50 Defense when possessor has a Heavy Armor equipped
Paid Bodyguard- (Passive Ability, Guardian) Possessor's allies may use an amount of Gold up to a max of 100,000 to give possessor a Defense bonus and the provider of the Gold equal to the amount of Gold divided by 1,000, rounded down, this counts as a buff that does not stack which disappears when possessor is killed or otherwise rendered unable to continue battle
Security of Iron- (Passive Ability, Guardian) Possessor gains 15% Fear resistance while wearing Heavy Armor
Well-Paid Bodyguard- (Passive Ability, Guardian) The Gold cap on Bodyguard is increased by 100,000 and possessor gains 15% of the money spent on said ability
Adept of the Brass Fortress- (Passive Ability, Guardian) Each equipped Heavy Armor provides +25 additional Defense
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
Bulwark Stance- (Stance Ability, Guardian) User must be in front row and have a Heavy Armor equipped, there is a 5% chance that any hit from a damage or stat-damage dealing attack that would hit an ally in the back row instead hits user
Guardian- (Passive Ability, Guardian) Possessor gains +(500 + (50 * Possessor Level)) Defense if possessor has a Heavy Armor equipped
-Healer-
Apprentice Healer Attunement- (Passive Ability, Healer) All Healer Magic Spells cost possessor and possessor's allies 20 less MP to cast
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster Agility- (Technique Ability, Healer) Possessor may use Bolster Agility in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 AGI which stacks to a max of (20 x Possessor Level) AGI.
Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 CON which stacks to a max of (20 x Possessor Level) CON.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Bolster Strength- (Technique Ability, Healer) Possessor may use Bolster Strength in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 STR which stacks to a max of (20 x Possessor Level) STR.
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Electric Paddle Heartstopper- (Technique Ability, Healer) Possessor may use 'Electric Paddle Heartstopper' in conjunction with a 'Melee Attack' action so long as no other technique is used. Said action gains +250 Melee Attack, gains the element Electrical, and has a 5% chance of inflicting Instant Death on targets below Level 15
Enraging Massage- (Technique Ability, Healer) Possessor may use 'Enraging Massage' in conjunction with a 'Perform Massage' action so long as no other technique is used. Said action may lose its chance of curing Fatigued, May provide +300 STR and +300 Melee Attack as a non-stacking buff, and may gain 60% inflicts Confusion: Enraged
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast,
Improved Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 500 points
Perform Massage- (Active Ability, Healer) Possessor may spend an action to have a 60% chance of curing Fatigued
Rearrange Organs- (Technique Ability, Healer) Possessor may use 'Rearrange Organs' in conjunction with a 'Melee Attack' or 'Magical Attack' action so long as no other technique is used. Said action may cause its target (if under Level 40 or willing) to gain either 30% Weakness or Resistance to any one minor status effect, +20% Resilience, or -20% Resilience as a buff that does not stack for the same effect and stacks 3 times across different effects
Supernatural Abilities As a Doctor Obtained by Having Death as a Godfather- (Passive Ability, Healer) Possessor may, when casting a Healing Magic spell, choose to obtain a randomly determined 'yes' or 'no' answer for each target, with said answer being permanent for the duration of the thread; possessor's Healer Magic spells may resurrect individuals who possess a 'yes' answer, Possessor may not resurrect individuals who possess a 'no' answer
-Other: Hemotheurge-
Adept Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 10,000 less MP to cast, Blood Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Blood Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +250 Magical Attack if they already possess a Magical Attack bonus and cost possessor 250 less MP or HP to cast
Apprentice Hemotheurgy- (Passive Ability, Other: Hemotheurge) Possessor gains +10,000 MP if Blood element, Possessor gains +500 Magical Attack if Blood element
Balance of Bodily Humors- (Passive Ability, Other: Hemotheurge) Possessor gains +300 MIN, +300 CON, and 15% Minor Status Effect Resistance against sources below Level 40
Basic Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +10 Magical Attack if they already possess a Magical Attack bonus and cost possessor 10 less MP or HP to cast
Basic Hemotheurgy- (Passive Ability, Other: Hemotheurge) Possessor gains +1,000 MP if Blood element, Possessor gains +100 Magical Attack if Blood element
Bloodspell- (Technique Ability, Other: Hemotheurge) Possessor may use 'Bloodspell' in conjunction with a 'Magical Attack' action so long as (possessor is Blood element OR possessor is casting a Blood Magic spell as part of said action) and no other technique is used. Possessor may pay an amount of HP up to 50,000 points an have said action gain +(Said Quantity / 10) Magical Attack.
Blood Magic Casting I- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 20 less MP to cast
Blood Magic Casting II- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 200 less MP to cast
Draining Spell- (Technique Ability, Other: Hemotheurge) Possessor may use 'Bloodspell' in conjunction with a Melee Attack action so long as (possessor is Blood element OR possessor is casting a Blood Magic spell as part of said action) and no other technique is used. Said action gains 'Deals HP Drain'.
Focused Blood Magic Casting- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Blood Magic
Hemotheurge- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +(50 * Possessor Level) Magical Attack if they already possess a MAgical Attack bonus and cost possessor (250 * Possessor Level) less MP or HP to cast
Hemotheurgic Power- (Passive Ability, Other: Hemotheurge) If possessor possesses at least 50,000 HP, possessor's Blood Magic spells that possess a Magical Attack bonus gain an additional +500 Magical Attack
-Kensei-
Apprentice Sword Arts Attunement- (Passive Ability, Kensei) Possessor gains +500 Melee Attack if possessor has a Sword equipped, Sword Arts spells cost possessor 50 less MP to cast, Sword Arts spells that possess a Magical Attack or Melee Attack bonus have said bonus increased by +50 when cast by possessor
Attuned to the Spirit of One's Weapon- (Passive Ability, Kensei) Possessor gains +60 SPI and 105% To Hit while possessor has a Sword equipped
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Can Tap Into a Blade's Power- (Passive Ability, Kensei) Possessor's Sword Arts spells have their MP cost reduced by X MP for possessor, where X = (The cost of wielder's most expensive equipped Sword / 100, to a max of 15,000 less MP)
Infuse Blade- (Active Ability, Kensei) Possessor may spend an action to make any one Sword equipped by possessor solely possessor's elements.
Kensei- (Passive Ability, Kensei) All Sword Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Sword Arts spells cost possessor (250 * Possessor Level) less MP to cast
Magic Fire Within the Soul- (Technique Ability, Kensei) Possessor gains +200 uncapped SPI. Possessor may use 'Soulflame Blast' in conjunction with a 'Magical Attack' or 'Overdrive' actions with the same conditionals on its use as would otherwise usually be present. Actions involving it may incorporate the Melee Attack bonuses of its performer's Fire, Light, Hope, and Darkness element Swords as though they were equivalent Magical Attack bonuses.
Mana Blade- (Active Ability, Kensei) Possessor may spend an action to obtain a buff that provides +20 Damage for every 'Melee Attack' action possessor makes that deals damage until end of battle, with said buff stacking 200 times, This ability costs mana equal to its user's max mana, this ability is only usable if possessor has a Sword equipped
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Soulflame Blast- (Technique Ability, Kensei) Possessor may use 'Soulflame Blast' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped. Said action uses Spirit as its Prime Attribute and incorporates the Melee Attack bonuses of its performer's Fire, Light, Hope, and Darkness element Swords as though they were equivalent Ranged Attack bonuses.
Soulflame Strikes- (Passive Ability, Kensei) Possessor gains +5% Critical (to a max of 200%) for 'Melee Attack' actions and +10% Critical (to a max of 200%) for 'Melee Overdrive' actions if possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped
Spellstrike- (Technique Ability, War Mage) Possessor may use 'Spellstrike' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used. Said action is delayed until possessor performs a 'Melee Attack', 'Melee Overdrive', 'Attack with Finesse', or 'Powerful Attack' action, with possessor being able to delay a max of 1 such action in this manner at a time.
Sword Arts Casting I- (Passive Ability, Kensei) Sword Arts spells cost possessor 20 less MP to cast
Sword Arts Casting II- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast
Weapon of the Blademagus- (Active Ability, Kensei) Possessor may spend an action to exchange 20 points of Melee Attack bonus on a single Sword that character is wielding for 10 points of Magical Attack bonus, with said change being a buff on said weapon that stacks 200 times
-Other: Living Legend-
A Name To Be Feared- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose to have a (Possessor Level)% chance of inflicting Confusion: Fear on each opponent at the start of each round
Apprentice Glory Synchronization- (Passive Ability, Living Legend) Possessor gains +50 to all stats for each Glory element item equipped, Possessor's Glory element pets and summons gain +250 to all stats
Armed With Legends- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +500 to all stats for each unique item possessor has equipped
Basic Command of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element pets and summons gain +50 to all stats
Basic Glory Synchronization- (Passive Ability, Other: Living Legend) Possessor gains +25 to all stats if possessor is Glory element
Basic Understanding of the Heart of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element allies gain +10 to all stats
Champion of the Tales- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose at the beginning of each round to gain a 10% chance of inflicting Charm: Impressed or Confusion: Fear on each opponent
Empowered By The Stories- (Passive Ability, Other: Living Legend) If possessor is Glory element, at the start of each round, each of possessor's allies chooses a stat out of Strength, Agility, Constitution, Mind, and Spirit, This ability provides +100 to each such stat each time it is chosen for the duration of the round (this is not a buff and is capped), to a max of +5,000 to each stat
Living Legend Affirmation- (Passive Ability, Other: Living Legend) If possessor is Glory element, possesses any allies, and is not afflicted with any negative status effects or debuffs, possessor is afflicted with Elevated at the start of every round
Living Legend- (Passive Ability, Other: Living Legend) Possessor ignores (1 * (Possessor Level/5), rounded down)% Glory Resistance, Possessor ignores Glory Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Unmatched Master's Competence- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 25 or more Fame, possessor counts as possessing 10 additional abilities in each base class that possessor possesses the class-name ability for, provided that no other individual in the same battle as possessor possesses an equal or greater number of abilities from said class
Weapons Gilded By Stories- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor's unique weapons that possess a Melee Attack, Magical Attack, or Ranged Attack bonus, should said bonus be under (Possessor Level * 100) or be under (said item's value / 1,000), have said bonus raised to the greater of the two preceding values
-Magewright-
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Ioun Stone Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Ioun Stone possessor has equipped
Seal Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Seal possessor has equipped
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Trinket Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Trinket possessor has equipped
Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
-Monk-
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Gymnastics Skills- (Passive Ability, Monk) Possessor gains +20 AGI
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Flexible- (Passive Ability, Monk) Possessor gains +200 AGI and +2% Dodge against individuals below Level 60
Full Control of Power Masking- (Passive Ability, Monk) Possessor may, at the beginning of any thread, choose to lose the ability 'Mask True Power' for the duration of the thread
Gymnast- (Passive Ability, Monk) Possessor gains 20% Dodge while not wearing Armor and +300 AGI while not wearing Armor
Gymnast's Balance- (Passive Ability, Monk) Possessor's row may not forcibly be shifted by offensive actions from sources below Level 15
Gymnast's Dexterity- (Passive Ability, Monk) Possessor gains 5% Dodge and +80 AGI
Gymnast's Style- (Passive Ability, Monk) Possessor's allies gain +20 to all stats as a non-stacking buff that lasts 1 round each time possessor Dodges an offensive action
Gymnast's Tumbling- (Passive Ability, Monk) Possessor gains +5% Dodge as a non-stacking buff that lasts 1 round each time possessor switches rows
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Muscular Legs- (Passive Ability, Monk) Possessor gains +50 Unmodified AGI and +50 Unmodified STR
Oldschool Sprinter's Stance- (Stance Ability, Monk) Possessor's turn-order-determining stat becomes agility
~Necromancer~
Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
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
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
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
Grave-Cold Flesh- (Passive Ability, Necromancer) Possessor gains 1% Ice Resistance
Has Experienced the Influence of Necromantic Magics- (Passive Ability, Necromancer) 1% Darkness Resistance
Improved Necromantic Drain- (Passive Ability, Necromancer) Amounts of HP Drain dealt by possessor's actions that involve possessor casting Necromancy spells are increased by 300 points
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.
Necromancy Casting I- (Passive Ability, Necromancer) Necromancy spells cost possessor 20 less MP to cast
Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers
Unslumbering Inner Spirit- (Passive Ability, Necromancer) Possessor gains Fatigued Immunity if possessor possesses at least one Undead ally and has at least one Necromancy spell equipped
-Pactmaker-
Apprentice Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Basic Knowledge of Devil Names- (Passive Ability, Pactmaker) Possessor counts as one Level greater for stat-scanning purposes when scanning the stats of Devils, to a max of Level 20
Basic Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Understanding of Namebinding- (Passive Ability, Pactmaker) Possessor's Magical Attack and Cast a Spell actions that target Devils below Level 20 whose stats have been scanned by possessor may gain '60% inflicts Charm'
Bind Magic to Unwilling Lives- (Passive Ability, Pactmaker) Whenever possessor creates a buff or a debuff, possessor may select an individual who is either willing or below Level 20, said buff or debuff cannot be removed by individuals below Level 20 without possessor's permission while said individual is alive
Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Devilish Negotiator- (Passive Ability, Pactmaker) Possessor's actions which inflict Charm may, should possessor desire such, have said chance increase by 5%, to a max of 20%
Empowered By Envy- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has performed an action of the same name as an action performed by a different individual earlier in the same round during same battle
Empowered By Lust- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Charm: Lust
Empowered By Wrath- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Berserk
Essence Algorithm: Torturer Devil- (Passive Ability, Pactmaker) At the beginning of a thread, possessor may choose to become the subtype Devil, to gain the base stats: STR 10, CON 10, AGI 10, MIN 30, SPI 10, and to be able to choose, if a monster on the enemy list exists named 'Tortuerer Devil', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Fire Devil Bound to Heart- (Active Ability, Pactmaker) Possessor may take an action to gain 25% Fire Resistance, 10% Darkness Resistance, 5% Ice Weakness, +200 CON, +100 Melee Attack, and +400 Magical Attack as a Bound Devil Buff, with said buff also allowing its possessor to optionally deal 10,000 Flat Fire element Damage to any individual who Damages said possessor once per round across all such Damage sources. The Magical Attack bonus increases by 20 per additional Pactmaker ability possessed by possessor, to a max of 20 other abilities. Possessor, unless otherwise noted, may have a max of 1 Bound Devil Buff active at once, and such buffs may not increase any of possessor's stats, possessor's HP or MP, possessor's attack bonuses, or possessor's Dodge, To Hit, Resilience, or Critical by more than 250% of their unbuffed values.
Leech Good Fortune to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Hexed: Ill Fortune at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Joy to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Confusion: Depression at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Magic to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to take 5,000 Flat Darkness element MP Damage at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Vigor to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Fatigued at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Lust Strike- (Technique Ability, Pactmaker) Possessor may use 'Lust Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Charm: Lust'.
Knowledge Of Empowerment Through Sin- (Passive Ability, Pactmaker) Possessor gains +50 to all stats if possessor is not Good element
Mystic Sacrifice- (Passive Ability, Pactmaker) Possessor may also apply Perform Sacrifice to Magical Attacks
Pactmaker- (Passive Ability, Pactmaker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Devil pet only, This ability provides +50 HP and +10 to all stats of possessor's Devil pets and summons per Level of possessor
Perform Sacrifice- (Active Ability, Pactmaker) Possessor's may use Perform Sacrifice in conjunction with a Melee Attack so long as no other technique is used. Should possessor kill one or more targets with said Melee Attack, possessor gains 100 MP per slain individual that goes into a separate pool of MP that may only be used to cast Dark Magic or spells which summon Devils, with said pool of MP beginning with 0 MP in it and having a max MP capacity equal to 1/4 possessor's modified, unbuffed Max MP. Possessor may not gain MP from the same individual multiple times in one thread.
Permanent Writing that Glows Red- (Passive Ability, Pactmaker) Buffs and debuffs with possessor as a source may not be removed by sources below Level 10 (including possessor), said Level rises to 15 but ceases to include possessor is possessor is a Devil.
Sacrificial Ritual Leader- (Passive Ability, Pactmaker) On rounds in which possessor uses Perform Sacrifice as part of at least one action, kills made by possessor's pets and summons count as having been killed by an action including Perform Sacrifice, to a max of 200 such occurrences per round
Sacrificially Empowered Caster- (Passive Ability, Pactmaker) Possessor gains +250 Magical Attack as a buff and possessor's spells cost 150 MP less on turns following possessor's successful use of Perform Sacrifice as part of an attack that killed at least one target that provided possessor with MP via Perform Sacrifice, does not stack, with this effect lasting (1 + (Possessor Level / 5, rounded down)) rounds.
Wrath Strike- (Technique Ability, Pactmaker) Possessor may use 'Wrath Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains +100 Melee Attack, +100 Magical Attack, +100 Ranged Attack, and gains '30% inflicts Confusion: Berserk'.
Write With the Blood of a Nearby Individual- (Passive Ability, Pactmaker) Whenever possessor casts a spell, possessor may deal 500 Flat Darkness element Damage to any individual in the same battle to make said spell cost 500 less MP
-Puppet Master-
Advanced Daemon Loyalty Instruction- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain 60% Charm Resistance
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
Assumption of the Essence of the Daemon- (Passive Ability, Puppet Master) Possessor may, at the beginning of a thread, choose to become the subtype Daemon
Basic Daemon Loyalty Instruction- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain 20% Charm Resistance
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
Daemonic Age-Resistance- (Passive Ability, Puppet Master) If possessor is a Daemon, possessor gains Fatigued: Elderly Immunity
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
Daemon Loyalty Instruction- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain 40% Charm Resistance
Daemon Traits- (Passive Ability, Puppet Master) Possessor gains Hexed Immunity and Fear Immunity so long as possessor is a Daemon
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
Form of Cholkosh- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 CON and Charm: Lust Immunity
Form of Daccheros-Syr- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains 50% Dodge
Form of Fulgerstahd- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 AGI and +100 Ranged Attack
Form of Gilbezbran- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 CON and 15% inflicts Disease
Form of Irrindil- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 SPI and Fatigued: Elderly Immunity
Form of Irrimachi- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +50 to all stats and Stat Drain: CON Drain Immunity
Form of Irrumei- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +200 SPI
Form of Lyshrekh- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 MIN and Stat Drain: MIN Drain Immunity
Form of Neithort- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 AGI and Poison Immunity
Form of Tjourquoth- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +300 MIN and Confusion Immunity
Formshift: Daemon- (Stance Ability, Puppet Master) Possessor's subtype becomes Daemon
Living Plague- (Passive Ability, Puppet Master) Possessor gains Diseased Immunity, Possessor's Diseased Immunity cannot be removed by individuals below Level 20, At the start of each round, possessor may attempt to inflict Diseased, Diseased: Immunodeficiency, or Diseased: Contagious Ailment on up to 30 targets with an 80% chance of success per target, Inflictions of Diseased and Diseased: Contagious Ailment reduce HP values by an additional amount equal to 100 HP times possessor level (to a max of Level 99), Possessor may choose, at the beginning of a thread, to add Bio-Horror to possessor's subtypes, Possessor's Ranged, Melee, and Magical Attacks gain a 90% chance of inflicting Diseased, Possessor ignores Diseased immunity on individuals below Level 20, Possessor regenerates 400 HP per round, Possessor counts as being 4 levels higher for purposes of Doctor Beak's worshipper benefits if a devout worshipper of Doctor Beak
Offensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have the Damage values of their abilities increased by 50 points
Offensive Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have the Damage values of their abilities increased by 500 points
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
Speed-Focused Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Superior Daemon Loyalty Instruction- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain 80% Charm Resistance
-Radiant Hierophant-
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 Defense against Light
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Basic Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 1% Light Resistance
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Apprentice Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense against Light
Apprentice Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 5% Light Resistance
Basic Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +50 to all stats
Apprentice Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Radiant Hierophant- (Passive Ability, Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
-Ravager-
Adept Axe Training- (Passive Ability, Ravager) Possessor's Axe weapons can provide an additional +10,000 Melee Attack before capping, Possessor's Axe Weapons that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding an Axe
Annihilatory Malice- (Passive Ability, Ravager) Possessor's first attack of each round deals 40,000,000 additional Damage to bosses if possessor is afflicted with Confusion: Enraged or Confusion: Berserk
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Font of Rage- (Active Ability, Ravager) Possessor may inflict Berserk on self an additional 5 times per thread
Fury Burns in This Old Heart- (Passive Ability, Ravager) Possessor ignores all penalties from the ability Elderly and possesses Fatigued: Elderly Immunity, Possessor gains +25 STR, +25 CON, +25 AGI, and +25 Melee Attack, Possessor may inflict Confusion: Berserk on self 10 additional times per thread
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped
Languishes During Peacetime- (Passive Ability, Ravager) Possessor suffers a debuff of -200 to all stats each round that possessor does not perform an offensive action against another individual or object, this debuff stacks 200 times and all stacked instances of it are removed upon possessor conducting an offensive action against another individual or object
Raging Strike- (Technique Ability, Ravager) Possessor may use 'Raging Strike' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action if possessor is afflicted with Confusion: Berserk. Said action gains +500 Melee Attack as an uncapped bonus.
Raging Swordsmaster- (Passive Ability, Ravager) Each Sword equipped gains +25 Melee Attack while possessor is Berserk
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
Resilient Body- (Passive Ability, Ravager) 5% Physical Resistance
Seething Fury- (Active Ability, Ravager) Possessor may treat Confusion: Enraged as being Confusion: Berserk for purposes of Ravager Abilities
Sports-Inspired Bloodlust- (Passive Ability, Ravager) If any individual in battle takes damage, possessor gains a non-stacking buff that causes its possessor's 'Melee Attack' actions to gain '10% inflicts Wounded' and its possessor's 'Melee Overdrive' actions to gain '40% inflicts Wounded'
The War Is Gone, But It Still Blazes Within My Heart- (Passive Ability, Ravager) Possessor may choose to conduct an action at the end of battle; said action may not give anyone additional actions. Taking such an action counts as going a round without performing an offensive action for all purposes unless said action was an offensive action.
War Lumberjacking- (Active Ability, Ravager) Possessor may spend an action to inflict Instant Death on a willing Plant ally to deal (Said Plant's HP, to a max of 1,000,000 points) Flat Physical or Earth element Damage to any one target
-Other: Reality Arranger-
Apprentice Spatial Synchronization- (Passive Ability, Reality Arranger) Possessor gains +50 to all stats for each Spatial element item equipped, Possessor's Spatial element pets and summons gain +250 to all stats
Apprentice Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Spatial's Dominion- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Spatial
Basic Affinity to Healing Via Spatial- (Passive Ability, Other: Reality Arranger) Whenever possessor obtains Spatial element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element pets and summons gain +50 to all stats
Basic Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 Defense against Spatial
Basic Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 1% Spatial Resistance
Basic Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to all stats if possessor is Spatial element
Basic Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 to all stats while in a Zone of Spatial
Improved Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 5,000 points'
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
-Scholar-
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Fictionalize- (Technique Ability, Scholar) Possessor may use 'Fictionalize' in conjunction with a 'Magical Attack' or 'Overdrive' action if possessor has a Book equipped. Said action gains '60% inflicts Vanished on targets below possessor's Level who are below Level 40'
Literary Self-Insertion- (Passive Ability, Scholar) Possessor may, at the start of any round, leave possessor's current battle and enter another currently open battle in the same thread provided that no individual of Level 60 or greater in either possessor's current battle or the destination battle objects, Possessor may insert copies of itself into literary worlds and control said copies as an RP power
Re-Write Memory- (Technique Ability, Scholar) Possessor may use 'Re-Write Memory' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% may inflict Charm and either 60% may remove each buff or debuff with target as a source if target is below Level 60 or 60% may change the source of each buff or debuff with target as a source to this action's user if target is below Level 60 (with said choice being made on a per buff/debuff basis)'. Has RP effects.
Scholar of Horrible Secrets- (Passive Ability, Scholar) Possessor gains +400 MIN, 'Forbidden Magic', 'Demon Magic', 'Dark Magic', and 'Rune Magic' spells cost possessor 15,000 less MP to cast if possessor has a Book equipped, Possessor's 'Forbidden Magic', 'Demon Magic', 'Dark Magic', and 'Rune Magic' summons gain +200 to all stats as a bonus that cannot raise their stats to more than 500% of their normal values
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.
Tragedy-Inducing Reality-Override Bubble- (Stance Ability, Scholar) At the start of each round, possessor may inflict any one minor of moderate negative status effect, including Confusion: Depression, Confusion: Fear, and Hexed: Ill Fortune, on up to 5 chosen targets that are below Level 60, At the start of each round, possessor may remove one buff from a source below Level 60 from up to 5 individuals who are below Level 60
Understanding of Emptiness and Destruction- (Passive Ability, Scholar) Possessor gains +200 to all stats for each Null element item possessor has equipped, to a max of 200 items, Possessor gains +10 to all stats as a buff that lasts 10 rounds whenever an item is destroyed or an individual dies, with said buff stacking 50 times
-Scientist-
Mathematical Knowledge- (Passive Ability, Scientist) +150 MIN that is counted as unmodified for capping purposes
Radioactive Wisdom- (Passive Ability, Scientist) Possessor gains +400 MIN, Possessor's actions that involve Hypertech spells may gain '30% inflicts Poison: Irradiated', Possessor gains Poison: Irradiated Immunity, Possessor gains 5% Atomic Resistance
-Smith-
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Swordsmith- (Passive Ability, Smith) All Swords does +200 damage
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus
-Other: Subspace Architect-
Built with Deathly Mortar- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, whenever one of possessor's opponents who is at least Level 20 dies, possessor gains +100 to all stats, +10,000 HP, +1% Resilience, and +100 Defense, as a buff that stacks 10 times and lasts 15 rounds
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Contains Terror Aqueducts- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, possessor may deal 350,000 Flat Fire, Acid, or Darkness element Damage to up to 15 targets at the start of each round, with a 40% chance of inflicting any one minor negative status effect, Burning, Dissolving, or Voidstruck on each of said targets
Contains Zonal Damage Tiles- (Passive Ability, Other: Subspace Architect) Whenever an individual conducts an offensive action against possessor, possessor may deal 300,000 Flat Earth, Air, Fire, Water, Acid, Electrical, Energy, or Ice element Damage to said individual at the end of said action if possessor is a Large Structure
Filled with Trapped Chandaliers- (Passive Ability, Other: Subspace Architect) Up to three times per thread, when an individual conducts an offensive action against possessor, possessor may deal 500,000 Flat Physical or Fire element Damage to said individual at the end of said action, also possessing an 80% chance of inflicting either Wounded or Burning (or neither, if desired) on said individual at the end of said action, if possessor is a Large Structure
Summoner:
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Fading-Call-Augmenting Techniques- (Passive Ability, Summoner) Spells cast by possessor whose name includes 'Fading Call' deal 5,000 additional points of Damage whenever they deal Damage; Spells cast by possessor whose name includes 'Fading Call' that replicate abilities performed by entities from the Enemy List as though said entities were performing them deal 5,000 additional points of Damage whenever they deal Damage
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Knowledge of Basic Techniques in Summoning Air-Element Entities- (Passive Ability, Summoner) Possessor's Air-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Earth-Element Entities- (Passive Ability, Summoner) Possessor's Earth-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Electrical-Element Entities- (Passive Ability, Summoner) Possessor's Electrical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Energy-Element Entities- (Passive Ability, Summoner) Possessor's Energy-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats
Summoner Magic Casting I- (Passive Ability, Summoner) Summoner Magic spells cost possessor 20 less MP to cast
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
-Swordsman-
♢Deadly Finesse- (Passive Ability, Swordsman) Possessor's 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', and 'Melee Overdrive' actions may use Agility as their Prime Attribute; Possessor's per-item Melee Attack bonus capping may be based on Agility.
♢Unmatched Fencer's Grace- (Passive Ability, Swordsman) Sword Weapons equipped by possessor gain +(50 * Possessor Level) additional Melee Attack, Possessor gains (Possessor Level + 100)% To Hit while wielding a Sword, Possessor gains (Possessor Level)% Dodge while wielding a Sword
Adept Sword Training- (Passive Ability, Swordsman) Sword weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Sword Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Sword
Aerial-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aerials and gains +5% To Hit against Aerials.
Alien-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped
Aquatic-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aquatics and gains +5% To Hit against Aquatics.
Basic Fencing Skills- (Passive Ability, Swordsman) Possessor gains 105% To Hit, Possessor's Attack with Finesse actions may deal an additional 100 damage, This ability only takes effect when possessor has a Sword equipped
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Bio-Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Blade of Eternal Red- (Technique Ability, Swordsman) Possessor may use 'Blade of Eternal Red' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +1,000 Melee Attack and 'Damage from this attack cannot be healed by individuals below Level 60'.
Blade Parry- (Active Ability, Swordsman) This character may use Blade Parry in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains one weapon's melee attack bonus as a bonus to defense for 2 turns
Bloodcount Thrust- (Technique Ability, Swordsman) Possessor may use 'Bloodcount Thrust' in conjunction with a 'Melee Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +1,000 Melee Attack and 'Deals HP Drain'.
Bright Slash- (Technique Ability, Swordsman) Possessor may use 'Bright Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Light element.
Charging Slash- (Technique Ability, Swordsman) Possessor may use 'Charging Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Colorless Slash- (Technique Ability, Swordsman) Possessor may use 'Colorless Slash' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +800 Melee Attack, cannot be countered by individuals below Level 50, and may become solely the element 'Null' or the element 'Void'.
Crippling Slash- (Active Ability, Swordsman) This character may use Crippling Slash in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +25 Melee Attack for purposes of this attack, and this attack deals 15 additional AGI and CON damage.
Dead Giant's Strike- (Technique Ability, Swordsman) Possessor may use 'Dead Giant's Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +5,000 Melee Attack and replaces target's corpse with a summoned Darkness Giant if target is killed by this action, Max 10 summoned.
Deft Slash- (Technique Ability, Swordsman) Possessor may use 'Deft Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% To Hit.
Downward Swing- (Technique Ability, Swordsman) Possessor may use 'Downward Swing' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +15 Melee Attack and ignores the Dodge bonuses its target possesses from buffs that come from abilities or constant effects whose name includes 'Prone'
Dual Sword-Wielding- (Passive Ability, Swordsman) Possessor gains +50 Melee Attack if possessor has two Swords or a Sword that is a Weaponx2 equipped
Fancy Fencer- (Passive Ability, Swordsman) Possessor gains 120% To Hit when a Sword is equipped, Possessor's Attack with Finesse actions may deal an additional 1,000 damage, Possessor gains +2% Dodge at all times when possessor's last action was an Attack with Finesse Action
Fast Strikes- (Active Ability, Swordsman) This character may use Fast Strikes in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains 2 hits against 1 for purposes of this attack, and this attack deals 1/2 damage.
Fencer- (Passive Ability, Swordsman) Possessor's Attack with Finesse actions may deal an additional 5,000 damage, Possessor gains +5% Dodge at all times when possessor's last action was an Attack with Finesse Action, Possessor may conduct an Attack with Finesse action as a counter against any individual who conducts an offensive Physical element action or attack against possessor up to once per round
Fencer's Disengage- (Technique Ability, Swordsman) Possessor may use Fencer's Disengage in conjunction with a 'Melee Attack' or 'Attack with Finesse' action, so long as no other technique is used and possessor has a Sword equipped. Said attack suffers -5% To-Hit and its user is moved to the back row after the attack.
Fencer's Reposte- (Passive Ability, Swordsman) Possessor may Possessor may conduct an Attack with Finesse action that must include no spells and must include Fencer's Thrust as a technique as a counter against any individual below possessor's Level who is below Level 40 who conducts an offensive action against possessor up to once per round
Fencer's Thrust- (Technique Ability, Swordsman) Possessor may use Fencer's Thrust in conjunction with a Melee Attack or Attack with Finesse action, so long as no other technique is used and possessor has a Sword equipped. Said action gains +35 Melee Attack.
Flame Slash- (Technique Ability, Swordsman) Possessor may use 'Flame Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Flatedge Strike- (Technique Ability, Swordsman) Possessor may use 'Flatedge Strike' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack may not reduce the HP of its targets below 1.
Forest of Silver Thorns- (Technique Ability, Swordsman) Possessor may use 'Forest of Silver Thorns' in conjunction with a 'Melee Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +1,000 Melee Attack, gains the element Metal, and gains 'this action repeats itself after each attack that targets possessor that comes from a source with under 80% Dodge, changing its target(s) to be solely the source of said attack, with said repeated attacks not also causing attacks to be repeated, to a max of 5 times per round'.
Great Slash- (Technique Ability, Swordsman) Possessor may use 'Great Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Glory element.
Hard to Disarm With a Sword- (Passive Ability, Swordsman) Individuals below Level 20 may not unequip or steal possessor's equipped Swords without possessor's permission
Hexing Slash- (Technique Ability, Swordsman) Possessor may use 'Hexing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Hexed.
Human-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Humanoid-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humanoids and gains +5% To Hit against Humanoids.
Impairing Slash- (Technique Ability, Swordsman) Possessor may use 'Impairing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Impaired.
Insect-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Insect-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Insects and gains +5% To Hit against Insects.
King's Blade- (Technique Ability, Swordsman) Possessor may use 'King's Blade' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +2,500 Melee Attack, inflicts Charm on target if target is an uncontrolled summon, and becomes solely the element Nobility.
Lunging Slash- (Technique Ability, Swordsman) Possessor may use 'Lunging Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, may be made from the back row, moves its user to the front row, and deals full Damage to targets in the back row who are 10 or more Levels lower than its user who are below Level 60.
Man-Gutter- (Active Ability, Swordsman) This character may use Man-Gutter in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +75 Melee Attack against Humans and Humanoids for purposes of this attack, this attack has a 5% chance of inflicting Wounded on Humans and Humanoids, and this attack deals 15 CON damage to Humans and Humanoids.
Mountain-Cleaving Strike- (Technique Ability, Swordsman) Possessor may use 'Mountain-Cleaving Strike' in conjunction with a 'Melee Overdrive' or 'Powerful Attack' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +5,000 Melee Attack and reduces the Defense of Earth element targets by 10,000 as a non-stacking debuff.
Ogre Cleaver Stance- (Stance Ability, Swordsman) Possessor may wield Weaponx2 Swords as though they were Weaponx1 Swords, Possessor's equipped Weaponx2 Swords gain +1,200 additional Melee Attack
Painful Slash- (Technique Ability, Swordsman) Possessor may use 'Painful Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Pain.
Phantasmal Blade-Wing Stance- (Stance Ability, Swordsman) If possessor has a Sword equipped, possessor gains +800 AGI, +800 Melee Attack, +10% Dodge, and 30% Earth Resistance
Plant-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Plants and gains +5% To Hit against Plants.
Powerful Slash- (Active Ability, Swordsman) This character may use Powerful Slash in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +50 Melee Attack for purposes of this attack.
Precision Strikes- (Passive Ability, Swordsman) Possessor's Attack with Finesse actions may gain a 15% chance of inflicting Impaired: Blind or Impaired Slow if targetting Humans or Humanoids, This ability only takes effect when possessor has a Sword equipped
Reptile-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Reptiles and gains +5% To Hit against Reptiles.
Rustblade- (Technique Ability, Swordsman) Possessor may use 'Rustblade' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +300 Melee Attack and applies a debuff that stacks 200 times that provides Robots, Mechas, Clockworks, and Machines with -300 Defense.
Screaming Terrorstrike- (Technique Ability, Swordsman) Possesor may use 'Screaming Terrorstrike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +4,000 Melee Attack and '80% inflicts Confusion: Fear'.
Second Sword's Shadow- (Technique Ability, Swordsman) Possessor may use 'Second Sword's Shadow' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +250 Melee Attack, gains +5% To Hit, and, for the duration of said action, possessor may create a Temporary copy of a Sword wielded by possessor worth under 50,000,000 Gold, equipping that in any one empty weapon slot of possessor's.
Shadow Slash- (Technique Ability, Swordsman) Possessor may use 'Shadow Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.
Slash Mastery- (Passive Ability, Swordsman) Technique Abilities from the Swordsman class whose name includes 'Slash' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Steady Blade- (Passive Ability, Swordsman) Active Swordsman abilities that give 1-5 hits against 1, which also cause attacks to deal 1/2 damage or less and do not add a chance of inflicting status effects or stat damage to attacks, instead cause said attacks to deal 2/3 damage, +40 STR
Swift Strikes- (Active Ability, Swordsman) This character may use Swift Strikes in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains 3 hits against 1 for purposes of this attack, and this attack deals 1/3 damage.
Sword Wielding I- (Passive Ability, Swordsman) +5 to all stats when a Sword is equipped
Sword Wielding II- (Passive Ability, Swordsman) +25 to all stats when a Sword is equipped, +50 Melee Attack when a Sword is equipped
Sword Wielding III- (Passive Ability, Swordsman) Possessor gains +200 to all stats when a Sword is equipped and +200 Melee Attack when a Sword is equipped
Swordsman- (Passive Ability, Swordsman) This character gains +700 Melee Attack and +50 to all stats when a Sword is equipped plus an additional +10 Melee Attack and +5 to all stats for each level character possesses.
Swordsman's Footwork- (Passive Ability, Swordsman) Possessor gains 5% Dodge, Possessor gains 15% Dodge against Physical element actions, This ability only takes effect when possessor has a Sword equipped
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.
-Wanderer-
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
-War Mage-
Amplified War Magic Power- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack
Apprentice War Magic Attunement- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All War Magic spells cost possessor 500 less MP to cast
Basic War Magic Attunement- (Passive Ability, Other: War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +100 additional Magical Attack; All War Magic spells cost possessor 100 less MP to cast
Grievously-Wounding Spell Shrapnel- (Passive Ability, War Mage) Damage caused by possessor's 'Spell Shrapnel' ability may not be healed by individuals below Level 40
Saw-Followed Spell- (Technique Ability, War Mage) Possessor may use 'Saw-Followed Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor casts a War Magic spell as part of said action. Said action deals 60,000 Flat solely Physical element Damage as a separate quantity of Damage from other Damage it deals and gains a 30% chance of inflict Wounded.
Spell Shrapnel- (Passive Ability, War Mage) Whenever possessor casts a spell, up to 10 times per round, possessor may choose up to 10 targets to have a 30% chance of afflicting with Pain and may also choose for all of said targets to take 60,000 Flat Physical element Damage
-Warlock-
Apply Curse- (Active Ability, Warlock) Possessor may spend an action to give a copy of any ability from possessor's List of Applicable Curses to any PC target of lower Level, This may affect non-PCs in RP threadsApprentice 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
- Curse of Withered Flesh- (Passive Ability, Curse) -500 STR, -500 CON, Possessor's Charm infliction chances are reduced by 30%
Augment Curses- (Passive Ability, Warlock) Possessor's chance of inflicting Hexed is increased by 10%
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Dark Magic Casting I- (Passive Ability, Warlock) Dark Magic spells cost possessor 20 less MP to cast
Dark Magic Casting II- (Passive Ability, Warlock) Dark Magic spells cost possessor 200 less MP to cast
Deliver Hex By Touch- (Passive Ability, Warlock) Possessor's 'Melee Attack' and 'Attack with Finesse' actions may gain '30% inflicts Hexed'
Induce Pain- (Passive Ability, Warlock) +15 MIN, +5 SPI, All Dark Magic spells that have a chance of inflicting Pain have said chance increased by 5%, Pain Wrack and Pain of Shadows deal +500 damage, Creatures summoned through Dark Magic that have attacks that inflict Pain have said chance improved by 5%, Touch of Darkness has a 15% chance of inflicting Pain
Sanguine Spell- (Technique Ability, Warlock) Possessor may use Sanguine Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action gains +150 Magical Attack and deals 5,000 Flat Darkness element damage to its caster
Vengeful- (Passive Ability, Warlock) Possessor deals 500 additional Damage to individuals who have previously dealt Damage to possessor during the thread
Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All War Magic spells cost possessor (50 * Possessor Level) less MP to cast
Wracking Spell- (Technique Ability, Warlock) Possessor may use Wracking Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action inflicts Pain on targets that possesses at least two Weaknesses that this action counts as hitting
-Warlord-
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
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
Essence Algorithm: Frogman Toxin Archer- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to become the subtype Humanoid, to gain the base stats: STR 5, CON 10, AGI 25, MIN 20, SPI 5, and to be able to choose, if a monster on the enemy list exists named 'Frogman Toxin Archer', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Hag Matron- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to become the subtype Humanoid, to gain the base stats: STR 15, CON 12, AGI 8, MIN 15, SPI 15, and to be able to choose, if a monster on the enemy list exists named 'Hag Matron', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
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
Humanoid Loyalty Instruction- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain 40% Charm Resistance
Humanoid Traits- (Passive Ability, Warlord) Possessor gains +1 to all stats so long as possessor is a Humanoid
Internal Essence Algorithm: Superior Self- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to gain the base stats: STR 15, CON 15, AGI 15, MIN 15, SPI 15
Offensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 50 points
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
-Wizard-
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
-Misc-
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack when a Mace is equipped.
Basic Ninjutsu Attunement- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Ninjutsu spells that buff caster's stats do so by 5 more points per such stat
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells increase damage or Defense by 40 more points and cost 10 less MP
Blessed with Arshubrel's Destruction- (Passive Ability, Blessing) Possessor gains +5,000 Melee Attack, +5,000 Ranged Attack, and +5,000 Magical Attack if possessor is Fire or Destruction element or is afflicted with the status effect Confusion: Berserk
Blessing of Doctor Beak- (Passive Ability, Blessing) Possessor is immune to Disease, with this effect counting as though it came from a source that is either its possessor's level or level 80, whichever is higher, to a max of level 100, Possessor's offensive actions may attempt to inflict Disease with a (30 + possessor level)% chance of doing so, Possessor may deal (2 x possessor level) additional stat damage to any stat as part of any offensive action, 15% Darkness Resistance, Possessor regenerates 1,000 HP per round while any opponent is afflicted with Disease, Possessor counts as being 3 levels higher for purposes of being a worshipper of Doctor Beak
Cactus Sharpener- (Passive Ability, Botanist) Possessor's Plant pets' and summons' abilities' Damage values are increased by 3,000 points, Possessor's Plant pets and summons deal 20,000 additional points of Damage whenever they deal damage as part of a counter or as Flat Damage
Combat Flute Use- (Passive Ability, Musician) Possessor gains +200 Melee Attack if possessor has an instrument with 'Flute' or 'Lute' or 'Recorder' in its name equipped; said bonus increases to +1,000 and becomes an uncapped, nonstacking bonus for purposes of offensive actions targetting only individiuals afflicted with Fatigued: Stun
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Deadly Foreshadowing- (Passive Ability, Umbramancer) If possessor is Darkness element, has an Umbramancy spell equipped, has a Book equipped, and has at least one unequipped item that provides a Melee Attack, Ranged Attack, or Magical Attack bonus carried, possessor may, at the start of a round, show a chosen opponent the stats of said unequipped item and, at the start of the round after said round as an effect that does not stack, deal (2,000 * Possessor Level, to a max of Level 59) Flat Darkness element Damage to said individual
Dig Pothole- (Active Ability, Geomancer) Possessor may spend an action to add an effect to a Zone of Earth, a Zone of Physical, or a Terrain or Phantom Terrain that is 'Road' that causes all Vehicle transformations in said Zone or Terrain that are below Level 20 to have a 20% chance each round of not being able to act, with things that would occur before and after their actions still occurring, with said effect stacking 3 times per zone or terrain and 3 times across all zones and terrains
Doomfern Whispering- (Passive Ability, Botanist) Possessor's Darkness element Plant pets gain +200 to all stats and have the Damage values of their abilites increase by 6,000 points
Drink Lake- (Active Ability, Geomancer) Possessor may spend an action to remove a Zone of Water or a Terrain or Phantom Terrain with an associated Square Mile of Terrain in the Shop that is Water element that has a source below Level 40 from battle
Essence Algorithm: Seafoam Paladin- (Passive Ability, Seakeeper) At the beginning of a thread, possessor may choose to become the subtype Aquatic, to gain the base stats: STR 15, CON 15, AGI 10, MIN 10, SPI 15, and to be able to choose, if a monster on the enemy list exists named 'Seafoam Paladin', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Wraith Jelly- At the beginning of a thread, possessor may choose to become the subtype Aquatic, to gain the base stats: STR 5, CON 30, AGI 5, MIN 5, SPI 20, and to be able to choose, if a monster on the enemy list exists named 'Wraith Jelly', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Fat Lady's Song- (Active Ability, Bard) Once per thread, possessor may spend an action to end the round, provided that no opponent or unwilling ally of possessor in any battle currently active in the thread is more than 20 Levels above possessor's Level or above Level 79
Forehead Trained To Be Resistant To Too Much Facepalming- (Passive Ability, Protector) Possessor gains 75% Confusion: Facepalming Too Hard Resistance
Has Consumed 5 of the Permanent Consumable "Attack Oil"- (Passive Ability, Permanent Item Effect) +250 Melee Attack, Cannot be used in combos
Hazard Programming- (Passive Ability, Other: Reality Coder) At the start of each round, possessor may attach an effect to a Zone that either has a 60% chance of inflicting any one moderate negative status effect on each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round or that deals 120,000 Flat Damage of any base element to each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round, with both effects sharing a stacking cap, stacking twice per zone, and stacking 5 times across all zones
Impersonate Statue- (Stance Ability, Evermason) Possessor's subtype becomes Golem, Possessor gains +5,000 HP, +500 CON, and 25% Resilience while in this stance
Install Basic Deathtraps- (Passive Ability, Thief) If possessor possesses at least 5 Mechanist abilities and at least 5 Thief abilities, possessor may, at the beginning of each round, select an ally and provide said ally with a buff that deals 50,000 Flat Physical or Fire or Electrical or Acid element Damage to any individual who conducts an offensive action targetting said ally, with said damage being increased to 100,000 points if said ally is a Large Structure, with said damage-dealing occuring at the end of the next 10 offensive actions targetting said ally, with said buff stacking 3 times and generating seperate instances of Damage with multiple stackings
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Microwave Gaze- 20,000 Damage, Ignores the Defense of targets below Level 40, This action gains +20% To Hit, Individuals who deal HP Drain to targets of this ability deal an additional 4,000 Points as a non-stacking buff that lasts 2 rounds, This action's Prime Attribute is Spirit, Atomic & Fire, 30,000 MP
Mine Brain- (Technique Ability, Architect) Possessor may use 'Mine Brain' in conjunction with a 'Melee Attack' action so long as no other Technique is involved an either an Axe or a Tool is equipped. Said action deals 500 MIN Damage and may scan its target's stats.
Paranoid Zookeeping- (Passive Ability, Beastmaster) Up to once per thread, when an individual other than possessor conducts an offensive action that targets possessor, possessor may choose for one of possessor's pets or summons to immediately gain an action at the end of said offensive action
Raging Coaching- (Passive Ability, Leadership) Possessor's allies gain +200 to all stats while possessor is afflicted with Confusion: Enraged or Confusion: Berserk
Recite Combat Poetry- (Passive Ability, Bard) +300 Magical Attack, Wielder's 'Magical Attack' actions may inflict Confusion, Stat Drain, or Charm: Impressed on targets below Level 30
Refray Wires- (Technique Ability, Roboticist) Possessor may use 'Refray Wires' in conjunction with a 'Melee Attack' action. Said action gives Robots and Machines that it targets -100 CON and, if they are below Level 40, 100% Burning Weakness, as a debuff that stacks 500 times.
Rewrite Personality- (Technique Ability, Enchanter) Possessor may use 'Rewrite Personality' in conjunction with a 'Magical Attack' action so long as possessor is casting an Enchantment spell as part of said action and no other technique is used. Said action gains 40% inflics Charm, Charm: Lovestruck, Charm: Lust, Charm: Infatuation, Charm: Impressed, Charm: Wanderlust, Confusion, Confusion: Fear, Confusion: Berserk, Confusion: Depression, Confusion: Paranoia, Confusion: Overcome by Laughter, Pain: Bruised Ego, Fatigued: Stress, Invigorated, Invigorated: High Morale, or Invigorated: Zesty; Has RP effects.
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Soldeidrethanoic Recalcantantabuliaic Seymulhesylresmy- (Passive Ability, Soldreidrethanoi) Possessor gains +2,700 Ranged Attack if possessor is wielding a Bailartrix, If possessor is in at least two different Zones created by possessor or possessor's allie and possessor has a Bailartrix, then possessor may cause delay possessor's 'Ranged Attack' actions for 2 rounds, Possessor may, if possessor has a Bailartrix equipped, choose at the beginning of any round during which possessor has a 'Ranged Attack' action being delayed to reduce the number of rounds by which said action is delayed by 1 (provided that said delaying of said action was performed either by a willing individual or an individual below Level 60) and (regardless of whether said reduction of rounds is successful) to change the element of any Zone that either possessor or a willing ally of possessor created (provided that it possesses an element) to any one Base element or to Spatial, dealing 650,000 Flat Damage of said chosen element to up to 60 chosen targets in said Zone if said element switch is successful (with this effect being able to switch a Zone to an element that it already is); If possessor deals damage in this manner to at least 200 different individuals during the course of a thread, possessor gains +10% To Hit as a non-stacking buff that is applied as soon as said conditional is met unless possessor desires for it not to be
Surreal Reality Sculpting- (Passive Ability, Walker from Beyond) Whenever possessor creates a Zone or Phantom Terrain, possesor may choose to attach an effect to said Zone or Phantom Terrain that provides +500 to all stats of all Abstracts within said Zone or Phantom Terrain as a buff that does not stack on the same Zone or Phantom Terrain and stacks 4 times across different Zones and Phantom Terrains, Has RP effects
Terrify Plants- (Passive Ability, Doombringer) Possessor may, at the start of each round, have a 40% chance of inflicting Confusion: Fear on each opposing Plant
Tracking- (Passive Ability, Hunter) Possessor may follow individuals who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 20 or greater objects to such and provided that no individual of greater Level than possessor who is present in either battle objects to such
Underwater Sabotage Expertise- (Passive Ability, Spy) At the start of each round, if possessor is in a Zone of Water, possessor may remove one buff or positive status effect from each opponent below Level 40
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor
♢Weapon Combination: Bailartix and Blade- (Technique Ability, Soldreidrethanoi) Possessor may use 'Weapon Combination: Bailartix and Blade' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has both a Bailartix and a Sword equipped. Said action's performer's equipped Swords have their Melee Attack bonuses incorporated into said action as equal Ranged Attack bonuses.
Intolerent: Angels- (Passive Ability, Flaw) Possessor may not possess Angel pets or summons, or willingly possess allies of said subtype
*Instrument of Old Yazbellan: The Flayer of Angels- (Passive Ability Aspect: The Angel Flayer's Knives, Curse) Possessor, in RP threads, unless Prioress Seretian objects, has its location and general status semi-regularly broadcast to Celestials, Angels, and Devas between Level 60 and Level 99 with the rough range of an average solar-system's diameter and attracts the focused ire of these beings; For each unique entity attracted by this Curse that possessor defeats and flays/dissects/vivisects, possessor, in addition to entity-specific rewards, gains an Indexed Aspect for this ability's Artifact; This Curse tracks how many of these entities have been defeated, and, once 13 have been defeated, its owner may make the choice between keeping the Artifact associated with it or unbinding and losing it
Weapons-
*The Angel Flayer's Knives- (Weapon Aspect: The Angel Flayer's Knives, Knife, Darkness & Physical, X Gold) +2,000,000 Melee Attack, +2,000,000 STR, +2,000,000 AGI, Wielder's 'Melee Attack' and 'Attack with Finesse' actions may use Agility or (Agility + Mind)/2 as their Prime Attribute, 400% inflicts Pain, 300% inflicts Wounded, 300% inflicts Wounded: Bleeding, 300% inflicts Wounded: Maimed, 300% inflicts Wounded: Laid Open, Wielder's first hit of wielder's first attack each round that deals non-Healing Damage to each entity that is an Angel, Arch-Angel, Celestial, Arch-Celestial, Deva, Arch-Deva, or Radiant has said quantity of Damage increased by 20,000,000 points as a non-stacking bonus, This item additionally possesses the subtype Tool
*Grailbleeder- (Weapon Aspect- Blood Grail of the Red Sun Prince, Sword, Darkness & Nobility & Destruction, X Gold) +50,000 Melee Attack, +49,500 Magical Attack, 110% Critical, 110% Dodge, 210% To Hit, 110% Resilience, 35% Physical Resistance, 35% Blood Resistance, 150% may inflict Voidstruck: Blood Rebellion, 150% may inflict Wounded: Maimed, Deals HP Drain and MP Drain, May become a Fist Weapon at the start of a thread, Wielder may spend an action to make this item solely Blood element
Armor-
Soulflame Wayfarer's Longcoat- (Armor, Light Armor, Darkness & Light & Mystic & Fire & Hope, 5,500,000 Gold) +5,500 Defense, +5,400 Melee Attack, +5,200 Magical Attack, +3,985 Ranged Attack, +500 Defense against SPI Damage, 60% Resilience, 165% To Hit, 60% Critical, Wielder's 'Melee Attack' actions may count as including a Spirit Magic spell and/or may gain both the element Mystic and the element Fire (choosing both together as one choice), 30% Physical Resistance, 30% Magic Resistance
Accessories-
*Blood Grail of the Red Sun Prince- (Accessory Aspect- Blood Grail of the Red Sun Prince, Magic Item, Darkness & Nobility, X Gold) +49,000 to all stats, +49,000 Magical Attack, +1,800,000 HP, +1,800,000 MP, Wielder regenerates 500,000 HP and 500,000 MP per round at the start of the round, Wielder’s Undead pets and summons, Necromancy summons, and Dark Magic summons gain +20,000 to all stats and regenerate 500,000 HP per round, This item auto-inflicts Rejuvenation on wielder and all of wielder’s allies and summons that are either Undead or come from Dark Magic or Necromancy, with said infliction occurring upon summoning for summons and at the start of each round for all said individuals, HP Drain that would affect wielder from sources that are below level 79 becomes HP Damage instead, MP Drain that would affect wielder from sources that are below level 79 become MP Damage instead, Wielder's Undead pets and summons gain Immunity to Pain, Poison, Disease, Fatigue, Charm, and Impaired, along with immunity to Dominion from sources below level 60, Wielder may spend an action to become solely Astral, Nobility, Blood, Darkness, Light, or Destruction element, Wielder's Undead pets and summons gain +10,000 to all stats (on top of the prior bonus to summons' stats), 30% Astral Resistance, 35% Blood Resistance, 30% Darkness Resistance, 30% Light Resistance. Undead summoned by wielder may, when summoned, become solely Blood element and lose any Light Weakness they possess. Non-undead who are not named 'Celas' may not equip this item, This item normally only works for Undead, but Beak messed with it and changed that to make Celas an exception as an RP effect
*Heart of the Balanced Combatant- (Accessory, Bioaugmentation, Physical, 100,000,000 Gold) Wielder's base stats that are at least 11 increase by 1
*Larry the Catfish's Lensed Hat- (Accessory, Hat, Technology, 60,000,000 Gold) +60,000 MIN, Wearer may choose to become afflicted with Confusion: Enraged at the start of any round or action, Wearer may scan a single target's stats at the start of each round if said target is not transformed, Wearer gains 180% To Hit, Wearer's second hit of each attack suffers no To Hit penalty
*The Angel Flayer's Workbench- (Accessory Aspect: The Angel Flayer's Knives, Container, Darkness & Physical, X Gold) Wielder may spend an action to have a 500% chance of inflicting an instance of Paralyzed with no natural per-round recovery rate that cannot be cured by sources below Level 80 or a 30% chance of inflicting an instance of Petrified: Pattern Freeze or Petrified: Ossified Potential that cannot be cured by sources below Level 80 on a target, Wielder may, if wielder is wielding *The Angel Flayer's Knives, to a max of once per round, spend an action to deal 20,000,000 Flat Darkness & Physical element Damage to a Paralyzed or Petrified entity (with this quantity of Damage increasing by 180,000,000 points against targets that are Angels, Arch-Angels, Celestials, Arch-Celestials, Devas, or Arch-Devas), inflicting Pain, Wounded, Wounded: Bleeding, Wounded: Maimed, and Wounded: Laid Open on said entity and then scanning its stats, Wielder's opponents possess no natural per-round recovery chance from minor or moderate negative status effects unless wielder desires for them to, Wielder deals HP Drain to Angels, Arch-Angels, Celestials, Arch-Celestials, Devas, and Arch-Devas
Great Plague Doctor of Gilbezber's Mask- (Accessory, Mask, Darkness & Toxin & Life, 275,000,000 Gold) +275,000 Defense, +275,000 CON, +275,000 MIN, +2,750,000 HP as a non-stacking bonus, +2,750,000 MP as a non-stacking bonus, Wearer is Immune to Plague from sources below Level 80, 100% Plague Resistance, 30% inflicts Plague, Wearer must be Level 60 or greater and must possess 'Doctor Beak' as a Patron Deity
Blood Emblem- (Accessory, Broach, Darkness & Blood, 15,500,000 Gold) +15,000 Melee Attack, +15,000 to all stats, 10% Blood Resistance, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat
Spells-
Geisthand (2)- (Spell, Necromancy, Aether, 1,500,000 MP, 150,000,000 Gold) +150,000 Melee Attack, +150,000 Magical Attack, 300% inflicts Stat Drain, if target is below caster's Level and target is below Level 60, target's Level is reduced by 4 as a debuff that stacks 5 times, Caster must be Level 40 or greater
Ironclad Contract- (Spell, Other: Litigamancy, Metal, 100,000 MP, 10,000,000 Gold) Target gains Charm Immunity against sources that are either below Level 60 or both below caster's Level and Level 80, Caster must be Level 20 or greater
Red King's Frenzy- (Spell, Other: Blood Magic, Destruction & Darkness & Blood & Chaos, 560,000 MP, 136,000,000 Gold) +136,000 Magical Attack, +136,000 Ranged Attack, +136,000 Melee Attack, may gain '1 hit against 50,000' and deal 1/3 Damage, Caster must be Level 40 or greater
Skeletal Hands of the Bleeding God- (Spell, Necromancy, Blood & Darkness, 1,750,000 MP, 175,000,000 Gold) +175,000 Melee Attack, +175,000 Magical Attack, 160% inflicts Wounded, 160% inflicts Wounded: Bleeding, 180% inflicts Hexed, 80% inflicts Voidstruck: Blood Rebellion, 1 hit against 50,000,000
Unleash the Living Plague- (Spell, Biomancy, Darkness & Acid, 2,500,000 MP, 250,000,000 Gold) Caster may either choose to have a 50% chance of inflicting Plague on up to 100 targets or may attach a non-stacking (on the same zone or across zones) effect to a Zone of Darkness or Acid or Air that causes each individual in said zone to have a 30% chance of being afflicted with Plague at the start of each round, with this spell's caster to be able to choose for instances of Plague that come from this spell or effects it generates (or from instances of Plague that come from this spell or effect it generates or future generations of status effect instances descendant from those) to not afflict individuals when they otherwise would do so, Caster must be Level 60 or greater
Pets-
None
Door Number 1 or Door Number 2? Anathema chooses neither, for now.
Because something interesting happened here, in the portal entry meta area!
Something terrible and wonderful was born here. Combat took place and blood was spilled, and that may present an opportunity.
She's going to find and recruit the Nameless Ravener.
The traces may be faint, but Anathema's vampiric dominion over wounds is the stuff of legends.
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
Blood Scent- (Passive Ability, Other: Count of Blood) Possessor gains 105% To Hit, Possessor gains +5% To Hit against targets afflicted with Wounded: Bleeding
Blood Tracking- (Passive Ability, Other: Count of Blood) Possessor may follow individuals who are afflicted with Wounded: Bleeding who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 40 or greater objects to such
Expert Blood Synchronization- (Passive Ability, Other: Count of Blood) Blood element Damage dealt to possessor (not including healing) is halved, Blood element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Blood element accessories, and may not be converted into other types of slot by individuals below Level 100
Plus:
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
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
Unmatched Master's Competence- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 25 or more Fame, possessor counts as possessing 10 additional abilities in each base class that possessor possesses the class-name ability for, provided that no other individual in the same battle as possessor possesses an equal or greater number of abilities from said class
Lenses from her hat click down into place as she scours the floor for traces. Let's see if she can pick up the trail!
If successful in detecting/getting a bead on him, she's going to invoke the Angel Flayer's Knives' ability to
* The ability to designate a quarry and track them; this ability is improved and made cross-planar against celetials/angels/devas/etc
though she'll likely have to enter the Spirit World for that to kick in.
(Also Roy may or may not want in on this!)
Anathema goes on a hunt in Seirei
- Modrageball
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Anathema goes on a hunt in Seirei
This quest originally began on Jan 01, 2019.
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
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Re: Anathema goes on a hunt in Seirei
Aeromage wrote: Anathema, mind alight with the promises of getting the thing Kit created on-side, commences her investigation, focusing on the blood that was most definitely spilled here at some point.
Well, probably definitely. The portal room itself is remarkably clean, all things considered. Neither the portal nor the fancy white-and-gold door within show any signs of being caught within a pitched battle.
Still, Anathema is a very competent individual with enough divination skill, knowledge of Blood as an element and Undead, and tracking-ability to almost certainly achieve her goals! She gazes upon the room, calling upon the echoes of blood-once-spilled to point her in the right direction.
Well, there was certainly blood spilled, here. Recently, too! Both real, actual blood from proper entities and a rather larger quantity of manifested-from-mana blood used to literally cover the room in some form or another. Ignoring the mana-spawned blood (likely from an attack or effect from her preferred quarry), the undead swordswoman opts to follow the spilled quantities through the portal.
Aha. There! A considerable trail left behind, passing through the white-and-gold door. A sign hanging from a handle says 'To Somewhere In The Spirit World' in fancy script. Yes, this must be what she was looking f-
-waaaaaait a minute. There's necromantic taint to this blood, but it isn't strong enough to be blood from an actual undead creature. Re-checking her divination and looking more closely, it would seem that this is, in fact, a trail of Kit's blood. It's a good thing she didn't immediately activate the knives, otherwise she might well end up hunting down entirely the wrong quarry.
Anathema tries again. There's definitely blood about, yes. There's the taint of necromancy. However, there doesn't appear to be blood spilled from an undead entity here. Perhaps...
...ah. There is, in fact, an absence of such blood. An absence that forms a trail in itself. Perhaps the creature she seeks reabsorbed its own spilled blood after Kit (fled? Was forced?) through the portal to the Spirit World.
The lingering absence passes, instead, through the portal to Seirei itself.
It looks like she can't quite get a bead on him from what she has to work with here (as he's almost certainly not angelic by any stretch of the imagination), but being in closer dimensional proximity would probably allow her to use the Knives' tracking ability properly.
Celas wrote: Anathema bursts out laughing. "Oh, this should be good. I wonder what kind of trail of devastation this thing's left."
Onward to Clavia!
Aeromage wrote: Anathema steps through the portal, and into a scene of absolute carnage.
What lies beyond was once a palatial hall of shining jade and marble. Presently, it is a wreck. The place looks like it's been hit by an earthquake and then used as the scene of a pitched battle between super-strong abstract expressionist artists working solely in shades of Bodily Fluid. Opulently-wrought pillars of green jade lie shattered and broken around the hall, and entire chunks of extravagantly-carved vaulted ceilings have come crashing down, leaving huge holes beyond which Anathema can see the night sky. At least, she thinks it's the night sky. It's clearly dark, but has a weird orange-ish tint to it, and looks brighter than a night sky should be.
The walls are severely damaged, with shards of ornate carvings and loose semiprecious stones scattered about the rubble-strewn floor. Dominating the centre of the room is a shattered line of what once might have been desks. Also present are a bizarrely large number of what appear to be hairpins, driven into the marble steps leading down from the portal with great force.
Notably, despite the large stains and significant damage, there do not appear to be any bodies present in the room. Not human bodies, anyway. Instead, two large statues, once of winged humanoids, lie in pieces across the chamber. Two more stand in the middle of the room, one facing the portal, the other facing the main exit on the far side of the room.
There is a grating noise as the statue facing the portal turns its head to face Anathema, and immediately shifts in readiness to attack.
Anathema, however, is reacting considerably faster than the statue-thing can move. What will she do?
MODRAAAAAAAAAAAAAGE
- Modrageball
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Re: Anathema goes on a hunt in Seirei
Pathaky wrote: Roy Selim (Pathaky)
Level 79
Chosen, Blood & Darkness
HP: 11,850
MP: 54,450
STR: 158 (2) [0 via Level]
AGI: 790 (10) [0 via Level]
CON: 474 (6) [0 via Level]
MIN: 2,178 (22) [440 via Level]
SPI: 1,920 (20) [340 via Level]
XP- 2,634,544
XP Required- 25,820,000, Holy Imperial Seal of Triumph
Fame- 39
Gold- 44,992,764
-Commandments-
* THOU SHALT NOT INFLICT NEGATIVE STATUS EFFECTS ON PLANTS
Until Roy breaks this commandment in an RP thread (battle threads do not count), Roy gains +1 Base MIN.
Devout Worshipper of Madame Misfortune
-Benefits-
Bearer of Misfortune- Possessor's opponents gain -(Possessor Level / 5, rounded down)% Critical, -(Possessor Level / 5, rounded down)% Dodge, -(Possessor Level / 5, rounded down)% Resilience, and -(Possessor Level / 5, rounded down)% To Hit as non-stacking penalties, Worshipper Benefit
Requires: Devout Worshipper of Madame Misfortune
Cost: Automatically Obtained Upon Meeting Prerequisites
Ally of Ill Fortune- If possessor is Level 5 or greater, possessor Reflects Hexed: Ill Fortune, Worshipper Benefit
Requires: Devout Worshipper of Madame Misfortune, Level 5
Cost: Automatically Obtained Upon Meeting Prerequisites
Spiteful Denial- If possessor is Level 15 or greater, possessor's death does not provide possessor's killers with XP under normal circumstances as an RP power, Worshipper Benefit
Requires: Devout Worshipper of Madame Misfortune, Level 15
Cost: Automatically Obtained Upon Meeting Prerequisites
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive or Mental Overdrive or Physical Overdrive
Metacombine
Blight Druid:
Apprentice Blight Magic Attunement- (Passive Ability, Blight Druid) All Blight Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Blight Magic spells that possessor casts that drain stat points and drain 50 more points of each such stat
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 Contagion Research- (Passive Ability, Blight Druid) All foes have a 1% chance at the beginning of each round to have Disease inflicted on them if they have any allies who are currently affected by Disease
Basic Disease Amplification- (Passive Ability, Blight Druid) All foes take 20 stat damage to all stats whenever they are inflicted with Disease
Bilious Spell- (Active Ability, Blight Druid) This character may use Bilious Spell in conjunction with a Magical Attack, so long as no other technique is used and a Blight Magic spell is being cast. This attack gains +45 Magical Attack and has a 5% chance of inflicting Poison
Locust's Feasting- (Passive Ability, Blight Druid) All Blight Magic spells that drain HP or MP and have a magical attack bonus gain an additional +120 Magical Attack
Locust's Hunger- (Passive Ability, Blight Druid) All Blight Magic spells that drain HP or MP and have a magical attack bonus gain an additional +30 Magical Attack
Sickening Word- (Active Ability, Blight Druid) This character may use Sickening Word in conjunction with a Magical Attack, so long as no other technique is used and a Blight Magic spell is being cast. This attack gains +25 Magical Attack and has a 5% chance of inflicting Disease
Botanist:
Apprentice Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Familiarity with Photosynthesis- (Passive Ability, Botanist) Whenever one of possessor's Plant pets or summons would regenerate HP or MP, it regenerates 50 points more
Knowledge of Forest Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Forest
Knowledge of Jungle Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Jungle
Channeler:
Can Sense When Twin Sibling Is In Danger- (Passive Ability, Channeler) Possessor gains +200 AGI as a non-stacking buff on rounds after rounds during which an individual conducts an offensive actions that targets an ally of possessor with the ability 'Can Sense When Twin Sibling Is In Danger', Has RP effects
Chosen One:
Basic Chosen One Knowledge- (Passive Ability, Chosen One) Possessor's artifact aspect pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats, Possessor's Chosen allies gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats, Possessor gains +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats if possessor is a Chosen
Controller:
Adept Force Training- (Passive Ability, Controller) Force weapons equipped by possessor can provide an additional +10,000 Melee Attack, Ranged Attack, and Magical Attack before capping, Force Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Force Weapons equipped by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Force Weapons equipped by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Force
Angel-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Angels and gains +25% Critical against Angels.
Angel-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Asterismic-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Asterismics and gains +25% Critical against Asterismics.
Asterismic-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Asterismics and gains +5% To Hit against Asterismics.
Astral Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Astral Beings and gains +25% Critical against Astral Beings.
Astral Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
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.
Bubble Impulse- (Technique Ability, Controller) Possessor may use 'Bubble 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 Water element.
Celestial-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Celestials and gains +25% Critical against Celestials.
Celestial-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Daemon-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Daemons and gains +25% Critical against Daemons.
Daemon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Darkspawn-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Darkspawn and gains +25% Critical against Darkspawn.
Darkspawn-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Demon-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Demons and gains +25% Critical against Demons.
Demon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Demons and gains +5% To Hit against Demons.
Deva-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Devas and gains +25% Critical against Devas.
Deva-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devas and gains +5% To Hit against Devas.
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.
Elemental-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Elementals and gains +25% Critical against Elementals.
Elemental-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Elementals and gains +5% To Hit against Elementals.
Empower Emotion: Rage- (Technique Ability, Controller) Possessor may use 'Empower Emotion: Rage' in conjunction with a 'Cast a Spell' action so long as no other technique is used and a Force is equipped. Said action gains either 'target acquires a non-stacking buff that provides +7,000 STR' or '60% inflicts Confusion: Berserk and Confusion: Enraged'
Exert Control: Earth Elementals- (Technique Ability, Controller) Possessor may use 'Exert Control: Earth Elementals' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Earth-element Force equipped. Said action gains a 75% chance of inflicting Charm on targets that are Earth-element Elementals.
Fae-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Fae and gains +5% To Hit against Fae.
Force-Lock Debuff- (Technique Ability, Controller) Possessor may use 'Force-Lock Debuff' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has a Force equipped. Said action changes the text of all stacked instances of one debuff with said action's performer as a source, adding the text 'the first time this debuff would be removed by a source below Level 20 due to a reason other than its duration running out, it is instead not removed'
Horror-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Illuminated-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Illuminated and gains +25% Critical against Illuminated.
Illuminated-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Illuminated and gains +5% To Hit against Illuminated.
Impulse Mastery- (Passive Ability, Controller) Technique Abilities from the Controller class whose name includes 'Impulse' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Magic Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Magic Beings and gains +25% Critical against Magic Beings.
Magic Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Monster-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Monsters and gains +25% Critical against Monsters.
Monster-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Monsters and gains +5% To Hit against Monsters.
Pitch Force- (Technique Ability, Controller) Possessor may use 'Pitch Force' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Force equipped. Said action gains +15 Ranged Attack and +10% To Hit as a non-stacking effect.
Prime-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Primes and gains +25% Critical against Primes.
Prime-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Primes and gains +5% To Hit against Primes.
Solar Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Solar Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Solar Beings and gains +25% Critical against Solar Beings.
Solar Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Solar Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Spirit-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Spirits and gains +25% Critical against Spirits.
Spirit-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Spirits and gains +5% To Hit against Spirits.
Superior Piercing Force-Blast- (Technique Ability, Controller) Possessor may use 'Superior Piercing Force-Blast' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Magical Overdrive' action. Said action gains +1,000 Melee Attack, Magical Attack, and Ranged Attack and pierces 1,000 points of Defense
Umbral-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Umbral-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Umbrals and gains +25% Critical against Umbrals.
Umbral-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Umbral-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Umbrals and gains +5% To Hit against Umbrals.
Undead-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Undead-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Undead and gains +25% Critical against Undead.
Undead-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Undead-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Undead and gains +5% To Hit against Undead.
Deathless One:
Vampire- (Passive Ability, Deathless One) If possessor is Undead, quantities of HP Drain and MP Drain dealt by possessor are increased by 50,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 2,000 points
Diviner
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Can See Concepts Through Right Eye- (Passive Ability, Diviner) Possessor gains +2% To Hit against Manifests
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Divining Casting I- (Passive Ability, Diviner) Divining spells cost possessor 20 less MP to cast
Divining Casting II- (Passive Ability, Diviner) Divining spells cost possessor 200 less MP to cast
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes
Ebon Chancellor:
Apprentice Affinity to Healing Via Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor obtains Darkness element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 5% Darkness Resistance
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Apprentice Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense against Darkness
Apprentice Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 to all stats while in a Zone of Darkness
Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Basic Affinity to Healing Via Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor obtains Darkness element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Defenses that Utilize Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense if possessor has any Darkness-element items equipped that provide a Defense bonus
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
Ebon Wisdom- (Passive Ability, Ebon Chancellor) Possessor gains +50,000 MP if possessor is Darkness element
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.
Improved Affinity to Healing Via Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor obtains Darkness element HP Healing or MP Healing, said amount is increased by 5,000 points
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
Improved Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5,000 Defense against Darkness
Improved Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 10% Darkness Resistance
Improved Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +250 to all stats
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)
Elementalist:
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Enslaver:
Angel-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Apprentice Soul Training- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has a Soul equipped, Possessor gains +20 to all stats if possessor has a Soul equipped
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Celestial-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.
Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped
Gatekeeper:
Apprentice Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Basic Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Formshift: Outsider- (Stance Ability, Gatekeeper) Possessor's subtype becomes Outsider
Gatekeeper- (Passive Ability, Gatekeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Outsider pet only, This ability provides +250 HP and +50 to all stats of possessor's Outsider pets and summons per Level of possessor
Murmering, Mind-Slaving Void-Ink Blood- (Passive Ability, Gatekeeper) If possessor is an Outsider and is Level 40 or greater, whenever an individual deals Damage to possessor, possessor gains a 15% chance of inflicting Dominion on that individual and possessor's Blood or Void element actions gain '15% inflicts Dominion'
Otherworldly Endurance- (Passive Ability, Gatekeeper) Possessor gains +2,000 CON and 20% Resilience if possessor is the subtype Outsider
Otherworldly Glory- (Passive Ability, Gatekeeper) Possessor is Immune to individuals below Level 20 if possessor is Level 20 or greater and possessor is an Outsider
Otherworldly Grace- (Passive Ability, Gatekeeper) Possessor gains +2,000 AGI and 20% Dodge if possessor is the subtype Outsider
Otherworldly Intellect- (Passive Ability, Gatekeeper) Possessor gains +2,000 MIN and 120% To Hit if possessor is the subtype Outsider
Otherworldly Power- (Passive Ability, Gatekeeper) Possessor gains +2,000 STR and 20% Critical if possessor is the subtype Outsider
Otherworldly Soul- (Passive Ability, Gatekeeper) Possessor gains +2,000 SPI and is Immune to status effects from sources below Level 20 if possessor is the subtype Outsider
Outsider Traits- (Passive Ability, Gatekeeper) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 2 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 2 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's SPI is multiplied by 2 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 10 as an effect that does not stack with other Defense multiplying effects, possessor's attack bonuses are multiplied by 2 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 2 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Diseased. This ability only takes effect if possessor is an Outsider.
Time Walker- (Passive Ability, Gatekeeper) Possessor gains Suffocation: No Future Immunity, Possessor gains +20,000 Defense against Time, Possessor gains +20,000 uncapped Defense against effects attached to Zones of Time, Possessor may use Mind, Agility, or Spirit as its Turn-Order-Determining Stat if in a Zone of Time
Geomancer:
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Boneyard- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard
Attuned to Terrain: Caverns - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns
Attuned to Terrain: Dark Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dark Forest
Attuned to Terrain: Graveyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Graveyard
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Phantom Terrain Link Established: Boneyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Boneyard
Phantom Terrain Link Established: Caverns- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Caverns
Phantom Terrain Link Established: Dark Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dark Forest
Phantom Terrain Link Established: Graveyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Graveyard
Heavenly Protector:
Angel Traits- (Passive Ability, Heavenly Protector) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is an Angel
Illusionist:
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Mentalist
Focused on the Other, Blind to the Self- (Passive Ability, Mentalist) Possessor is unable to scan itself. Possessor is informed as an RP effect of the possible, immediate consequences of any decisions forced on them by the actions of individuals besides itself, this ability may be removed by the spending of three weeks in the ability shop.
Scholar:
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Knowledge of Popular Anime- (Passive Ability, Scholar) Possessor gains +20 MIN
Lazy Passage- (Technique Ability, Scholar) Possessor may use 'Lazy Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Book equipped. Said attack gains a 20% chance of inflicting Fatigued.
Monster-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Monster-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Monsters and gains +5% To Hit against Monsters.
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Scholar- (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.
Shadow Passage- (Technique Ability, Scholar) Possessor may use 'Shadow Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +100 Magical Attack and becomes solely Darkness element.
Speed Reading- (Passive Ability, Scholar) Possessor may equip or unequip a Book or Tome at the start of each round
Umbral Passage- (Technique Ability, Scholar) Possessor may use 'Umbral Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Seakeeper
Fish-Scale-Covered Head- (Passive Ability, Seakeeper) Possessor gains +20 Defense
Other: Count of Blood
Adept Blood Synchronization- (Passive Ability, Other: Count of Blood) Amounts of Blood element Damage possessor deals are increased by 10,000 points, Blood element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Blood element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Blood Resistance- (Passive Ability, Other: Count of Blood) Possessor gains 5% Blood Resistance
Apprentice Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 Defense against Blood
Apprentice Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +100 to all stats
Apprentice Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 to all stats while in a Zone of Blood
Basic Affinity to Healing Via Blood- (Passive Ability, Other: Count of Blood) Whenever possessor obtains Blood element HP Healing or MP Healing, said amount is increased by 500 points
Basic Blood Resistance- (Passive Ability, Other: Count of Blood) Possessor gains 1% Blood Resistance
Basic Blood Synchronization- (Passive Ability, Other: Count of Blood) Possessor gains +25 to all stats if Blood element
Basic Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element pets and summons gain +50 to all stats
Basic Defenses Against Blood- (Passive Ability, Other: Count of Blood) Possessor gains +50 Defense against Blood
Basic Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +10 to all stats
Basic Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +50 to all stats while in a Zone of Blood
Bleeding Immunity- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains Wounded: Bleeding Immunity
Blood Clone- (Passive Ability, Other: Count of Blood) If possessor is Blood element and afflicted with Wounded: Bleeding, provided that no individual who is 19 Levels or more higher than possessor objects, possessor may, once per round, repeat an action possessor performed immediately after said action
Blood Drain- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Drain' in conjunction with a 'Melee Attack' action so long as possessor is Blood element and no other technique is used. Said action gains 'Drains HP'.
Blood Drinking- (Passive Ability, Other: Count of Blood) Possessor may choose for possessor's Melee Attack actions to not include Melee Attack bonuses from possessor's equipped weapons, to deal 1/2 Damage, and to deal HP Drain
Blood Manipulation- (Passive Ability, Other: Count of Blood) Possessor may choose one of the following at the beginning of each round if Blood element: Create a Zone of Blood, Remove a Zone of Blood created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Blood by either possessor or a source below Level 20, Add Blood to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Blood element on a Blood element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Blood, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Blood, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Blood element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Blood to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Blood, 5% Blood Resistance, or +50 Defense against Blood and 1% Blood Resistance until the end of the round as a non-stacking buff
Blood Sacrifice- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Sacrifice' in conjunction with a 'Melee Attack' action so long as possessor has a Knife equipped or is Blood element and no other technique is used. Said action regenerates possessor's HP by a number of points equal to (Said action's target's HP / 10, rounded up), to a max of 20,000 points if said target is killed.
Blood Scent- (Passive Ability, Other: Count of Blood) Possessor gains 105% To Hit, Possessor gains +5% To Hit against targets afflicted with Wounded: Bleeding
Bloodsense- (Passive Ability, Other: Count of Blood) Possessor may scan the stats of any individual who is afflicted with Wounded: Bleeding at the start of each round
Blood Tracking- (Passive Ability, Other: Count of Blood) Possessor may follow individuals who are afflicted with Wounded: Bleeding who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 40 or greater objects to such
Bloodwall- (Passive Ability, Other: Count of Blood) Possessor gains +1,000 Defense while afflicted with Wounded: Bleeding
Cause Improved Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 1% more of their possessor's Max HP worth of Physical element Damage per round
Cause Torrential Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 2% more of their possessor's Max HP worth of Physical element Damage per round
Control of Blood- (Passive Ability, Other: Count of Blood) Possessor has a 20% chance of being able to cancel the actions of Blood element individuals below Level 20, with things that would occur before and after said actions still occurring
Count of Blood- (Passive Ability, Other: Count of Blood) Possessor ignores (1 * (Possessor Level/5), rounded down)% Blood Resistance, Possessor ignores Blood Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Crimson Majesty- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain that possessor deals are increased by 25,000 points if possessor is Blood element, Possessor's allies gain +500 to all stats as a non-stacking bonus if possessor is Blood element, Possessor's Base STR, Base AGI, Base CON, Base MIN, and Base SPI increase by 1 point, to a max of 80 points, if possessor is Blood element
Crimson Steward- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may, at the start of each round, choose a Blood-element ally, not including possessor, with said ally obtaining a buff that provides +2,000 to all stats so long as its possessor is in the same battle as possessor on the same side of battle, with said buff not stacking and only being able to be present on one individual at a time from each creator, with newly created instances of said buff causing prior instances of said buff to vanish
Defenses that Utilize Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 Defense if possessor has any Blood-element items equipped that provide a Defense bonus
Discern Lineage- (Passive Ability, Other: Count of Blood) Whenever possessor successfully scan's an individual's stats, possessor may then scan its summoner's stats if its summoner is present, Has RP effects
Expert Blood Synchronization- (Passive Ability, Other: Count of Blood) Blood element Damage dealt to possessor (not including healing) is halved, Blood element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Blood element accessories, and may not be converted into other types of slot by individuals below Level 100
Exsanguinate- (Technique Ability, Other: Count of Blood) Possessor may use 'Exsanguinate' in conjunction with an 'Overdrive' action so long as possessor is Blood element and no other technique is used. Said action, if targetting an individual below Level 40 that is not immune to either Moderate status effects or Wounded: Bleeding, gains +2,000 Magical Attack, deals double damage (to a max of 50,000,000 additional damage) and gives its target Wounded: Bleeding Immunity
Greater Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 60% Wounded: Bleeding Resistance
Great Vitality- (Passive Ability, Other: Count of Blood) Possessor gains +20,000 HP if Blood element
Improved Affinity to Healing Via Blood- (Passive Ability, Other: Count of Blood) Whenever possessor obtains Blood element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Blood Loss Induction- (Passive Ability, Other: Count of Blood) Possessor's chances of inflicting Wounded: Bleeding are increased by 5%
Improved Blood Resistance- (Passive Ability, Other: Count of Blood) Possessor gains 10% Blood Resistance
Improved Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Blood- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 Defense against Blood
Improved Discern Lineage- (Passive Ability, Other: Count of Blood) Whenever possessor successfully scan's an individual's stats, possessor may then scan its summoner's stats if its summoner is in any other currently active battle in the thread and is below Level 80 and no individual of Levle 80 or greater in the battle that either said summoner is in or that possessor is in chooses to veto said scanning
Improved Drain- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP dealt by possessor are increased by 500 points
Improved Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +250 to all stats
Improved Vampirism- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain dealt by possessor are increased by 50,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 2,000 points
Improved Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +1,000 to all stats while in a Zone of Blood
Invest Power in Blood- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, pay 5,000 MP to obtain a buff that causes the next individual to deal Drain to possessor to obtain 5,000 MP
Magic-Containing Blood- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 MP if possessor is Blood element and has over 15,000 HP
Meditative Assumption of Blood- (Passive Ability, Other: Count of Blood) Possessor may choose, at the beginning of a thread, to become solely Blood element
Open Veins- (Technique Ability, Other: Count of Blood) Possessor may use 'Open Veins' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action so long as possessor is Blood element and no other technique is used. Said action gains '30% inflicts Wounded: Bleeding'.
Open Veins and Feast- (Technique Ability, Other: Count of Blood) Possessor may use 'Open Veins and Feast' in conjunction with a 'Melee Attack' action so long as possessor is Blood element and no other technique is used. Said action gains '30% inflicts Wounded: Bleeding' and 'Drains HP'.
Possesses a Large Quantity of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +2,000 HP
Purity of Blood- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may choose to recover from one minor negative status effect at the start of each round that comes from a source below Level 60 and gains 30% Minor Status Effect Resistance
Red Magic- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 Magical Attack if possessor is Blood element
Red Magister- (Passive Ability, Other: Count of Blood) Possessor suffers no negative effects from being afflicted with Wounded: Bleeding, Possessor gains +5,000 to all stats if Blood element
Red Mantle- (Passive Ability, Other: Count of Blood) Possessor Regenerates 50,000 HP per round if possessor is Blood element and afflicted with Wounded: Bleeding
Red Murder- (Passive Ability, Other: Count of Blood) Individuals below Level 40 who are killed by Blood-element Damage with possessor as a source may not be resurrected by individuals below Level 40
Red Potency- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor ignores the Blood Resistance, Immunity, Reflection and Apsorption of individuals below Level 40
Red Thirst- (Passive Ability, Other: Count of Blood) Quantities of HP Drain dealt by possessor that are not part of mutli-hit actions are increased by 50,000 points
Red Vitality- (Passive Ability, Other: Count of Blood) Possessor gains +50,000 HP if possessor is Blood element
Red Wisdom- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 MIN and +50,000 MP if possessor is Blood element
Red Wounds- (Passive Ability, Other: Count of Blood) Possessor may choose for instances of the status effect Wounded: Bleeding that possessor is the source of to deal Blood element Damage and Blood element Stat Damage instead of Physical element Damage and Stat Damage, with said choice being made at the time of the affliction of said status effects
Reduce Bleeding- (Passive Ability, Other: Count of Blood) The amount of HP Damage that possessor suffers from the status effect Wounded: Bleeding is reduced by 1% of possessor's Max HP
Regenerative Blood- (Passive Ability, Other: Count of Blood) Possessor Regenerates 5,000 HP per round if possessor is Blood element
Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 30% Wounded: Bleeding Resistance
Sanguine Shield- (Passive Ability, Other: Count of Blood) Possessor gains +200 Defense while possessor's Current HP is lower than possessor's Max MP if possessor is Blood element
Stop Bleeding- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may choose to be cured of Wounded: Bleeding at the start of any round or any of possessor's actions
Superior Bleeding Reduction- (Passive Ability, Other: Count of Blood) The amount of HP Damage that possessor suffers from the status effect Wounded: Bleeding is reduced by 2% of possessor's Max HP
Superior Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 100% Wounded: Bleeding Resistance
Unified Knowledge of Blood and Blood Magic- (Passive Ability, Other: Count of Blood) Possessor may count Hemotheurge abilities possessor possesses as Count of Blood abilities (including for prerequisite purposes), Possessor may count Count of Blood abilities possessor possesses as Hemotheurge abilities (including for prerequisite purposes)
Thrallmaking Blood- (Passive Ability, Other: Count of Blood) Possessor may choose to have a 60% chance of afflicting any individual who deals Drain to possessor with Charm immediately after said Drain is dealt to possessor
Vampiric- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain dealt by possessor are increased by 50,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 2,000 points
Vampiric Wisdom- (Passive Ability, Other: Count of Blood) Possessor may scan the stats any individual that possessor deals drain to, Possessor gains +5,000 MIN, possessor's 'Magical Attack' actions may gain 'Drains HP' or 'Drains MP' if possessor is Blood element.
Wings Into Crimson Bats- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, if possessor is Blood element and possesses a buff created by an ability called 'Wings of Blood', choose to lose said buff and deal 500,000 Flat Blood element Damage to up to 50 targets
Wings of Blood- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, if possessor is Blood element, choose to gain a buff that provides +2,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, +200 Defense, and 20% Earth Resistance, with said buff not stacking, and said buff not being able to be re-acquired for 5 rounds after it is lost
X-Bleed- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 2% more of their possessor's Max HP worth of Physical element Damage per round to individuals below Level 60
Zonal Blood Control- (Passive Ability, Other: Count of Blood) Possessor may, at the start of each round, choose one Zone of Blood that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Other: Heir of Dust
Ashes Run Through My Veins- (Passive Ability, Other: Heir of Dust) Possessor gains/loses 12.5 HP per point of its HP-determining stat instead of 25, rounded up, possessor gains +(25 * possessor Level) Magical Attack, possessor's offensive actions have a (Possessor's Level/3)% chance of inflicting Instant Death, this ability has no effect if possessor's HP-determining stat is not CON
Pactmaker:
Adept Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Devil summon, Possessor's unmodified stats increase by 200 points if possessor is a Devil.
Apprentice Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Basic Knowledge of Devil Names- (Passive Ability, Pactmaker) Possessor counts as one Level greater for stat-scanning purposes when scanning the stats of Devils, to a max of Level 20
Basic Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Bind Magic to Unwilling Lives- (Passive Ability, Pactmaker) Whenever possessor creates a buff or a debuff, possessor may select an individual who is either willing or below Level 20, said buff or debuff cannot be removed by individuals below Level 20 without possessor's permission while said individual is alive
Empowered By Greed- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has dealt Gold Drain during said battle
Empowered By Gluttony- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has used two or more different Food consumables on itself during said battle
Empowered By Lust- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Charm: Lust
Empowered By Envy- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has performed an action of the same name as an action performed by a different individual earlier in the same round during same battle
Empowered By Sloth- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has passed an action during said battle
Empowered By Wrath- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Berserk
Empowered By Pride- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor refuses a buff from an ally
Empowered By Sorrow- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Depression
Leech Good Fortune to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Hexed: Ill Fortune at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Joy to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Confusion: Depression at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Magic to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to take 5,000 Flat Darkness element MP Damage at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Vigor to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Fatigued at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Pactmaker- (Passive Ability, Pactmaker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Devil pet only, This ability provides +50 HP and +10 to all stats of possessor's Devil pets and summons per Level of possessor
Permanent Writing that Glows Red- (Passive Ability, Pactmaker) Buffs and debuffs with possessor as a source may not be removed by sources below Level 10 (including possessor), said Level rises to 15 but ceases to include possessor is possessor is a Devil
Pride Strike- (Technique Ability, Pactmaker) Possessor may use 'Pride Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action may not be countered by individuals below its performer's Level who are below Level 60.
Write With the Blood of a Nearby Individual- (Passive Ability, Pactmaker) Whenever possessor casts a spell, possessor may deal 500 Flat Darkness element Damage to any individual in the same battle to make said spell cost 500 less MP
Puppet Master:
Apprentice Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +20 to all stats
Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 to all stats
Defensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +50 Defense
Other: Reality Arranger
Basic Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to all stats if possessor is Spatial element
Seer:
Apprentice Robe Mastery- (Passive Ability, Seer) Possessor gains +50 Defense if possessor has a Robe equipped
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Bearer of Basic Mystic Vestments- (Passive Ability, Seer) All Robes worn by possessor provide +30 MIN and SPI
Good at Keeping Robes Clean- (Passive Ability, Seer) Possessor gains 25% Paralyzed: Sticky Resistance if possessor is wearing a Robe
Has Studied Magic Practices- (Passive Ability, Seer) Possessor gains +15 MIN and +15 SPI
Mystical Infliction- (Passive Ability, Seer) Possessor's chances of inflicting minor and moderate status effects increase by 1% if possessor has a Robe equipped
Robe Wearer I- (Passive Ability, Seer) Possessor gains +5 to all stats when possessor has a Robe equipped
Shadow Duke
Unified Knowledge of Shadows and Umbra- (Passive Ability, Other: Shadow Duke) Possessor may count Shadow Duke abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Shadow Duke abilities (including for prerequisite purposes)
Shrine Maiden:
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Guarded by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +50 Defense while possessor possesses at least 2 Spirit allies
Guarded Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not summoned any non-'Spirit Magic' summons during this thread
Guarded Purity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not been afflicted with any negative status effects during this thread
Shrine Maiden- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +380 additional Magical Attack, have a 50% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 1,500 more HP, 100 more to each stat, and stay for 5 rounds longer, plus an additional +15 additional Magical Attack per possessor level
Spirit Magic Casting I- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 20 less MP to cast
Spirit Magic Casting II- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast
Spirit that Shines with Malice- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that inflict negative status effects on targets and involve Spirit Magic
Spirit that Shines with Rage- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that deal damage to targets and involve Spirit Magic
Spirit that Shines with Spite- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that debuff targets and involve Spirit Magic
Skykeeper:
Aerial Training I- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +20 to all stats
Aerial Traits- (Passive Ability, Skykeeper) Possessor gains +1 to all stats so long as possessor is an Aerial
Apprentice Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Bird Beak- (Passive Ability, Skykeeper) If possessor is an Aerial, possessor gains +2 Melee Attack
Capable of Flight- (Passive Ability, Skykeeper) Possessor gains +200 AGI, 10% Earth Resistance, and 50% Entombed Resistance if possessor is Air Element or an Aerial
Good at Training Birds to Talk- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons have their Abilities cost 50 less MP and cannot have their actions pre-emptively countered by individuals below Level 10
Summoner:
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
♢Ongoing Ritual of Dark Summon Empowerment- (Stance Ability, Summoner) If possessor is Darkness element, possessor's summons, when summoned, may obtain a buff that provides +(50 * possessor Level) to all stats and gives them the element Darkness
♢Opening the Black Gate- (Passive Ability, Summoner) Whenever possessor casts a Dark Magic spell as part of an action, to a max of once per round, possessor may also cast a Summoner Magic spell (even if it could not normally be cast as part of said action) that solely summons, with said action summoning said summons as an effect separate from its standard hits
Other: Torment Master
Adept Agony Synchronization- (Passive Ability, Other: Torment Master) Amounts of Agony element Damage possessor deals are increased by 10,000 points, Agony element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Agony element Spells, and may not be converted into other types of slots by individuals below Level 100
Agonized Rapture- (Passive Ability, Other: Torment Master) If possessor is Agony element and is afflicted with Pain, possessor has a 50% chance of being afflicted with Invigorated at the start of each round and gains +100 to all stats
Agonizing Strikes- (Passive Ability, Other: Torment Master) If possessor is Agony element, possessor's offensive actions may gain '30% inflicts Pain'
Agony Manipulation- (Passive Ability, Other: Torment Master) Possessor may choose one of the following at the beginning of each round if Agony element: Create a Zone of Agony, Remove a Zone of Agony created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Agony by either possessor or a source below Level 20, Add Agony to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Agony element on a Agony element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Agony, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Agony, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Agony element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Agony to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Agony, 5% Agony Resistance, or +50 Defense against Agony and 1% Agony Resistance until the end of the round as a non-stacking buff
Apprentice Agony Synchronization- (Passive Ability, Torment Master) Possessor gains +50 to all stats for each Agony element item equipped, Possessor's Agony element pets and summons gain +250 to all stats
Apprentice Defenses Against Agony- (Passive Ability, Other: Torment Master) Possessor gains +500 Defense against Agony
Armor of Wrapped Chains- (Passive Ability, Other: Torment Master) Possessor gains +300 Defense if Agony element and may choose to count as having an additional Light Armor equipped if Agony element
Basic Agony Synchronization- (Passive Ability, Other: Torment Master) Possessor gains +25 to all stats if Agony element
Basic Defenses Against Agony- (Passive Ability, Other: Torment Master) Possessor gains +50 Defense against Agony
Basic Weaponization of Agony- (Passive Ability, Other: Torment Master) Quantities of Agony element Damage dealt by possessor are increased by 50 points
Control of Agony- (Passive Ability, Other: Torment Master) Possessor has a 20% chance of being able to cancel the actions of Agony element individuals below Level 20, with things that would occur before and after said actions still occurring
Granted Endless Suffering- (Passive Ability, Other: Torment Master) If possessor is Agony element, at the start of each round, possessor may choose to be afflicted with Pain, and possessor possesses no per-round auto-recovery chance from Pain
Has Embraced Pain- (Passive Ability, Other: Torment Master) If possessor is Agony element, possessor suffers no negative effects from the status effect Pain (but not its sub-status effects)
Head Covered In Sharpened Needles- (Passive Ability, Other: Torment Master) If possessor is Agony element, whenever an individual conducts an offensive action that targets possessor, possessor may, at the end of said action, deal the source of said action 15,000 Flat Agony & Physical element Damage and have a 15% chance of inflicting Pain on said source
Horrifying, Skinless Body- (Passive Ability, Other: Torment Master) If possessor is Agony element, possessor gains a 50% chance of inflicting Confusion: Fear on each opponent at the start of every round
Improved Weaponization of Agony- (Passive Ability, Other: Torment Master) Quantities of Agony element Damage dealt by possessor are increased by 5,000 points
Meditative Assumption of Agony- (Passive Ability, Other: Torment Master) Possessor may choose, at the beginning of a thread, to become solely Agony element
Surrounded By Lashing Razor-Wire- (Passive Ability, Other: Torment Master) If possessor is Agony element, whenever possessor is targeted with an action by another individual, possessor deals 150,000 Flat Agony element Damage to said individual, with said Damage having a 50% chance of inflicting Pain
Torment Master- (Passive Ability, Other: Torment Master) Possessor ignores (1 * (Possessor Level/5), rounded down)% Agony Resistance, Possessor ignores Agony Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Twisted, Broken Body- (Passive Ability, Other: Torment Master) If possessor is Agony element, whenever possessor conducts an action, possessor may, at the beginning of said action, be afflicted with Pain
Wings of Flensed Flesh- (Passive Ability, Other: Torment Master) If possessor is Agony element, possessor gains +200 AGI, 15% Earth Resistance, and 30% Dodge
Temporal Primarch
Basic Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 Defense against Time
Unaging- (Passive Ability, Other: Temporal Primarch) Possessor gains Fatigued: Elderly Immunity
Transmuter:
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Improved Polymorph I- (Passive Ability, Transmuter) Possessor's Transmutation spells that begin with 'Polymorph:' may have the stats of their results either increased by an additional +10 or decreased by an additional -10 as part of the Polymorph Effect buff or debuff, with stat penalties from this ability being unable to reduce a stat to 0 or below
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Mutative Form- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Form:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Umbramancer
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
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
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
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
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
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
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
Hears the Whispers of Shadows- (Passive Ability, Umbramancer) Possessor gains +300 MIN while not in a Zone of Light
Shadow Magic Casting I- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 20 less MP to cast
Shadow Magic Casting II- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast
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
Warlock:
Adept Dark Magic Attunement- (Passive Ability, Warlock) Dark Magic spells cost possessor 10,000 less MP to cast, Dark Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Dark Magic Spells, and may not be converted into other types of slots by individuals below Level 100
And Then I’ll Cackle RIGHT In Their Faces!- (Passive Ability, Warlock) Possessor may, once per round, up to a max of 5 times per thread, chooses to immediately gain an action after performing a ‘Voice-Stealing Kiss’ action that may only be used to perform a ‘Cackle’ action.
Animal-Unnerving Aura- (Stance Ability, Warlock) Possessor gains a 30% chance of inflicting Confusion: Fear on all non-allied Animals present in the same battlespace at the start of each round
Apply Curse- (Active Ability, Warlock) Possessor may spend an action to give a copy of any ability from possessor's List of Applicable Curses to any PC target of lower Level, This may affect non-PCs in RP threads
Applicable Curses--
Coated In Horrible Black Lightning- (Passive Ability, Curse) Possessor is inflicted with Confusion: Berserk at the beginning of every round, Possessor is inflicted with Pain at the beginning of every round. If Possessor is inflicted with Pain and Confusion: Berserk, Possessor has a 20% chance of skipping every action, takes 250,000 flat Darkness & Agony element Damage at the start of every round, and gains -200 to all stats at the start of every round, to a max of -10,000 to all stats. This curse naturally wears off upon the death of the individual possessing it.
Curse of the Horrid Bleeding Goat Head- (Passive Ability, Curse) -550 SPI, -530 MIN, Possessor is afflicted with Hexed at the start of every round, Possessor loses any Hexed immunity if below Level 20
Curse of Gnarled Brains- (Passive Ability, Curse) -500 MIN, Possessor is afflicted with Stat Drain: MIN Drain at the start of each round, Possessor obtains -20 MIN at the start of each round
Curse of Wooden Bones- (Passive Ability, Curse) -500 CON, Possessor gains 100% Fire Weakness
Curse of Splintered Flesh- (Passive Ability, Curse) -500 CON, Whenever possessor is dealt Damage, possessor is afflicted with Pain
Curse of Nettlesap Blood- (Passive Ability, Curse) -500 CON, Possessor is afflicted with Pain at the start of every round
Curse of the Miasmatic Land- (Passive Ability, Curse) At the start of each round, one of possessor's opponents (randomly chosen) may choose to attach a non-stacking (on the same zone or across zones) effect to a Zone, Terrain, or Phantom Terrain that possessor is in that causes each individual in said zone, terrain, or phantom terrain to have a 30% chance of being afflicted with Plague at the start of each round; this curse tends to be more automated and less opponent-based in RP threads
Debilitating Nerve Pain- (Passive Ability, Curse) Possessor is afflicted with Pain at the start of each round
Irritated Pufferfish Stuck In The Spleen- (Passive Ability, Curse) Possessor has a 100% chance of being afflicted with Pain, Pain: Discomfort, and Poison at the start of each round and counts as possessing an additional Aquatic enemy
Managed to Simultaneously Piss Off Every God On the Planet- (Passive Ability, Curse) At the start of each round, a random side of battle that opposes possessor may summon a Planetary from the Enemy List that is normally fightable for drops (with sides of battle that have PCs on them being unable to summon higher-Level entities than the highest-Level PC on that side), Possessor is afflicted with Smitten: Excommunicated at the start of each round
Never Learns- (Passive Ability, Curse) Possessor can't obtain new abilities
Suffers from Spontaneous Artifact Deactivation- (Passive Ability, Curse) At the start of each round, there is a 50% chance that all of possessor's Aspects of any one Artifact possessor possesses lose their text
Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Augment Curses- (Passive Ability, Warlock) Possessor's chance of inflicting Hexed is increased by 10%
Augment Curses: Haunting- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Haunted.
Augment Curses: Life-Syphoning- (Passive Ability, Warlock) Whenever possessor would inflict Hexed, possessor may choose for said instance of Hexed to gain 'Possessor is dealt 5,000 Flat Darkness element HP Drain at the start of each round with this status effect's source as its source'
Augment Curses: Luck-Draining- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Ill Fortune.
Augment Curses: Painful- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Pain.
Augment Curses: Superior Unhealing- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose for said instance of Hexed to gain 'Possessor cannot be healed of HP or MP or regenerate HP or MP if possessor is lower-Level than this status effect's source'.
Augment Curses: Tiring- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Fatigued.
Augment Curses: Unhealing Wounds- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Wicked Wounds.
Augment Curses: Unlucky- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose for said instance of Hexed to gain 'Possessor obtains -5% To Hit, -5% Dodge, -5% Resilience, and -5% Critical and cannot be afflicted with Favored: Good Fortune'.
Augment Curses: Unrelenting- (Passive Ability, Warlock) Instances of Hexed with possessor as a source possessor no natural per-round auto-recover chance.
Augment Curses: Vengeful Curses- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Backlash.
Augment Curses: Void Curses- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Voidstruck.
Augment Curses: Weakening- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Stat Drain.
Baleful Brewer- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 5% chance of inflicting Poison.
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Black Blood- (Passive Ability, Warlock) Possessor’s natural per-round chance of recovering from Wounded increases by 15%.
Blister-Inflicting Touch- (Passive Ability, Warlock) Possessor’s Melee Attack actions gain 15% inflicts Pain and deal 30 CON Damage if possessor has no weapons that provide a Melee Attack bonus equipped.
Blood-Feasting Talons- (Passive Ability, Warlock) Possessor’s Melee Attack actions deal HP Drain if possessor has no weapons that provide a Melee Attack bonus equipped.
Cackle- (Active Ability, Warlock) Possessor may spend an action to use this ability, with which possessor may have a 15% chance of inflicting Confusion: Fear.
Can 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.
Can See Through the Eyes of Beasts- (Passive Ability, Warlock) Possessor gains +5% To Hit, to a max of 155%, if possessor possesses at least one pet or summon that is an Animal.
Can See Through the Eyes of Insects- (Passive Ability, Warlock) Possessor gains +5% To Hit, to a max of 155%, if possessor possesses at least one pet or summon that is an Insect.
Can See Through the Eyes of Minions- (Passive Ability, Warlock) Possessor gains +5% To Hit, to a max of 155%, if possessor possesses at least one pet or summon that is a Human or Humanoid.
Can See Through the Eyes of Ravens- (Passive Ability, Warlock) Possessor gains +5% To Hit, to a max of 155%, if possessor possesses at least one pet or summon that is an Aerial.
Can See Through the Eyes of Toads- (Passive Ability, Warlock) Possessor gains +5% To Hit, to a max of 155%, if possessor possesses at least one pet or summon that is an Aquatic.
Cast the Curse of Slumber- (Technique Ability, Warlock) Possessor may use 'Cast the Curse of Slumber' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used and a Dark Magic spell is being cast as part of said action. Said action gains '40% inflicts Hexed' and '80% inflicts Fagitued: Asleep'.
Concoctor of Diabolical Brew- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 5% chance of inflicting Hexed.
Concoctor of Slumbering Brew- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 5% chance of inflicting Fatigued: Asleep.
Confounding Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may gain 15% inflicts Confusion.
Conveyance of Accursed Silence- (Passive Ability, Warlock) Instances of Impaired: Silence that possessor inflicts with the ability ‘Voice-Stealing Kiss’ do not possessor their normal per-round recovery chance for individuals below Level 60.
Conveyance of Unbroken Silence- (Passive Ability, Warlock) Instances of Impaired: Silence that possessor inflicts with the ability ‘Voice-Stealing Kiss’ cannot be cured (excluding per-round auto-recovery) by individuals below Level 40.
Corrupted Herb Lore- (Passive Ability, Warlock) Possessor may choose to remove all natural effects from any one Medicine consumable worth below 700,000 Gold used and replace them with 15% inflicts Poison.
Creepy Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may gain 15% inflicts Confusion: Fear.
Curse Miser- (Passive Ability, Warlock) Possessor may claim Lingering Curses
Curse-Bearing Breath- (Passive Ability, Warlock) Possessor’s Magical Attack actions gain 5% may inflict Hexed, Possessor’s ‘Voice-Stealing Kiss’ actions may gain 30% inflicts Hexed instead of or in addition to their normal chance of inflicting Impaired: Silence.
Dark Gardener- (Passive Ability, Warlock) Possessor’s Plant pets and summons gain +180 to all stats and may choose to have their offensive actions gain 15% inflicts Hexed
Dark Layline Attunement II- (Passive Ability, Warlock) Possessor may choose for the effect created by possessor’s ‘Dark Layline Attunement’ ability to additionally give possessor +40 Spirit.
Dark Layline Attunement- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect causing all Dark Magic spells cast that are both equipped by possessor and cast by possessor within said Zone to cost 400 less MP and, should they provide a bonus to Magical Attack, to provide an additional +160 Magical Attack, with said effect not stacking on spells multiple times either from the same zone or from different zones.
Dark Layline Creation- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect causing all Dark Magic spells cast within said Zone to cost 400 less MP and, should they provide a bonus to Magical Attack, to provide an additional +80 Magical Attack, with said effect not stacking on spells multiple times either from the same zone or from different zones.
Dark Magic Attack Amplification (I)- (Passive Ability, Warlock) +40 Magical Attack to all Dark Magic spells that deal damage and are Darkness element
Dark Magic Casting I- (Passive Ability, Warlock) Dark Magic spells cost possessor 20 less MP to cast
Dark Magic Casting II- (Passive Ability, Warlock) Dark Magic spells cost possessor 200 less MP to cast
Deliver Hex By Touch- (Passive Ability, Warlock) Possessor's 'Melee Attack' and 'Attack with Finesse' actions may gain '30% inflicts Hexed'
Distracting Cackling- (Passive Ability, Warlock) The To-Hit of all of possessor’s opponents who are below Level 40 is reduced by 5% as a non-stacking debuff that round after any round during which possessor uses a ‘Cackle’ action.
Eat Fear- (Passive Ability, Warlock) Possessor regenerates 5,000 HP and 2,000 MP at the start of each round for each individual present who is afflicted with Confusion: Fear, to a max of 200 such individuals
Eerie Grin- (Passive Ability, Warlock) Possessor's chances of inflicting Confusion: Fear are increased by 10%
Element-Corrupting Essence- (Passive Ability, Warlock) Possessor, at the beginning of each round, has a 20% chance of inflicting Stat Drain on each opposing, non-Darkness-element, non-Acid-element Elemental below Level 40, to a max of 200 such Elementals, should possessor desire such, with possessor being able to choose opposing Elementals to exclude from this effect.
Empowered by the Darkness- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Zone of Darkness cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.
Familiar-Resurrecting Cackle- (Passive Ability, Warlock) Once per thread, when possessor uses a ‘Cackle’ action, possessor may choose to have a 1% chance of resurrecting one target of one of possessor’s Warlock Bonds.
Familiar's Hex- (Passive Ability, Warlock) Possessor's 'Spellcaster's Familiar''s actions may gain '30% inflicts Hexed'
Fly On a Broomstick- (Passive Ability, Warlock) Possessor may equip a single Antiquity, Staff, or Tool whose name includes 'Broom', 'Branch', 'Stick', 'Mop', or 'Rake' in an Accessory slot, with said equipped item gaining '+5% Dodge as a non-stacking bonus'
Focused Dark Magic Casting- (Passive Ability, Warlock) Dark Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Dark Magic
Hag Talons- (Passive Ability, Warlock) +300 Melee Attack, Possessor’s Melee Attack actions gain 5% inflicts Wounded if no weapon that provides a bonus to Melee Attack is equipped.
Hag’s Toughness- (Passive Ability, Warlock) Possessor gains +300 CON and +6,000 HP.
Hexmeister- (Passive Ability, Warlock) Possessor's chances of inflicting Hexed are increased by 20%, Possessor suffers no negative effects from the status effect Hexed (but not its sub-status effects) if it comes from a source that is not 20 or more Levels greater than possessor, Instances of Hexed that possessor inflicts may gain one of '-2,000 STR as a non-stacking effect', '-2,000 AGI as a non-stacking effect', '-2,000 CON as a non-stacking effect', '-2,000 MIN as a non-stacking effect', or '-2,000 SPI as a non-stacking effect', Warlock abilities whose name includes 'Augment Curses' cost possessor 1 less week to learn in the ability shop, to a minimum of 1 week
Highly-Provoking Cackling- (Passive Ability, Warlock) Possessor may choose that possessor’s opponents who are below Level 40 and targeted by possessor’s ‘Cackle’ action may not perform any action that does not target possessor until they have targeted possessor with an offensive action, with said effect being a non-stacking debuff.
Holder of a Second Breath- (Passive Ability, Warlock) Possessor may spend the MP of a single individual who is afflicted with an instance of Impaired: Silence that possessor inflicted with the ability ‘Voice-Stealing Kiss’ instead of possessor’s own MP when possessor would spend MP to cast a spell.
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
Horrid Spell- (Technique Ability, Warlock) Possessor may use Horrid Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action gains a 5% chance of inflicting Pain and a 5% chance of inflicting Hexed
Horrid Spell- (Technique Ability, Warlock) Possessor may use Horrid Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action gains a 5% chance of inflicting Pain and a 5% chance of inflicting Hexed
Improved Baleful Brew Potency- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Poison.
Improved Dark Layline Attunement- (Passive Ability, Warlock) Possessor may choose for the effect created by possessor’s ‘Dark Layline Attunement’ ability to additionally give possessor +200 Spirit.
Improved Diabolical Brew Potency- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Hexed.
Improved Life-Drain Proficiency- (Passive Ability, Warlock) Whenever possessor deals HP Drain as part of an action that involves the casting of a Dark Magic spell, possessor deals 25,000 additional points per action
Improved Slumbering Brew Potency- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Fatigued: Asleep.
Improved Warlock’s Bond- (Passive Ability, Warlock) Possessor, so long as possessor has possessor’s Warlock Bond’s target equipped and alive, as well as possessor’s Warlock’s Bond’s target, provided it is equipped to possessor, gain +200 to all stats and +50 MP.
Increased Potency of Taint- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence ability may place effects on Zones that were created by either individuals below Level 40 or individuals who are willing.
Induce Pain- (Passive Ability, Warlock) +15 MIN, +5 SPI, All Dark Magic spells that have a chance of inflicting Pain have said chance increased by 5%, Pain Wrack and Pain of Shadows deal +500 damage, Creatures summoned through Dark Magic that have attacks that inflict Pain have said chance improved by 5%, Touch of Darkness has a 15% chance of inflicting Pain
Infection-Germinating Touch- (Passive Ability, Warlock) Possessor’s Melee Attack actions may gain 15% inflicts Diseased and may deal 30 CON Damage if possessor has no weapons that provide a Melee Attack bonus equipped.
Invigorating Cackling- (Passive Ability, Warlock) Possessor regenerates 50 MP each time possessor uses a ‘Cackle’ action.
Knowledge of Ill Omens- (Passive Ability, Warlock) Once per round, when possessor would inflict Hexed, possessor may instead inflict Hexed: Ill Fortune.
Land-Corrupting Presence- (Passive Ability, Warlock) Possessor, at the beginning of each round, may choose one Zone created by a source below Level 20 and attach an non-stacking effect to said zone that has a 20% chance of afflicting each individual in said zone who is not either possessor or an ally of possessor with Hexed at the start of each round.
Life-Drain Proficiency- (Passive Ability, Warlock) Whenever possessor deals HP Drain as part of an action that involves the casting of a Dark Magic spell, possessor deals 5,000 additional points per action
Loud Cackling- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may inflict 1 hit against 5.
Magic-Empowering Cackle- (Passive Ability, Warlock) Possessor’s Dark Magic spells provide an additional +40 Magical Attack the round after possessor performs a ‘Cackle’ action.
Midnight’s Power- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Chronogeomantic Zone of Midnight cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.
Mind-Wrenching Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may deal 250 MIN Damage.
Minion-Inspiring Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may provide a non-stacking bonus of +40 to all stats to any of possessor’s pets or summons that they target.
Mutter Curses Inaudibly- (Passive Ability, Warlock) Possessor’s actions which successfully inflict the status effect Hexed may not be countered (excluding pre-emptive counters) by individuals below Level 40.
My Black Magics Shine Above All Others- (Passive Ability, Warlock) Whenever possessor places a debuff on a target, possessor may remove one debuff that comes from a source of lower Level than possessor that is either below Level 40 or both Corruption element and below Level 60, Individuals below Level 60 may not make possessor's pets or Dark Magic summons Corruption element unless possessor permits such, Stat point reductions caused by debuffs from Corruption element sources below Level 60 reduce possessor's stats by 500 less points (or, if possessor is Hope element, 5,000 less points)
Pacts of Death- (Passive Ability, Warlock) All Undead summoned through Dark Magic get +800 HP and +450 damage to all Darkness element attacks as well as the spells that summon them costing 40 less MP
Pacts of the Underworld- (Passive Ability, Warlock) All of possessor's Dark Magic summons that are Daemons, Demons, or Devils 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 Daemons, Demons, or Devils cost possessor 40 less MP to cast
Paralytic Saliva- (Passive Ability, Warlock) Possessor’s Ranged Attack actions gain 5% may inflict Paralyzed, Possessor’s ‘Voice-Stealing Kiss’ actions may gain 30% inflicts Paralyzed instead of or in addition to their normal chance of inflicting Impaired: Silence.
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.
Provoking Cackling- (Passive Ability, Warlock) Possessor may choose that possessor’s opponents who are below Level 20 and targeted by possessor’s ‘Cackle’ action may not perform any action that does not target possessor until they have targeted possessor with an offensive action.
Resolve-Shattering Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may gain 15% inflicts Confusion: Depression.
Sanguine Spell- (Technique Ability, Warlock) Possessor may use Sanguine Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action gains +150 Magical Attack and deals 5,000 Flat Darkness element damage to its caster
Silken Witch’s Guise- (Passive Ability, Warlock) Possessor may choose to not inflict status effects or deal stat damage that come from possessor’s ‘Blister-Inflicting Touch’ ability.
Toxic Caress- (Passive Ability, Warlock) Possessor gains +1,200 Melee Attack, Possessor's 'Melee Attack', 'Attack with Finesse', and 'Melee Overdrive' actions may gain '60% inflicts Paralyzed' and '60% inflicts Poison'
Underworld Familiar- (Passive Ability, Warlock) Possessor may designate an entity of the subtype Demon, Daemon, or Devil as its 'Spellcaster's Familiar' in addition to other possible subtypes
Vengeful- (Passive Ability, Warlock) Possessor deals 500 additional Damage to individuals who have previously dealt Damage to possessor during the thread
Venomous Saliva- (Passive Ability, Warlock) Possessor’s Ranged Attack actions gain 5% may inflict Poison, Possessor’s ‘Voice-Stealing Kiss’ actions may gain 30% inflicts Poison instead of or in addition to their normal chance of inflicting Impaired: Silence.
Virginity-Detecting Eyes- (Passive Ability, Warlock) Possessor is considered to be 1 Level higher, to a max of Level 60, for stat-scanning purposes when attempting to scan the stats of individuals who have not summoned anything in this thread.
Voice-Stealing Kiss- (Active Ability, Warlock) Possessor may spend an action to inflict Impaired: Silence on one target.
Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All Dark Magic spells cost possessor (50 * Possessor Level) less MP to cast
Warlock’s Bond- (Passive Ability, Warlock) Possessor may, at the beginning of a thread, choose an equipped pet to be the target of possessor’s Warlock Bond, which acts as a buff that is on possessor. Possessor, so long as possessor has possessor’s Warlock Bond’s target equipped and alive, gains +10 to all stats, +40 MP, and +10 to the stats of all of possessor’s pets.
Warlock’s Dominion- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +350 to all stats of individuals who are targets of possessor’s Warlock’s Bond and +350 to possessor’s stats, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Warlock’s Presence- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +80 to all stats of individuals who are targets of possessor’s Warlock’s Bond, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Weeps Tears of Poison Blood- (Passive Ability, Warlock) At the start of every round that possessor is afflicted with Confusion: Depression, possessor may choose to attempt to afflict up to 5 targets with a 15% chance of inflicting Poison.
Witch's Familiar- (Passive Ability, Warlock) Possessor may choose an equipped Animal or Aerial pet at the start of a thread to designate as its 'Spellcaster's Familiar', An individual may only possess one designated 'Spellcaster's Familiar' at a time unless otherwise noted, Possessor's 'Spellcaster's Familiar' gains the subtype Familiar, Possessor's 'Spellcaster's Familiar' gains +300 to all stats, +5,000 MP, and 5% Dark Magic Resistance as a constantly-applied bonus from this ability, Possessor counts as possessing a 'Warlock's Bond' with any entity designated as its 'Spellcaster's Familiar', Possessor is dealt 500,000 Flat Darkness element Damage and has its Max HP halved as a non-stacking debuff if possessor's 'Spellcaster's Familiar' is killed
Wracking Spell- (Technique Ability, Warlock) Possessor may use Waracking Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action inflicts Pain on targets that possesses at least two Weaknesses that this action counts as hitting
Wind Duke:
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Basic Affinity to Healing Via Air- (Passive Ability, Wind Duke) Whenever possessor obtains Air element HP Healing or MP Healing, said amount is increased by 500 points
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Basic Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +50 Defense against Air
Wizard:
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
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
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
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Loudly-Incanted Spell- (Technique Ability, Wizard) Possessor may use 'Loudly-Incanted Spell' in conjunction with a 'Magical Attack' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. Said action gains +5 Magical Attack and gains a 15% chance of inflicting Confusion: Fear on Level 1 targets who have no spell equipped.
Orb Master- (Passive Ability, Wizard) +20 Magical Attack and -5 MP cost when using any Wizard Spell with the word Orb in the name
Script Mage- (Passive Ability, Wizard) +25 Magical Attack for Wizard Magic if a Book is equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
Other: Worldbound God
Half-Divine- (Deity Effect, Other: Worldbound God) Possessor gains +500 to all unmodified stats
Planetary Domain: Blood- (Passive Ability, Other: Worldbound God) Quantities of Drain possessor deals are increased by 100,000 points, Possessor has RP powers connected to this divine domain
Other: Hemotheurge:
Adept Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 10,000 less MP to cast, Blood Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Blood Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +250 Magical Attack if they already possess a Magical Attack bonus and cost possessor 250 less MP or HP to cast
Balance of Bodily Humors- (Passive Ability, Other: Hemotheurge) Possessor gains +300 MIN, +300 CON, and 15% Minor Status Effect Resistance against sources below Level 40
Basic Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +10 Magical Attack if they already possess a Magical Attack bonus and cost possessor 10 less MP or HP to cast
Basic Hemotheurgy- (Passive Ability, Other: Hemotheurge) Possessor gains +1,000 MP if Blood element, Possessor gains +100 Magical Attack if Blood element
Blood Magic Casting I- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 20 less MP to cast
Blood Magic Casting II- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 200 less MP to cast
Bloodspell- (Technique Ability, Other: Hemotheurge) Possessor may use 'Bloodspell' in conjunction with a 'Magical Attack' action so long as (possessor is Blood element OR possessor is casting a Blood Magic spell as part of said action) and no other technique is used. Possessor may pay an amount of HP up to 50,000 points an have said action gain +(Said Quantity / 10) Magical Attack.
Draining Magic- (Passive Ability, Other: Hemotheurge) Any spell cast by possessor may gain 'Deals HP Drain'
Draining Spell- (Technique Ability, Other: Hemotheurge) Possessor may use 'Bloodspell' in conjunction with a Melee Attack action so long as (possessor is Blood element OR possessor is casting a Blood Magic spell as part of said action) and no other technique is used. Said action gains 'Deals HP Drain'.
Essence Hemorrhaging Magics- (Passive Ability, Hemotheurge) Whenever possessor deals HP Damage with an attack that involves the casting of a Blood Magic spell, possessor may, up to once per attack, deal an equal amount of MP Damage; Possessor may choose for instances of Wounded: Bleeding possessor inflicts to deal quantities of MP Damage equal to the quantities of HP Damage they deal, with said choice being made once at the time of said effects' application
Hemotheurge- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +(50 * Possessor Level) Magical Attack if they already possess a MAgical Attack bonus and cost possessor (250 * Possessor Level) less MP or HP to cast
Hemotheurgic Power- (Passive Ability, Other: Hemotheurge) If possessor possesses at least 50,000 HP, possessor's Blood Magic spells that possess a Magical Attack bonus gain an additional +500 Magical Attack
Sanguinating Blood Sacrifice- (Passive Ability, Other: Hemotheurge) If possessor kills an individual with an action that includes possessor using the Technique 'Blood Sacrifice', possessor may obtain a buff that causes possessor to regenerate 500 HP per round, with said buff stacking 20 times both on its possessor and in terms of its effects
Weakening Blood Sacrifice- (Passive Ability, Other: Hemotheurge) If possessor kills an individual with an action that includes possessor using the Technique 'Blood Sacrifice', possessor may choose for all individuals on the side of battle that the individual killed was a member of to obtain a debuff that has a 30% chance of inflicting Stat Drain on its possessor at the start of each round, with said debuff stacking 5 times
Vermin Master:
Apprentice Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Insect Traits - (Passive Ability, Vermin Master) Possessor's HP is multiplied by .75, and all listed Damage values possessed by possessor, as well as all of possessor's attack bonus values, are multiplied by 1.25 as an effect that does not stack with other attack bonus multiplying effects for purposes of multiplying attack bonuses or with other damage value multiplying effects for purposes of multiplying listed Damage values. This ability only takes effect if possessor is an Insect.
Misc:
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Basic Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells cost 10 less Gold and 10 less XP
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Chronicler of Eternity Knowledge- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Prophet of the Darkest Abysses Knowledge- (Passive Ability, Prophet of the Darkest Abysses) Possessor's Fiend pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element damage dealt by possessor are increased by 50 points
Can Play the Lute- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Lute' in its name equipped
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Dragon's Breath- (Passive Ability, Dragon Lord) If possessor is a Dragon and possessor has not used this ability within the last four rounds, possessor may spend an action to deal (1,000 * Possessor Level) Flat Fire element Damage to any one target
Elemental Breath: Acid- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Acid element Damage
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Basic Keeper of the Depths Knowledge- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
♢Bringer of Many Deaths- (Passive Ability, Slayer) Possessor gains +(100 * Possessor Level) Melee Attack, Magical Attack, and Ranged Attack while possessor is wielding a Deadly Item
Maleficus's Blessing- (Passive Ability, Blessing) Possessor Absorbs Evil against sources that are not 20 or more Levels greater than possessor, Possessor's actions may become solely Evil element, Damage dealt by possessor may become solely Evil element
Made A Deal With Bregamol- (Passive Ability, Blessing) Possessor gains +15 to possessor's unmodified stats, this ability may not be used in combos, this ability has other RP effects
Mind that Whispers Unnervingly to those Nearby- (Passive Ability, Doombringer) Possessor's opponents have a 5% chance of being afflicted with Confusion: Fear at the start of each round
Minor Acrobatics Practice- (Passive Ability, Monk) +15 AGI
Tracking- (Passive Ability, Hunter) Possessor may follow individuals who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 20 or greater objects to such and provided that no individual of greater Level than possessor who is present in either battle objects to such
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).
Paleolithic Architect- (Passive Ability, Architect) Possessor's Large Structure summons gain +500 Defense as a non-stacking buff if they are summoned in a Zone of Earth
Squiggly Legs- (Passive Ability, Walker from Beyond) Possessor obtains +500 AGI if in a Zone of Chaos
Taunt- (Active Ability, Warrior) Possessor may spend an action so that target individual below Level 20 may not perform any action that does not target possessor until they have targeted possessor with an offensive action, with said effect being a non-stacking debuff.
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes
*Dark Chosen- (Passive Ability Aspect- Dark Chosen Regalia, Chosen One) +86,500 Defense against Darkness, 60% Darkness Resistance, Possessor's Damage-dealing attacks deal 860,000 additional Damage to Light-element targets, Possessor (Absorbs Darkness, Reflects Darkness, and possesses Darkness Immunity) against sources below Level 40, Possessor gains the element Darkness, Possessor gains 2 additional Ebon Chancellor bonus weeks at the start of each month, Possessor's Base Stats increase by 2 while possessor is a Chosen and is Darkness element
Curse:
Debilitating Nerve Pain- (Passive Ability, Curse) Possessor is afflicted with Pain at the start of each round
It lasts until its possessor eats a cup of the best pumpkin soup a world has to offer.
Irritated Pufferfish Stuck In The Spleen- (Passive Ability, Curse) Possessor has a 100% chance of being afflicted with Pain, Pain: Discomfort, and Poison at the start of each round and counts as possessing an additional Aquatic enemy
It lasts until its possessor learns a secret song of a sea-dwelling race of beings or until its possessor visits a doctor or therapist who specializes in fish-related problems and has an appropriate operation or has the fish placated through therapy.
Slowed Reaction Time Due To A Poor Circulatory System That Functions Even Worse In The Cold- (Passive Ability, Curse) Possessor obtains -200 AGI, Possessor obtains an additional -300 AGI while in a Zone of Ice
Somehow Managed to Offend the Union of Horses- (Passive Ability, Curse) Possessor may not enter Steed transformations and may not summon entities whose name includes 'Horse'
Weapons-
-Enigmatic Murderforce- (Weapon, Force, Atomic & Knowledge & Aether, 133,500,000 Gold) +113,500 Melee Attack, +113,500 Ranged Attack, +113,500 Magical Attack, +113,500 MIN, Wielder's 'Melee Attack', 'Ranged Attack', and 'Magical Attack' actions may use Mind as their Prime Attribute, 15% inflicts Instant Death, Wielder may target lower-Level individuals below Level 70 in other battlespaces with offensive actions, and, if wielder chooses to do so, wielder becomes targetable by opponents in other battlespaces who possess a greater MIN than wielder, Wielder must be Level 40 or greater and must possesses either 15 Base MIN or the ability 'Adept Force Training'
-Chaos Butterfly Force- (Weapon, Force, Chaos, 28,000,000 Gold) +28,000 Magical Attack, +25,000 to all stats, Once per round, wielder may, as a counter to one of wielder's actions, conduct a Magical Attack action that may target any one individual that a Magical Attack action made by wielder could normally target, with said action not being able to affect other targets, with this effect not stacking across multiple copies of this item and not being able to trigger off of an action of possessor's that is a counter, May only be equipped by individuals above Level 36
-Demonically Possessed Karaoke Machine- (Weaponx0, Instrument, Darkness & Technology, 4,115,000 Gold) +5,000 Melee Attack, +6,000 Ranged Attack, +5,000 Magical Attack, +4,500 to all stats, +7,000 MP, if wielder is below Level 50 and does not have the ability Demonologist, then wielder performs, at the beginning of every round, a Melee Attack, a Ranged Attack, and then a Magical Attack on wielder, these three attacks cannot Heal or inflict any positive effects, This item provides an additional +5,000 Ranged Attack and +5,000 Magical Attack if its wielder has the ability Bard, This item provides an additional +5,500 AGI if its wielder has the ability Dancer, This item cannot be equipped with any other Weaponx0
Crimson Nova- This wielder's attacks may gain '1 hit against 60,000' and gain the elements Fire and Magic, This item's wielder gains +30,000 to all stats, this item provides +30,000 additional Melee Attack, +30,000 additional Ranged Attack, and +30,000 additional Magical Attack, Enchantment
Armor-
-*Blood Miko's Robe- (Accessory Aspect: Blood Gate Torii, Robe, Blood, X Gold) +300,000 Defense, +300,000 SPI, +3,000 unmodified SPI if wielder is Blood element, Wielder becomes solely Blood element, Spirit Magic spells cost wielder 300,000 less MP to cast, Wielder's actions that involve Spirit Magic spells gain 'May deal HP Drain instead of HP Damage' and 'May deal MP Drain instead of MP Damage, 40% Blood Resistance, Wearer may convert any Water element Damage or Darkness element Damage from any source below Level 61 into solely Blood element Damage, Wearer may treat Dark Magic spells as Spirit Magic spells, +2 Base SPI
Accessories-
-*Crown of the Dark Chosen- (Accessory Aspect- Dark Chosen Regalia, Crown, Darkness & Universe, X Gold) +86,500 Magical Attack, +86,500 Defense, +86,500 Defense Against Darkness, +86,500 to all stats, +865,000 HP as a non-stacking bonus, +865,000 MP as a non-stacking bonus, 60% Darkness Resistance, Wielder's 'Magical Attack' actions gain '118% Critical', Wielder gains 118% Dodge against Darkness element attacks, 150% Hexed Resistance, 150% Impaired Resistance, Entities below Level 60 may not inflict Darkness element debuffs on wielder, Wielder gains an additional action each round if wielder is an Darkness element Chosen, Wielder is Immune to sources below Level 20
-*Eye of the Unbound- (Accessory, Bioaugumentation, Darkness, 250,000,000 Gold) +250,000 Melee Attack, +250,000 Ranged Attack, +250,000 Magical Attack, +100,000 to all stats, These bonuses become uncapped and the item's element becomes solely Evil if Wearer is over level 60 and either has the subtype Fiend or is Evil element, Paralysis Immunity, 25% Petrified Resistance, +2,000,000 HP, +2,000,000 MP, 200% To Hit, 100% Critical, 100% Dodge, 100% Resilience, Wearer suffers no negative effects from Paralysis, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Ranged Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat, Wearer must be Level 40 or greater
-*Misery's Veil- (Accessory, Mask, Darkness & Air, 60,000,000 Gold) +55,000 SPI, Wearer's allies have their minor and moderate negative status effect infliction chances raised by 60%
-Devil King's Crown- (Accessory, Crown, Glory & Darkness & Fire, 200,000,000 Gold) +200,000 to all stats, +2,000,000 HP as a non-stacking bonus, +2,000,000 MP as a non-stacking bonus, Wearer controls the actions of lower-Level Devils below Level 80, Wearer must be a Devil and Level 40 or greater or must be Level 60 or greater
-Styx Water- (Accessory, Weapon Coating, Water & Darkness & Psychic, 74,000,000 Gold) Wielder deals 7,400 MIN Damage, 100% inflicts Stat Drain: MIN Drain, Wielder's 'Magical Attack' actions have a 90% chance of removing a randomly chosen ability of targets below Level 60 as a debuff that stacks 5 times
[BLOODSLOT]-*Blood Gate Torii- (Accessory Aspect: Blood Gate Torii, Magic Item, Blood, X Gold) +300,000 Magical Attack, +300,000 MIN, +300,000 SPI, SPI becomes wielder's HP-determining stat, 120% Resilience, Wielder's actions may become solely Blood element, Wielder may treat Blood as a base element, Damage dealt by wielder may become solely Blood element, Wielder may make any Spirit Magic spells equipped by wielder solely Blood element at the start of any round, Wielder may make any Spirit summoned by wielder, when summoned, gain +5,000 to all stats as a modification of its natural stats, to have its name gain 'Blood-Gate' at the beginning, naturally, to naturally Absorb Blood, and to naturally become solely Blood element. Wielder constantly counts as possessing 61 Black Spiritual Marks.
Spells-
[5 Base]
-Call Great Wolf Kami- (Spell, Spirit Magic, Earth, 68,000 MP, 17,000,000 Gold) Caster summons 1 Great Wolf Kami from the Enemy List, summons summoned through this spell may not summon, Max 1 summoned
-Call Kami of the Great Mountain- (Spell, Spirit Magic, Earth, 60,000 MP, 15,000,000 Gold) Caster summons 1 Kami of the Great Mountain from the Enemy List, Max 1 summoned
-Fading Call: One Billion Evil Carpenters- (Spell, Chaos Magic, Wood & Metal & Terror, 1,800,000 MP, 180,000,000 Gold) +180,000 Physical Attack, +180,000 Ranged Attack, +180,000 Magical Attack, This action may not be countered by individuals below Level 80, This action counts as involving 1,000,000,000 more Humans and Large Structures than it otherwise would, This action may create up to 1,000 Zones of any combination of base elements, This action may create a City or Fell City Terrain, This action may destroy up to 200 Terrains, Phantom Terrains, or Zones created by sources below Level 80, 2 hits against 500,000,000, Caster must be Level 40 or greater
-One Hundred Thousand Shifting Veils- (Spell, Ethereal Magic, Earth & Air & Magic, 2,000,000 MP, 200,000,000 Gold) +200,000 Defense, +80% Dodge, does not stack, Caster must be Level 40 or greater
-Blank- (Spell, Ethereal Magic, Aether & Void, 1,900,000 MP, 180,000,000 Gold) Target, if target is below caster's Level and below Level 80, has one Constant Effect, Passive Ability, or Ability with an MP cost greater than 0 lose its text, does not stack, Caster must be Level 40 or greater
[5 Blood]
-Dystopian Spell: Manifest the Blood Sea- (Spell, Dark Magic, Darkness & Blood & Water, 1,800,000 MP, 90,000,000 Gold) Caster creates a Zone of Water & Blood & Darkness that may not be removed by sources below Level 80 that has a non-stacking effect attached to it that has a 100% chance of inflicting Poison or Disease on each Aquatic in it that is not also a Horror or Bio-Horror at the start of each round, that has a non-stacking effect attached to it that has a 50% chance of inflicting Confusion: Depression on each Human, Humanoid, or Fae in it that is not also a Horror at the start of each round, and that has a non-stacking effect attached to it that makes individuals in it unable to obtain buffs from sources below Level 60 that grant their possessors the element Hope, this spell requires 9 actions of charge-up to cast, this spell cannot be cast if any of caster's opponents are Level 60 or greater or are Hope element, Caster must be Level 40 or greater and must possess an ability from a spell-based class that is Adept-tier or greater, This spell has RP effects
-Fading Call: Yandere Vampire Ambush Assault- (Spell, Summoning, Darkness & Blood & Fire, 70,000 MP or 70,000 HP, 7,000,000 Gold) Caster replicates one action performable by the entity 'Vampire' on the Enemy List as though a copy of said entity were performing said action, with said action not being counterable by entities below Level 80 and with said replicated entities decisions not being controllable by entities that are not caster that are below Level 80, with said replicated entity counting as being afflicted with Charm with either caster or one other entity in the same battlespace as caster counting as the infliction source of said status effect (with caster choosing which entity counts as said source), Said action deals 70,000 additional Damage if it would deal Damage, This spell may count as a Necromancy spell and/or an Anarchomancy spell, Caster must be Level 40 or greater
-Sanguine Emperor's Dominion- (Spell, Necromancy, Blood, 1,500,000 MP, 115,000,000 Gold) +115,000 Melee Attack, +115,000 Magical Attack, Deals HP Drain, 60% inflicts Charm, 5% inflicts Dominion, this action may deal 1/2 Damage and gain '1 hit against 500,000,000', Caster must be Level 40 or greater
-Stillborn Sanguine Genesis- (Spell, Necromancy, Blood, 1,000,000 MP, 100,000,000 Gold) Summons one Undead from the Enemy List that is below Level 80 and normally fightable for drops, Said summon gains the element Blood as a buff when summoned, Max 20 summoned, Summons summoned through this spell cannot summon summons that are greater than Level 60, Caster must be Level 40 or greater
-Skeletal Hands of the Bleeding God- (Spell, Necromancy, Blood & Darkness, 1,750,000 MP, 175,000,000 Gold) +175,000 Melee Attack, +175,000 Magical Attack, 160% inflicts Wounded, 160% inflicts Wounded: Bleeding, 180% inflicts Hexed, 80% inflicts Voidstruck: Blood Rebellion, 1 hit against 50,000,000
[10 Dark Magic]
-Dark Flame Which Destroys Hope- (Spell, Dark Magic, Darkness, 310,000 MP, 36,000,000 Gold) Places a debuff on target that deals 350,000 Flat Darkness element Damage to said target and all of said target's allies each time target performs a Hope element action (to a max of 6 times per round per side of battle) with all individuals who take Damage from said effect having all Hope element buffs that come from sources below Level 80 removed from them, this debuff does not stack, Caster must be Level 36 or greater
-Deathfog (2)- (Spell, Dark Magic, Earth & Air & Darkness, 1,800,000 MP, 90,000,000 Gold) Caster creates a Zone of Air & Darkness and attaches a non-stacking effect to it (which also does not stack across zones) that causes each individual below Level 80 who is lower Level than its caster who dies while in to have its corpse replaced with an Undead summon of said effect's creator's choice that is below Level 60, that is not more than 40 Levels lower than the entity whose corpse it is replacing, and normally fightable for drops on the Enemy List, Caster must be Level 40 or greater and must possess the ability 'Adept Dark Magic Attunement' or the ability 'Adept Necromancy Attunement'
-Diabolical Tragedy- (Spell, Dark Magic, Darkness, 66,666 MP, 13,500,000 Gold) +13,100 Magical Attack, May deal no damage, May inflict any minor status effect, Burning, Wounded: Maimed, or Voidstruck, on up to 5 targets that are non-unique and below Level 60, May remove up to 2 buffs from sources below Level 60 from up to 10 different targets, may inflict 1 hit against 20 if all targets are below Level 40, 120% Fails to work as a Malevolent Backlash Effect and inflicts Hexed and Instant Death on caster instead if caster does not possess the ability Demonologist, Puppet Master, Warlock, or Pactmaker
-Disaster Cascade- (Spell, Dark Magic, Darkness & Electrical & Earth, 160,000 MP, 160,000,000 Gold) +160,000 Magical Attack, 16,000 Stat Damage to each stat, all buffs and debuffs with target as a source are removed if target is below Level 80 and no more than 5 Levels greater than caster, Caster must be Level 40 or greater
-Great Devil's Curse- (Spell, Dark Magic, Darkness & Fire, 150,000 MP, 150,000,000 Gold) +150,000 Magical Attack, 100% inflicts Voidstruck, 200% inflicts an instance of Hexed that has no natural per-round recovery chance, target obtains -5,000 to all stats as a non-stacking debuff, Caster must be Level 40 or greater
-Miasma of the Evil Land- (Spell, Dark Magic, Earth & Air & Darkness, 1,800,000 MP, 90,000,000 Gold) Caster creates a Zone of Air & Darkness and attaches a non-stacking effect to it (which also does not stack across zones) that causes each individual of lower Level than its creator that is not a summon of its creator that is in it to have a 30% chance of being afflicted with Venom at the start of each round and that also summons 1 Monster, Horror, Devil, Demon, or Darkspawn that is below Level 60 and normally fightable on the Enemy List for drops at the start of each round, Max 20,000 summoned, Caster must be Level 30 or greater and must possess the ability 'Adept Dark Magic Attunement'
-Pretend to Be Sad- (Spell, Dark Magic, Darkness & Water, 6,000 Gold) Individuals below Level 20 with less MIN that caster treat caster as being afflicted with Confusion: Depression
-Voidstrike- (Spell, Dark Magic, Darkness, 1,000 MP, 500,000 Gold) Inflicts Voidstruck
-Infect- (Spell, Dark Magic, Darkness, 1,000 MP, 500,000 Gold) Inflicts Diseased
-Foul Luck- (Spell, Dark Magic, Darkness & Magic, 4,000 MP, 4,000,000 Gold) -15% To Hit, -15% Dodge, -15% Resilience, -15% Critical, does not stack, penalties from this effect cannot stack with other debuffs for a total of more than -80% to any of the values reduced
[5 Agony]
-Call Lesser God-Abomination- (Spell, Dark Magic, Darkness & Agony, 450,000 MP, 100,000,000 Gold) Summons 1 Lesser God-Abomination from the Enemy List, Max 5 summoned
-Death of Purity- (Spell, Dark Magic, Agony, 140,000 MP, 14,000,000 Gold) Target individual below Level 40 loses all of its status effect immunities as a non-stacking debuff
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BOY did Roy pick the wrong day to sleep through his alarm (his alarm is, in fact, the screams of those who have wronged him). The bags under his eyes have bags under his eyes. Why, oh WHY did 'natty always want to start these things so early in the afternoon?
Hastily tying his Miko's robe around his emaciated frame, and shooting glares heavy enough to ruin whole weeks at anyone who gives him a funny look, he follows the trail of a fellow Crimson Magister, loping through the Portal Complex toward the Seirei Portals. What were they even doing? Going after some half-baked creation of Kit's? Well, it beats moping around the Bar.
Roy enters the Portal to Seirei, fresh on Anathema's heels.
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
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Re: Anathema goes on a hunt in Seirei
Celas wrote: With a gesture, the Angel Flayer's Workbench's multitude of straps flash out of the Spatial pocket Anathema's carrying it in, seizing the aggressing construct with crushing force.
"Hey Roy, looks like we're both late to the party. Check out the lawn ornaments. Don't think they're fans of vampires right now."
Aeromage wrote:
A brief reminder on abilities/awards Anathema and Roy have from the Dreaming Moon Festival, which hasn't yet been caught up with:
Anathema
Possesses an Inherent Spell List- (Passive Ability, Attack) Possessor may cast spells on possessor's Inherent Spell List as though they were equipped
My Rhythm- (Spell, Dance, Psychic & Air, 100,000 MP, 1,000,000 Gold) Caster gains a buff that provides +5,000 AGI and allows possessor to ignore all debuffs from sources below Level 60 that negatively affect possessor's Turn Order stat for Turn Order purposes or cause possessor to treat the Round Number as anything other than the current one
Member of the Serei Spirit Hunter's Association- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies posseses an ability or Constant Effect including the words 'Member of the Seirei Spirit Hunter's Association' or one of possessor's opponents is a Spirit, Whenever possessor heals such an ally, possessor deals an additional 5,000 points of HP Healing or MP Healing
Member of the Serei Spirit Hunter's Association (Rank 2)- (Passive Ability, Friendship) Possessor gains +500 to all stats, +500 Defense and +250 Defense against Stat Damage if one of possessor's allies posseses an ability or Constant Effect including the words 'Member of the Seirei Spirit Hunter's Association' or one of possessor's opponents is a Spirit, possessor's allies with the ability or Constant Effect 'Member of the Seirei Spirit Hunter's Association' gain +200 to all stats, +200 Defense and +100 Defense against Stat Damage, Whenever possessor heals such allies, possessor deals an additional 20,000 points of HP Healing or MP Healing
Sprout of the Rootmind- (Passive Ability, Botanist) Possessor gains the subtype Plant, possessor may control the actions of all lower or equal-level Plant allies, Possessor's opponents of (the subtype Plant or the Element Wood or Psychic) of greater level to possessor may control possessor's actions and choices
Consumed a Fruit of Rhythm (To Limited Effect)- (Passive Ability, Dancer) Possessor may treat spells on possessor's Inherent Spell List as though they possessed the subtype Dance
Reflexively Creates Mental Enemy Plant-Constructs- (Passive Ability, Mentalist) At the start of each round, possessor summons two Plants normally fightable for drops from the Enemy List that are at least 20 Levels below possessor's Level to the opposing side of battle, summons created by this ability become solely the element Psychic and do not count as being present for the purposes of determining win conditions
'Joined the Seirei Spirit Hunter's Association on Seirei'
'Briefly Glimpsed the Will of Vernat on Seirei'
Roy
Knows Many Common Types of Spirits- (Passive Ability, Binder) Possessor counts as 3 Levels higher (to a maximum of 99) for the purposes of scanning non-Unique Spirits
Talisman-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Amulet possessor has equipped
Knowledge of Common Spirits- (Passive Ability, Scholar) Possessor gains +50 MIN if any of possessor's opponents are Spirits
Basic Spirit-Banishing Chant- (Technique Ability, Shrine Maiden) Possessor may spend an action to remove a target Spirit below Level 40 from battle with a (Possessor's Level - Spirit's Level)/2 % chance of success
Basic Spirit-Banishing Strike- (Technique Ability, Shrine Maiden) Possessor may use 'Basic Spirit-Banishing Strike' in conjunction with a 'Melee Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Spirits, and may remove a target Spirit below Level 40 from battle with a (Possessor's Level - Spirit's Level)/2 % chance of success
Basic Spirit-Warding Chant- (Technique Ability, Shrine Maiden) Possessor may spend an action to gain +5% Dodge and Resilience against Spirits below Level 40 as an effect that lasts 5 rounds
Familiar with Spirit-Warding Talismans- (Passive Ability, Shrine Maiden) Possessor gains 1% Spirit Resistance per Amulet, Magic Item, Enchanted Item or Card equipped, to a maximum of 5% Spirit Resistance
Knows Many Rituals to Spiritually Ward Talismans- (Passive Ability, Shrine Maiden) Possessor may treat any equipped Accessories of the subtype Amulet, Broach, Crystal, Glyph, Holy Symbol, Magic Item, Ring, Rune, Seal, Sigil, and Trinket as if its name included "Talisman", said accessories provide an additional +200 Defense Against Spirits
Perform Spirit-Glimpsing Ritual- (Active Ability, Shrine Maiden) Possessor may spend an action to gain a buff that allows possessor to ignore the text of Constant Effects named 'Incorporeal' or 'Fully Disembodied' on targets that both possess the subtype Spirit and are below possessor's level for 2 rounds, with this effect not stacking
Perform Spirit-Sensing Mudra- (Active Ability, Shrine Maiden) Possessor may spend an action to determine if any enemy in the same battlespace possesses the subtype Spirit, possessor may instead choose to determine if the current area of a random quest or random dungeon's encounter tables contain enemies with the subtype Spirit provided no enemies on said tables are above Level 40 or more than double caster's Level
Spirit-Hunting Strike- (Technique Ability, Shrine Maiden) Possessor may use 'Spirit-Hunting Strike' in conjunction with a 'Melee Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Spirits and gains +5% To Hit against Spirits
Spiritual Assault-Repelling Mantra- (Technique Ability, Shrine Maiden) Possessor may spend an action to provide possessor's side of battle with a non-stacking +10,000 Defense against Spirits as an effect that lasts until possessor's first action of the next round
Weilder of Spiritual Talismans- (Passive Ability, Shrine Maiden) Possessor's Accessories whose names include "Talisman" gain an additional +5% Dodge against Spirits (to a maximum of 15% across all affected items), +5% Resilience against Spirits (to a maximum of 15% across all affected items) and +500 Defense against Spirits
'Provided Auran Conta the Means To Inflict Illness and Misfortune In His Misguided Quest For Revenge on Seriei'
'Eliminated in the Second Round of the Third Ruin Shuffle Tournament During the Dreaming Moon Festival'
'Set a Storm of Dark Magics Upon the Dreaming Moon Festival, Killing Many and Raising them as Revenants on Seirei'
'Responsible for the Early Cancellation of the Dreaming Moon Festival on Seirei'
'Wanted for Mass Murder, Revenant-Creation, and Unsanctioned Mass-Summoning of Dangerous Entities in the Clavia Province of Seirei'
Straps flash out from the Angel Flayer's Workbench and tangle the large winged statue in knots and loops, reeling it in towards the artifact's waiting and distinctly unpleasant embrace.
Roy enters a step behind Anathema, just fast enough to see the spectacle of a three-metre-tall statue getting grappled by an unholy piece of tanning equipment. The second statue, with its back to the portal, begins to turn. Roy, however, is fast enough (and behind it enough) to get an action in before it can act.
Pathaky wrote: Roy takes a look around the ruined portal hall.
"Tch, they really let this place go. Let's see what I can do with the place."
He whips around, the Enigmatic Murderforce flying from his thin, bony finger-guns on his left hand, spiraling up and around the the golem, shedding *countless* phantom figures clad in heavy work belts, bearing an assortment of carpentry tools and long waxed moustaches. They swarm across the portal hall, fixing, repairing, and refurbishing all the damage the Ravener left (in Roy's image, of course. Lots of complimentary statuettes and friezes).
The golems are an eyesore, though. Better to dissemble them entirely.
(Magical Attack -> Fading Call: One Billion Evil Carpenters)
Aeromage wrote: Roy calls forth the power of murderous construction workers, channeling the full might of One Billion Evil Carpenters through his fell force! Rubble is cleared, holes patched, floors relaid, pillars raised and carvings engraved in the blink of an eye, leaving the hall more like its original palatial self, except with every Spirit Tamer icon replaced with an image of Roy himself and the various spirits once pictured all twisted, blood-mad variants of their more orthodox counterparts.
The golem-thing, despite taking serious damage from the assault, isn't quite out of the running. Its face now a leering reflection of Roy's own, the altered statue lashes out with whips of spiritual force, lashing at the warlock's thin form!
Roy takes minor SPI damage. He's pretty sure that thing only barely managed to harm him. It must just be potent enough to break through his defenses.
Anathema's statue, now a winged Roy-golem, struggles against the bindings. It's in even worse shape, though, and doesn't look like it's going to be getting out of the artifact-tier entrapment any time soon.
Celas wrote: Anathema decides to take this opportunity to perform an experiment!
Her Glory shines forth momentarily as she raises the Grailbleeder, blade of the Red Sun Prince, itself a symbol of Nobility, and performs a commanding technique, asserting her dominion over this golem!
King's Blade- (Technique Ability, Swordsman) Possessor may use 'King's Blade' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +2,500 Melee Attack, inflicts Charm on target if target is an uncontrolled summon, and becomes solely the element Nobility.
Aeromage wrote: Anathema shows the captured statue her stabs!
She makes quite the cutting argument.
Unfortunately, the Charm-effect doesn't take hold. Perhaps this thing isn't a summoned entity, or has the wrong sort of mana pattern for it.
Fortunately, the stabbing is enough of an assault to finish the thing off, causing it to crumble into its component parts.
Anathema gets XP for a Level 60 entity.
Roy is currently being faced with an angry statue-version of himself. He should probably do something about that.
Pathaky wrote: Roy hisses and snaps his fingers, skin bubbling red, horns sprouting from his forehead as his Devilish Power asserts itself!
The Enigmatic Murderforce shivers, splintering into strings of text that wrap around the golem in calamitous language as it's engulfed with a Great Devil's Curse!
Aeromage wrote: Devilish power manifesting itself physically, the Dark Chosen casts a curse most foul into his own face!
...well, the recently-reshaped-into-the-likeness-of-his-own-face face.
The statue-thing actually seems to resist the curse a bit, but the power discrepancy between the two easily overrides whatever defenses the thing might have had. Fell words burn themselves into the thing's stone form, great cracks spreading from each charred letter to fracture and splinter the carved surface. Before long, it is nothing more than a network of cracks and holes, and a moment after that, simply rubble tainted with devilish power.
Roy gets XP for a Level 60 entity.
The newly-refurbished hall falls still and silent, save for the sound of falling pieces of statue, cursed electrical sputtering from Roy's karaoke machine, and inhuman shriek-wails from somewhere else in the building.
...perhaps not that still and silent, then.
Celas wrote: "Listen to that? Isn't it wonderful? Kit's really come up with something genius this time." Anathema remarks as she and Roy navigate their way to the screaming!
Aeromage wrote: The pair pass through an archway decorated with leering images of Roy's face, under a ceiling covered with pleasant frescos of people's skin being torn off and replaced with barbed wire. The air feels oddly warm and stagnant, with the faint smell of viscera ever-present in the background.
Roy can feel a strange, claustrophobic pressure tinged with the distinct signature of Spirit Magic and... something else pressing against the building. It was probably present before, but in the heat of battle (and battle-decorating) it was easy to miss.
The inhuman shrieks continue to echo throughout the corridors and hallways of the newly Roy-themed Gate Complex, bouncing off solid marble floors and fragmenting into incomprehensible auditory shards, leading the duo into a hallway that terminates in a door practically papered over with protective wards and charms.
It looks like it was a rather hasty job.
The door shakes and shudders as whatever is trapped inside batters against the door, causing rivulets of sealing energy and mystic light to flicker and gutter around the mass of warding talismans.
Celas wrote: "Okay, so I'm hoping our actual prey is behind this door and not some cursed chump. Gonna pop the door, grab him with the Workbench, and we can get to work. ...of course, if I'm not fast enough to grab him or he breaks free, he's either gonna latch on one of us and start chowing down- good luck with that, buddy- or make a break for it. I don't really want him getting away, chasing him'll be annoying, so... ...wow, what the fuck. I never really thought about "take him alive" much before. Force mage? nope. Abjurer? nope. Damn, I'm just... too fucking deadly. That's hilarious. Uh. I got it. Bloodwall! We toss up a Bloodwall and use a Hemotheurge ritual to make it repel shit? I'll shove in Necromancy for Undead, you do Spirit?"
Assuming Roy assents, she'll start doing her half of that, slicing the Grailbleeder over her palm and bleeding up a substantial amount of HP into a barrier. Also if Roy has any suggestions/tweaks to the design, she'll follow his lead, as he is definitely the superior spellslinger.
Pathaky wrote: "As always, I like the way you think. Just a mo', though. We have plenty of Blood, let me see if I can contribute a bit of wall."
Roy claps his hands together, drawing a measure of skin off his arm in a scroll, which he inscribes and reads, chants of calling and summoning that echo with bubbling sibilances. He casts:
-Call Kami of the Great Mountain- (Spell, Spirit Magic, Earth, 60,000 MP, 15,000,000 Gold) Caster summons 1 Kami of the Great Mountain from the Enemy List, Max 1 summoned
Which, with the power of the Torii, calls up:
Blood-Gate Kami of the Great Mountain
Level 61
Spirit, Blood
HP- 3,800,000
MP- 2,600,000
STR- 32,000
AGI- 20,000
CON- 32,000
MIN- 24,000
SPI- 29,000
Defense- 17,000
Defense Against Stat Damage- 1,715
Critical Chance- 66%
Resilience- 78%
To Hit- 157%
Dodge- 56%
Resistances and Immunities- Absorbs Blood, 99% Earth Resistance, 80% Ice Resistance, 80% Air Resistance, 80% Physical Resistance, 80% Fire Resistance, 50% Spirit Resistance, 50% Human Resistance, 120% Minor Status Effect Resistance, 60% Moderate Status Effect Resistance, Absorbs Entombed, Absorbs Burning, Fatigued Immunity, Stat Drain Immunity, Diseased Immunity
Prime Attribute- Spirit
Constant Effects-
Greater Kami- Possessor is Immune to individuals below Level 20, Possessor ignores the Magic Resistance, Immunity, Reflection, and Absorption of individuals below Level 20, Constant Effect
Pulse of the Earth- Possessor regenerates 290,000 HP per round, Constant Effect
Bond to the Great Mountain- Possessor's Elemental allies Regenerate 100,000 HP at the start of every round, Constant Effect
Spirit-Body- Possessor uses Spirit as possessor's HP-determining stat, Constant Effect
Spirit Movement- Possessor uses Spirit as possessor's turn-order-determining stat, Constant Effect
Object Kami- Individuals below Level 70 may not steal items from possessor, Constant Effect
Large Body- Possessor may choose to gain 'Possessor gains +(3 * possessor's Natural Resilience, to a max of 236%) Resilience, +(9 x possessor's Natural HP, to a max of 34,200,000) HP, +(.5 x possessor's Natural Defense, to a max of 8,500) Defense, (.5 x possessor's Natural Defense against Stat Damage, to a max of 1,000) Defense against Stat Damage, -(.9 x possessor's Natural Dodge, to a max of 50%) Dodge, to provide twice possessor's Natural XP when possessor would provide XP (to a max of 19,825 additional XP), to provide twice possessor's Natural Gold when possessor would provide Gold (to a max of 250,000 extra Gold), and Immune to Impaired, Confusion, Pain, Poison, Diseased, and Charmed', as well as the subtype Large Structure, at the start of a thread, Constant Effect
Minor Divine Powers- Possessor's allies and Possessor may elect to receive worshipper benefits from possessor if they are not already receiving such benefits, Said benefits include gaining +(250 * possessor Level) to all stats and regenerating 100,000 HP per round, to a max of level 30 for both effects, Deity Effect
Prime Attribute- Spirit
Abilities-
Spiritual Rockslide- 60,000 Damage, May deal 10,000 SPI Damage instead of HP Damage, 100% inflicts Fatigued: Stun, 2 hits against 1, Earth or Physical or Magic, 0 MP
Nourish- 400,000 Damage, Heals, Magic & Earth, 0 MP
Spiritual Restoration- 200,000 Damage, Deals MP Damage, Heals MP, Magic, 0 MP
Hide in Object- Caster gains +65% Dodge, lasts 5 rounds, this ability may not be cast if any item has been stolen from possessor, Magic, 0 MP
Mass Spiritual Restoration- 200,000 Damage, Deals MP Damage, Heals MP, 1 hit against 50, Magic, 400,000 MP
Grand Avalanche- 50,000 Damage, 100% may inflict Entombed, 1 hit against 30,000, Earth or Physical, 500,000 MP
Empower Elementals- Target Elementals gain +4,000 to all stats, 1 hit against 200, stacks 3 times, Earth, 600,000 MP
Entombing Stones- 65,000 Damage, 120% inflicts Entombed, 80% gains '2 hits against 1', Earth, 110,000 MP
Spirit-Crushing Boulders- 6,000 SPI Damage, 100% inflicts Stat Drain: SPI Drain, 50% gains '2 hits against 1', Magic or Earth, 155,000 MP
Royal Eruption- 80,000 Damage, 80,000 MP Damage, 100% inflicts Burning, 100% inflicts Burning: Igneous, 100% may inflict Entombed, 100% may inflict Entombed: Oublietted, 1 hit against 500,000, Fire or Earth & Fire, 1,250,000 MP
Bombardment of Massive Stones- 35,000 Damage, 4 hits against 15, Earth, 400,000 MP
Earth Shattering Wave- 35,000 Damage, -35,000 Defense to Earth-element targets, stacks 5 times, this action ignores the Earth Resistance of individuals below Level 60, 1 hit against 4,000, Earth, 350,000 MP
Chorus of Lesser Attendant Spirits- 30,000 Damage, May deal 3,000 SPI Damage, 2 hits against 100, Magic, 260,000 MP
Roy then tears another scroll from his other arm, and chants once more, casting:
-Call Great Wolf Kami- (Spell, Spirit Magic, Earth, 68,000 MP, 17,000,000 Gold) Caster summons 1 Great Wolf Kami from the Enemy List, summons summoned through this spell may not summon, Max 1 summoned
summoning
Blood-Gate Great Wolf Kami
Level 65
Spirit, Blood
HP- 4,200,000
MP- 3,300,000
STR- 43,000
AGI- 38,000
CON- 37,000
MIN- 31,000
SPI- 36,000
Defense- 14,000
Defense Against Stat Damage- 2,150
Critical Chance- 83%
Resilience- 58%
To Hit- 167%
Dodge- 71%
Resistances and Immunities- Absorbs Blood, 99% Earth Resistance, 80% Ice Resistance, 80% Air Resistance, 80% Physical Resistance, 80% Light Resistance, 50% Spirit Resistance, 50% Human Resistance, 120% Minor Status Effect Resistance, 60% Moderate Status Effect Resistance, Absorbs Wounded, Fatigued Immunity, Stat Drain Immunity, Diseased Immunity
Prime Attribute- Spirit
Constant Effects-
Greater Kami- Possessor is Immune to individuals below Level 20, Possessor ignores the Magic Resistance, Immunity, Reflection, and Absorption of individuals below Level 20, Constant Effect
Lifebond of Beasts- Possessor regenerates 200,000 HP per round, Constant Effect
Bond to the Great Wolf- Possessor may choose an Animal ally at the beginning of battle, said chosen ally regenerates 200,000 HP per round, Constant Effect
Spirit-Body- Possessor uses Spirit as possessor's HP-determining stat, Constant Effect
Spirit Movement- Possessor uses Spirit as possessor's turn-order-determining stat, Constant Effect
Object Kami- Individuals below Level 70 may not steal items from possessor, Constant Effect
Pack Hunter- Possessor gets +1,500 to all stats for every ally possessor has that shares either possessor's name or the Constant Effect "Pack Hunter", to a max of 200 such allies, Constant Effect
Minor Divine Powers- Possessor's allies and Possessor may elect to receive worshipper benefits from possessor if they are not already receiving such benefits, Said benefits include gaining +(250 * possessor Level) to all stats and regenerating 100,000 HP per round, to a max of level 30 for both effects, Deity Effect
Radiance- Possessor may deal 120,000 Flat Light or Magic element Damage to any individual who conducts an offensive action that targets possessor at the end of each such action, Constant Effect
Prime Attribute- Spirit
Abilities-
Spiritual Bite- 65,000 Damage, May deal 4,500 SPI Damage instead of HP Damage, 100% inflicts Wounded, 2 hits against 1, Earth or Physical or Magic, 0 MP
Nourish- 250,000 Damage, Heals, Magic & Earth, 0 MP
Spiritual Restoration- 250,000 Damage, Deals MP Damage, Heals MP, Magic, 0 MP
Hide in Object- Caster gains +45% Dodge, lasts 5 rounds, this ability may not be cast if any item has been stolen from possessor, Magic, 0 MP
Mass Spiritual Restoration- 250,000 Damage, Deals MP Damage, Heals MP, 1 hit against 50, Magic, 500,000 MP
Chorus of Lesser Attendant Spirits- 33,000 Damage, May deal 3,000 SPI Damage, 2 hits against 100, Magic, 100,000 MP
Great Howl- 30,000 Damage, 100% may inflict Suffocation or Suffocation: Sonic Assault, 1 hit against 30,000, Air or Sonic, 230,000 MP
Spirit-Rending Howl- 15,000 Damage, 7,000 SPI Damage, 120% inflicts Stat Drain: SPI Drain, 1 hit against 30,000, Air or Sonic, 85,000 MP
Sunbeam Eyes- 55,000 Damage, 130% inflicts Awestruck, 50% inflicts Impaired: Blind, 100% may inflict Burning, Light or Light & Fire, 110,000 MP
Wolf-Summoning Howl- Caster summons up to 50 individuals who possess a Constant Effect named 'Pack Hunter' from the Enemy List who are below Level 60 and are normally fightable for drops, Air & Earth, 800,000 MP [CANNOT BE USED]
Terror Howl- 11,000 SPI Damage, 150% inflicts Confusion: Fear, Darkness & Air, 170,000 MP
Flying Sword of Holy Light- 70,000 Damage, 80% inflicts Awestruck: Sealed, Light or Light & Air, 350,000 MP
With his two bloody companions, Roy coaxes his skin-torn arms, veins opening further, blood invested with magic streaming forth to join Anathema's efforts.
His own personal include crackling Agony, making the bloodwall as unpalatable to approach as it would be to pierce. He applies his knowledge of Spirit Binding to the wall, weaving in patterns, currents of circling black blood that form circumspect prohibitions around whatever is behind the door, preventing it from leaving. The Mountain and the Wolf are additional guides here. Their knowledge of spiritual subordination should prove invaluable.
In addition times 2, both Wolf and Mountain are ready to strike, should this quarry prove squirrely, with the Mountain erecting an oubliette of stone, while the Wolf manifests a bloody sword of Holy Light, pinning and sealing the target against the Mountain's anvil of red, oily stone.
Celas wrote: Anathema uses her knowledge as Deathless One and Necromancer to weave together a warding against Undead, which she carves into the Bloodwall in glowing runes.
Once that's done and Roy gives her the go-ahead, she'll slash the wards off the door and kick it open!
Aeromage wrote: A plan is planned, and planned to be set off!
First, though, Roy has some summoning to do. Merrily degloving his arms and calling upon his spiritual powers, he demands the attendance of two Spirits, skewed through the power of Blood!
Something resists his call. The pressure he could faintly sense around the building grows.
The Blood Gate Torii pulses in time to its owner's heartbeat. It demands access to the Spirit World in order to call forth servants to do its master's bidding.
The pressure intensifies threefold. A sharp magical detonation that is more felt than heard trembles through the building, skeins of warding tearing and springing apart from the point of rupture. The building shakes slightly.
Two extremely large spirits, one mercifully not taking on the form of a mountain, manifest before Roy in all their bloody glory. Due to the confines of the hallway and their Blood-granted fluidity, the resulting effect is less 'imposing' and more 'absurd' as craggy, stone-faced bleeding giant and enormous bloodwolf squash and contort almost cartoonishly to fit into the space. It would seem the building is, at least to some degree, made of spiritually-warded materials.
Anathema, Expert bloodweaver (and Adept hemotheurge) that she is, slices a palm and bleeds out the foundations of a great and mighty bloodwall!
Roy, Expert bloodweaver (and Adept hemotheurge) that he is, (questionably) tactfully rectifies Anathema's abundance of menacing bloodspikes into something more likely to not cause permanent damage to the thing they're trying to capture in more-or-less one piece.
With a somewhat-less-lethal base to work off, Anathema sets to infusing the construct of merged blood with Necromancy, boosted by her understanding of Undead (and at a significantly boosted tier, at that) in order to make an obstacle their quarry surely won't be bypassing in a hurry. The wall shudders with dark magics.
Roy thinks it tickles.
Preparations complete, Anathema strides forth, slashing sealing charms and warding talismans with a single stroke, kicking the door open in order to engage her quarry!
Her prospective prize!
Kit's greatest (unwitting) work of novel and multiply-abominally-blasphemous-against-even-necromancy evil yet!
A desperate, tortured creature born of divergent and yet somehow kludged-together monster-archetypes, set loose upon the world!
An entity no doubt ready to give her a fight that might even be able to challenge her, despite the presumed gulf in power!
A...
...what the shit is this.
What Anathema sees through the kicked-open doors is not the twisted, crystal-crown-horned, starved abomination-in-emaciated-teenage-demihuman form she was expecting from her divination.
What greets her instead might once have been a youngish man, his torn, gore-stained, once-gaudy robes flapping against his form as he lunges at the Elder Geist from the obliterated pile of filing cabinets where he was thrown. His complexion is pale, his skin almost ghostly- and oddly, slightly scaled in places- his face gaunt and emaciated as if starved for weeks. Short, bone-spur horns jut from his forehead, a thin copper circlet loosely hanging over one of them, with trails of blood caked against his brow- perhaps a sign that they had erupted from his skull relatively recently. Large, sharp fangs fill his mouth, with the canines being even larger and more prominent among the already-oversized teeth. Anathema is getting a rather good view, given the unnatural extent to which his jaw has unhinged.
Anathema, in fact, is getting ample opportunity for a good view. Compared to her, the man may as well be standing still. That isn't even the comparative speed difference of a single level-band's worth of power-discrepancy. He must be at least two bands below her.
Celas wrote: "Aaand cursed chump it is. Damn. Good chance for a field test, though! And, hey, maybe your pup can sniff out our quarry?"
The Grailbleeder liquifies and oozes into its claw-form as Anathema clenches a now terrifingly-oversized fist and winds up a Knockout Blow! She's going to lay out the interestingly transformed chap, cram the Grail in his mouth, and dose him with a thirst-quenching supply of fresh Artifacty blood!
Notes on Artifact Capabilities:
* Keeps nearby undead well-fed via mere presence
* Empowers undead who drink from the grail
and potentially/hopefully
* Greatly increases the affinity of vampires for its wielder and makes them more loyal to its wielder than they otherwise would be; this power is reduced greatly against unique vampires
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Re: Anathema goes on a hunt in Seirei
Aeromage wrote: The Grailbleeder's grail-blood oozes over Anathema's arm, coating it in blood and forming what would be a hilariously oversized fist if it wasn't so terrifying to behold.
She winds up and delivers a mighty Knockout Punch! ...well, mighty by anyone of the rabidly-lunging ex-clerk's level, at any rate. To Anathema, she may as well be delivering a light tap, pulling her blow as she is to avoid her Knockout Punch becoming a Knock-Their-Block-Off Punch.
Even still, the resulting force sends him cartwheeling back into the pile of destroyed filing cabinets with a wrenching chorus of splintering crunches (and a blizzard of crunching splinters), ending in an undignified and very unconscious heap.
Anathema pulls out the Grail with a flourish and jams it into the fallen man-thing's mouth, commanding its potent blood to flow into him and convert him to her side.
She feels, through her link to the Grail and host of necromancy, undead and blood-related powers, some form of pushback. Whatever this guy is, he's definitely vampiric, but that's not all he is. It's causing some interference.
The Grail doesn't care. It's clearly more potent than he is.
The undead thing's hunger refuses to be sated by intrinsic property of his mana pattern.
The Grail doesn't care. It sates the hunger of all undead by its mere presence. The blood it holds is several times more potent in doing so. It powers past the unnatural, bottomless hunger and overwhelms it utterly.
The undead(?) creature is the misbegotten offspring of another vampiric sire, and a unique entity at that. Several other factors in its pattern balk at coming under the control of another.
The Grail doesn't care. It carries the official right of kings and rulership over vampires. It is more powerful than its target. And wherever the sire is, they don't seem to have bothered to have properly taken advantage of the ability to control those they turn.
This little interplay takes less than a moment, and is resolved almost instantly, but Anathema finds it notable there was any sort of resistance in the first place. Maybe the Ravener's offspring are hard to control normally? Maybe it has something to do with whatever the hell sort of unholy mashup of subtypes they are? Maybe something else weird is going on?
This probably bears further investigation.
The ragged-robed, slightly-scaled, now-less-starved looking undead-probably entity before her twitches and groans.
Celas wrote: "Hey, wake up, chump. Tell me about the thing what ate you."
Aeromage wrote: The once-human creature below her groans, splutters, and opens his eyes- mismatched, one pure red with a slit pupil- at the command.
Then the screaming begins, followed by full-body spasms of agony. The undead-maybe-possibly creature arches and twitches, flails and writhes in pain on the floor, forcing disjointed, near-incomprehensible words through his oversized fangs in a torrent.
"--HURTS it hURTS It huRTS IT HurTS ALL hIS FAult all THEIR FAUlt he toOK IT FROM ME I'll taKE IT FROM THEM I'LL EAT THEM ALL I'lL KILL thEM All it HURTS It hurTS wHY HAve to EAT don'T NEED TO eat WANT to EAT it ALL HURTS on fiRE itCHING TEARing paIN KIll the huMANS EAT Them drINK THEM RIp theM HURTS it huRTS blOOD EVERywhere snoWING RAINing rIPPING ROttinG HUnger kILLED me chANGED Me it hURTS--"
...well. It seems that there's a few issues going on besides the hunger-thing.
Celas wrote: "Hm. Looks like this'll be more complicated than "insert Grail acquire slave". Welp, guess I get to learn about you the FUN way, chumpy!"
Doctor Anathema is in.
The Angel-Flayer's knives are lifted!
Chumpy is swiftly and mercilessly vivisected into a collection of scattered parts and vampirically refreshing blood as she disassembles him to learn! Potentially directly about the mana pattern.
Combined with the Red Wisdom she gains from chugging down his blood, this should prove as educational as it is entertaining!
Aeromage wrote: The full power of the (literally) anathematic artifact is brought to bear as straps lash out and bind the unfortunate undead-probably once-human, knives flashing as they lay him open within mere moments, gouts of blood whirling and twisting into the air to allow ease of drinking-access!
Through her vast array of Blood-related powers and insight through vampirism, Anathema partakes of the unliving essence of the creature in order to see what's up with it and why it's causing her so much trouble to get a handle on.
Oh.
Oh, boy. That's...
...that's certainly a flavour.
Eugh, that's like several things are spontaneously dying in her mouth at once and then somehow dying repeatedly again, over and over. And not in the good, fun way.
Well, perhaps the information learned will be...
...oh.
Oh, wow.
What in every hell even is this.
The hapless pile of parts now arrayed before her belongs/belonged to what was once Aberrant Revenant Abomination (Aptim-Vampire-Dragon-Wendigo Fusion): Byrr Adamas Monas (Human & Spirit & Undead & Dragon, Level 24). And he is/was an absolute mess. His mana pattern is an unstable, unholy, writhing mishmash of several different things pulling in multiple different directions, essentially causing him to be torn to pieces at a metaphysical level, but due to the nature of all the other things going on in there, also causing him to be constantly re-knitting back together. The whole process would almost certainly be agonising far past what even Roy would deem pleasant in his warped way, and would certainly not help the whole heaping dose of Insanity going on in there due to...
to...
hoo boy. This guy is a lot. Anathema attempts to rearrange her thoughts, takes another deep gulp of the blood (urgh), and settles back down to try and unravel this mess.
Byrr is a Revenant. This appears to be a type (in fact, the only type) of Undead native to Seirei. When humans die with painful regrets, or in a particularly unpleasant manner, their spirits and souls have a chance of not passing on to be reincarnated (which is a Thing here, apparently) and instead get snapped back to their body to re-animate it. Wearing your own dead, decaying body as a hard-to-pilot meat-suit is not only incredibly painful and horribly scarring for your average human, it also seems to come with a built-in hatred for the living and a serious amount of steadily-increasing insanity as part and parcel of the whole affair. Having your spiritual/soul-mind-memory linked to the rotting physical hardware again probably doesn't help matters, and neither does the pressing desire to kill and also probably eat living beings.
Thanks to a quirk of Seirei's particular rules of reality, wherein all humans appear to be unique entities (and, oddly, none of them are mana-spawned), Revenants all tend to be unique entities too, and above-the-general-curve-powerful for their level. They are also bizarrely hard-to-kill for their level. Destroying the body is the generally-accepted method of making sure they get put down properly, but thanks to the ambient knowledge flowing in with the blood (and a fair bit of educated guesswork based on what she's seeing/tasting), it would seem entirely possible to have Revenants manage to persist beyond that and, say, possess the ashes of their burned corpses in order to become horrific shambling ash-cloud-husk-zombie-things.
'Young' Revenants tend to only be able to deal attacks limited to physical blows, despite their heavy spiritual component. Many soon gain deathly powers to add to their repetoire, however, and it wouldn't be unlikely for older ones to eventually gain some sort of corrupted form of Spirit Magic or Necromancy, along with powers related to how they died and the state of their bodies.
Okay. So, not exactly your standard undead-type, and the spiritual-part probably messed with things a bit, but that still doesn't quite explain the--
Byrr is a Wendigo. Wendigos are spirits of death, cold, terror, starvation, and insatiable hunger. Wendigos are not human, although some are capable of slowly turning humans into more of their kind through presence and corruptive power using cannibalism as a medium. They are typically hard-to-control spirits, due to the hunger driving them above all else, and tend to be less-than-sane individuals because of it. Wendigos are also extremely difficult to kill by those less powerful than they are without some significant, concerted effort over a long time.
Byrr is also a Revenant. Revenants are only born from humans. Byrr is a Wendigo. Wendigos are not humans, they are spirits. Spirits cannot be Revenants. Spirits, and especially Wendigos, can possess people. Byrr was a person. He can possess his own dead body. Therefore Byrr is a Revenant-Wendigo-Spirit. Except he's possessing his own body, which is not a person, so he isn't. But he is.
Byrr's mana pattern is tearing itself to pieces trying to incorporate this bizarre mess that's attempting to make itself work according to the rules of the world, and re-knitting itself back together as one side or the other takes precedence.
But wait, there's more!
Byrr is an Aptim. Aptim are... Anathema isn't entirely sure about this. They seem to be some sort of human-spirit half-breed mix, she thinks? But this guy isn't registering as properly being one, despite this being her first time eating one. He almost certainly wasn't one before this whole mess kicked itself into him, which is doing his pattern no favours.
So he's an Aptim, which is a human-spirit crossbreed. Except he isn't, because he's dead. Except he isn't, because he's a Revenant. Except he isn't, because he's a Wendigo.
Well, that would go a good way towards explaining why the Grail was having a bit of a tough time dealing with the situation, because if he's this much of a mess to her, it was probably having a hell of a time figuring out how to deal with things. Still, now it's had the experience, it should--
Byrr is a Vampire. There's an undead subtype Anathema's on more even footing with! But not like this. Never like this. It's like hearing your favourite song is about to come on, only to find the result is a dubstep kazoo remix featuring inexplicable rap freestyle solos in falsetto.
Vampires revolve around blood. It is their fuel, their food, their source of power. A thirsty vampire can quickly spiral into insanity in an attempt to get their fix. Which, thanks to the boundless Wendigo-hunger, is always set to 'maximum'. Vampires are typically physical entities, and not possessing spirits. But Byrr is currently possessing his own dead body, so he isn't exactly a normal vampire. This, by itself, wouldn't be a big deal. There's an awful lot of different types of vampires out there. The subtype-mantle can work with being a vampiric spirit!
Just not so much when it's also being wrenched between 'being the physical bodily entity' and 'being a possessing spiritual entity' and 'being some sort of bizarre mashup of both at once'.
On the plus side, this shoehorned-in-vampirism is acting as a sort of glue holding and re-binding the bits of frayed mana pattern together, given its flexibility. On the minus side, due to wanting to be one or the other with regards to being a physical or spiritual entity, it is also acting as further impetus to push the mess towards one side or the other, which causes the pattern to tear itself apart as it attempts to re-bind itself to the other side of things, whereupon the 'vampirism' side starts to rush over to the opposite side again to try and maintain itself.
Vampires also undergo obvious physical transformations. This is interacting... weirdly... with the rest of the mess. Revenants are typically rotting corpses. Vampires are typically deathly human-looking entities. Wendigos tend to run the gamut from 'blue, icy starved corpse' to 'furred, horned, clawed humanoid' to 'horrific, rotting, 15-foot-tall deer-man'. This ambiguity, combined with the ambiguous clusterfuck currently going on in there, is causing the affected body to constantly transform in a horribly painful manner between different physical templates.
Right. Well, that's certainly a--
Byrr is a Dragon. Somehow, whatever Kit did to the original sire of this thing, it involved dragons. Vampiric dragons.
Generally, when a vampire bites and changes someone, that someone becomes a vampiric version of whatever they are. Not a vampiric version of whatever their sire is.
That common sense has been thrown completely out of the window, because the corpse-bits in front of Anathema certainly has scales, at least one dragon-eye, and looks like it's attempting something between a dragon's horn and a stunted antler there.
This has, of course, added 'dragon' to the whole mixture, which has been strongly attached to the 'vampire' part of the equation. It is also a strong enough subtype to attempt to assert itself independently of that, which has sent the poor ex-man's pattern shearing off in yet another direction as the vampiric-part attempts to bind it to the rest. Because Byrr is a Dragon. A Vampire Dragon.
Only he isn't, because he's an Aptim.
Only he isn't, because he's a Wendigo.
Only he isn't, because he's a Revenant.
Only he isn't, because he's a... Fae? Why is part of his mana pattern attempting (and failing) to assert itself as being a Fae?
What even is going on in here?
Having experienced all... that... Anathema now thinks she has a pretty good idea of-
Okay, perhaps not a pretty good idea of how it works, but certainly a pretty good idea of how to make it un-work, if needs be. The pattern is so messed up and strained that the equivalent of a swift poke in the right place would tear it to holes and likely cause its unfortunate possessor to suffer a Critical Existence Failure. Heck, reinforcing one of the subtypes or themes over the others would likely have a similar outcome. Or the right sort of exorcising force, given at least part of it is attempting to operate as if it was, in fact, an entity possessing a corpse.
As to what that colossal mish-mash of... that... brings to the table, it looks like it, surprisingly, grants quite a lot of the powers of all of those subtypes combined. If Byrr was a higher-level entity, he'd be able to sling around necrotic and spiritual powers, Wendigo-granted winter, fear and hunger-powers, vampiric blood-powers and dark magic, draconic magic and even breath weapons. In addition, due to possessing two subtypes capable of transforming others into more of themselves (potentially three, if the Revenant-part was to kill people in a particularly nasty way, which is practically guaranteed), he would also be capable of turning other people into more of... whatever in the world he is.
Or he would, if the overwhelming hunger didn't constantly push him to go for a more straight-for-the-throat physical approach.
All of this is combined with several hard-to-kill entity-types, meaning that while he might be extremely unstable, pattern-wise, he would also be bizarrely hard-to-kill through most means even if people were able to exploit that weakness.
If her ultimate prey is anything like this, it is the weirdest combination of 'extremely powerful', 'exceptionally tough' and 'bizarrely fragile' she could imagine.
On the plus side, she's pretty sure she'd be able to track down more of his type- and probably the creature that created him- thanks to that little edutainment session.
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Re: Anathema goes on a hunt in Seirei
Quest-porting complete.
Celas and Pathaky have stated their desire that this be automated to completion. That will be taken care of soon(ish).
Celas and Pathaky have stated their desire that this be automated to completion. That will be taken care of soon(ish).
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- Aeromage
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Re: Anathema goes on a hunt in Seirei
Putting down the severed limbs of her extremely subtype-confused prey, Anathema tips the dismembered body off The Angel Flayer's Workbench and prepares to leave the ruined office to stalk her actual target with the grinning Roy.
The blood seeps upwards.
-krzt-
Putting down the severed limbs of her extremely subtype-confused prey, Anathema tips the dismembered body off The Angel Flayer's Workbench and prepares to leave the ruined office to stalk her actual target with the grinning Roy.
The blood stains the air.
-krzt-
Putting down the severed limbs of her extremely subtype-confused prey, Anathema tips the dismembered body off The Angel Flayer's Workbench and prepares to leave the ruined office to stalk her actual target with the grinning Roy.
The air is bleeding.
-krzt-
Putting down the severed limbs of her extremely subtype-confused prey, Anathema tips the dismembered body off The Angel Flayer's Workbench and prepares to leave the ruined office to stalk her actual target with the grinning Roy.
-krzt-
Putting down the severed limbs of her extremely subtype-confused prey, Anathema tips the dismembered body off The Angel Flayer's Workbench and prepares to leave the grinning Roy.
-krzt-
Putting down the severed limbs of her extremely subtype-confused prey, Anathema tips the dismembered Roy off The Angel Flayer's Workbench
-krzt-
Putting down her severed limbs, Anathema and Roy
-͏̛̹͔̹k̴̺̱͉̮̖͎̀͘r̴̨̲͕̼z̝͚̹͍̩̙͠s̢҉̲̦̪͙̀c̙̱͓̹͉͖̱͉͞ͅh͓̻͓͇̝̝t҉̴̺̕-̗
The world skews, inverts, collapses on itself, off itself, of itself, from itself
The limbs are gone.
The blood is gone.
The world is gone.
Anathema is gone.
Roy is gone.
-͏̛̹͔̹k̴̺̱͉̮̖͎̀͘r̴̨̲͕̼z̝͚̹͍̩̙͠s̢҉̲̦̪͙̀c̙̱͓̹͉͖̱͉͞ͅh͓̻͓͇̝̝t҉̴̺̕-̗
------------------------------------------------------------------------------------
[UNIVERSAL EXISTENCE FAILURE]
------------------------------------------------------------------------------------
The limbs hit the floor, and Anathema abruptly snaps back into consciousness, the nightmarish whirl of absolutely broken [everything] scything and juddering through her memory at painful angles.
She just stopped existing for a[n] [eternity] there. She was gone. Hell, there wasn't even anything to define being, let alone herself. And then something her mind refuses to even refuse to contemplate exerted itself and 'she' was there, doing things, collecting things, combining things, only it wasn't her and there weren't things and there was nothing there...
Oh, hell. This is probably the exact opposite of what Aikhra experienced.
She seems to have picked up some souvenirs, though.
She feels empowered. Elemental Law, Dream and Evil now form parts of her pattern.
Greatly empowered, even. She seems to have taken on a deific state granted through an ascended Spirit-subtype. And also granted something rather hard to perceive. Unknown? Isn't that some sort of default value, somewhere?
She's picked up Spiritual traits. She's picked up the basics of Law and Evil. She's picked up something else.
Something she might regret.
Something she might make others Regret.
And a spark of something related, a corruptive figment deep within herself, ready to be bloomed.
She's also carrying a weird knife. No, wait, it's a small demon. No, wait, it's a knife. Huh.
-----------------------------------------
Roy, meanwhile, blinks. Something just happened. [Nothing] just happened. Things are the same as they were, surely? He can't remember.
What was he just thinking about?
Oh, yes.
He was remembering that one time he went to see his great-uncle at the family estate. How could he have forgotten that? How could he have forgotten him?
How, indeed, could he have forgotten himself?
-----------------------------------------
Anathema gets:
Main-Gauche of Malicious and Mordant Murmurs- (Weapon, Knife, Null & Earth & Acid & Sonic, 1,500,600,700 Gold) +1,500,000 Melee Attack, +1,500,000 Magical Attack, 150% Critical, 150% Inflicts Dissolving and Suffocation: Sonic Assault, Wielder must be Level 60 or greater; Wielder may, so long as no individual of higher Level or that is Level 100 or greater objects, spend an action to change this item's name to 'Demons a Acidwhisperknife', set the status of the Imaginary Element 'Negative-Reality-Demonic' to Manifested, change this item's element to be solely 'Negative-Reality-Demonic & Malice', change this item's subtype to be solely Demon, and change its text to "+1,500,600 Melee Attack, +1,500,600 Magical Attack, Heals, +1,500,600 Defense, 150% Critical, +50% Critical, Wielder's actions may cure Minor and Moderate status effects from sources below Level 100 (with status effects removed in this manner from non-allied targets causing their Max HP to drop by 5% per removed status effect, to a maximum of 50%, or take damage equal to 10% of their Maximum HP of the element Negative-Reality-Demonic if they are immune to this effect or debuffs from this item or item's possessor), Wielder's actions that have a chance of curing Minor and Moderate status effects have said chances increased by 150%, Weilder's actions that have a chance of curing Major status effects have said chances increased by 30%, Wielder's actions that Heal have their Critical Multiplier increased by 2 and may be capable of Critical Hits if they would otherwise be unable to, Targets hit by actions using this item may (at wielder's discretion) have their subtype changed to Demon & Knife and their element changed to Acid & Sonic, Wielder must be Level 60 or greater"
Roy gets:
Is Also Lonnie Monterro, The Lion Of Seven Righteous Sins- (Passive Ability, Enigma Man) Possessor may choose for their name to be changed to 'Lonnie Monterro, The Lion Of Seven Righteous Sins' at the start of each thread, possessor may choose to have their name also count as being 'Lonnie Monterro, The Lion Of Seven Righteous Sins' in addition to any other names they may possess
The blood seeps upwards.
-krzt-
Putting down the severed limbs of her extremely subtype-confused prey, Anathema tips the dismembered body off The Angel Flayer's Workbench and prepares to leave the ruined office to stalk her actual target with the grinning Roy.
The blood stains the air.
-krzt-
Putting down the severed limbs of her extremely subtype-confused prey, Anathema tips the dismembered body off The Angel Flayer's Workbench and prepares to leave the ruined office to stalk her actual target with the grinning Roy.
The air is bleeding.
-krzt-
Putting down the severed limbs of her extremely subtype-confused prey, Anathema tips the dismembered body off The Angel Flayer's Workbench and prepares to leave the ruined office to stalk her actual target with the grinning Roy.
-krzt-
Putting down the severed limbs of her extremely subtype-confused prey, Anathema tips the dismembered body off The Angel Flayer's Workbench and prepares to leave the grinning Roy.
-krzt-
Putting down the severed limbs of her extremely subtype-confused prey, Anathema tips the dismembered Roy off The Angel Flayer's Workbench
-krzt-
Putting down her severed limbs, Anathema and Roy
-͏̛̹͔̹k̴̺̱͉̮̖͎̀͘r̴̨̲͕̼z̝͚̹͍̩̙͠s̢҉̲̦̪͙̀c̙̱͓̹͉͖̱͉͞ͅh͓̻͓͇̝̝t҉̴̺̕-̗
The world skews, inverts, collapses on itself, off itself, of itself, from itself
The limbs are gone.
The blood is gone.
The world is gone.
Anathema is gone.
Roy is gone.
-͏̛̹͔̹k̴̺̱͉̮̖͎̀͘r̴̨̲͕̼z̝͚̹͍̩̙͠s̢҉̲̦̪͙̀c̙̱͓̹͉͖̱͉͞ͅh͓̻͓͇̝̝t҉̴̺̕-̗
------------------------------------------------------------------------------------
[UNIVERSAL EXISTENCE FAILURE]
------------------------------------------------------------------------------------
The limbs hit the floor, and Anathema abruptly snaps back into consciousness, the nightmarish whirl of absolutely broken [everything] scything and juddering through her memory at painful angles.
She just stopped existing for a[n] [eternity] there. She was gone. Hell, there wasn't even anything to define being, let alone herself. And then something her mind refuses to even refuse to contemplate exerted itself and 'she' was there, doing things, collecting things, combining things, only it wasn't her and there weren't things and there was nothing there...
Oh, hell. This is probably the exact opposite of what Aikhra experienced.
She seems to have picked up some souvenirs, though.
She feels empowered. Elemental Law, Dream and Evil now form parts of her pattern.
Greatly empowered, even. She seems to have taken on a deific state granted through an ascended Spirit-subtype. And also granted something rather hard to perceive. Unknown? Isn't that some sort of default value, somewhere?
She's picked up Spiritual traits. She's picked up the basics of Law and Evil. She's picked up something else.
Something she might regret.
Something she might make others Regret.
And a spark of something related, a corruptive figment deep within herself, ready to be bloomed.
She's also carrying a weird knife. No, wait, it's a small demon. No, wait, it's a knife. Huh.
-----------------------------------------
Roy, meanwhile, blinks. Something just happened. [Nothing] just happened. Things are the same as they were, surely? He can't remember.
What was he just thinking about?
Oh, yes.
He was remembering that one time he went to see his great-uncle at the family estate. How could he have forgotten that? How could he have forgotten him?
How, indeed, could he have forgotten himself?
-----------------------------------------
Anathema gets:
Main-Gauche of Malicious and Mordant Murmurs- (Weapon, Knife, Null & Earth & Acid & Sonic, 1,500,600,700 Gold) +1,500,000 Melee Attack, +1,500,000 Magical Attack, 150% Critical, 150% Inflicts Dissolving and Suffocation: Sonic Assault, Wielder must be Level 60 or greater; Wielder may, so long as no individual of higher Level or that is Level 100 or greater objects, spend an action to change this item's name to 'Demons a Acidwhisperknife', set the status of the Imaginary Element 'Negative-Reality-Demonic' to Manifested, change this item's element to be solely 'Negative-Reality-Demonic & Malice', change this item's subtype to be solely Demon, and change its text to "+1,500,600 Melee Attack, +1,500,600 Magical Attack, Heals, +1,500,600 Defense, 150% Critical, +50% Critical, Wielder's actions may cure Minor and Moderate status effects from sources below Level 100 (with status effects removed in this manner from non-allied targets causing their Max HP to drop by 5% per removed status effect, to a maximum of 50%, or take damage equal to 10% of their Maximum HP of the element Negative-Reality-Demonic if they are immune to this effect or debuffs from this item or item's possessor), Wielder's actions that have a chance of curing Minor and Moderate status effects have said chances increased by 150%, Weilder's actions that have a chance of curing Major status effects have said chances increased by 30%, Wielder's actions that Heal have their Critical Multiplier increased by 2 and may be capable of Critical Hits if they would otherwise be unable to, Targets hit by actions using this item may (at wielder's discretion) have their subtype changed to Demon & Knife and their element changed to Acid & Sonic, Wielder must be Level 60 or greater"
Roy gets:
Is Also Lonnie Monterro, The Lion Of Seven Righteous Sins- (Passive Ability, Enigma Man) Possessor may choose for their name to be changed to 'Lonnie Monterro, The Lion Of Seven Righteous Sins' at the start of each thread, possessor may choose to have their name also count as being 'Lonnie Monterro, The Lion Of Seven Righteous Sins' in addition to any other names they may possess
- Aeromage
- Arena Lieutenant
- Posts: 1084
- Joined: Wed May 27, 2020 10:54 pm
- Location: Right here.
Re: Anathema goes on a hunt in Seirei
[Automation Begins]
Anathema and Roy/Lonnie, now having more of an idea of the absolute abomination-mess of a technically-Undead they're tracking- or at least having a strong enough link to track it down in some capacity- leave the ruined office, setting through the shattered and stained halls of once-palatial splendour to the world outside.
The trail of carnage continues. What Roy remembers were once carefully-tended gardens and courtyards are now torn up and smashed to splinters, with tatters of clothing and rent fragments of armour scattered about the destruction.
The pair follow the trail to another hastily-barricaded room with an equally-deranged disappointment of an Aberrant Revenant Abomination as its surprise centre- this one looking like it may have been one of the portal hall guards- that Anathema summarily dismembers and uses to reinforce her lock on the Nameless Ravener's trail.
The tracking continues. The duo leave the wrecked portal complex, venturing out into the ruddy-orange night beyond. The white-stone road is cracked and broken in places, a splintered mess of wood and metal bands that may once have been a carriage sitting in a pile of darkly-stained rubble and blood-drained gore marking the place where their quarry left the path- presumably to chase whomever was unfortunate enough to be in the carriage at the time- to head South, beginning a long and winding trail of destruction across what would probably be otherwise-picturesque countryside. Half-eaten bones, unidentifiable chunks of organic matter, frost-destroyed woodlands, necromantically-tainted fields and what is probably the unfortunate remains of a herd of cattle dot the meandering path before abruptly veering towards a distant cluster of lights.
A cluster of lights which, as it turns out, belong to a village. Or perhaps, given its present state, 'belonged' would be a more appropriate term. The stone wall surrounding it has been smashed to pieces in several sections, a talisman-strung boundary rope that may have once encircled the thing laying in pieces on the ground around it in various states of having been torn, frozen, shattered, burned, dissolved, withered, shredded, rotted, fried and otherwise utterly destroyed.
The scene inside the walls isn't much better. Doors and walls have been ripped open, entire buildings have been lain to waste or torn open to the elements, and obvious signs of excessively one-sided battle are writ large across the few remaining bits left standing. From what Anathema can tell, it certainly looks like there was a lot of freezing happening- probably due to the Wendigo-part of the Ravener's skillset- and a rather diverse and interesting array of holes and craters with various flavours of elemental residue, probably caused by its varied draconic breath abilities.
The trail seems to end here. Searching the buildings turns up a few more unfortunate 'survivors', some still missing chunks and pieces of themselves, all equally insane with hunger and pain, and equally scrambled to hell and back with regards to their patterns and subtypes.
There is no Nameless Ravener about, however.
While Anathema sets to dismembering the victims and trying to get a better lock through drinking the blood and attuning the Workbench through the medium of not-at-all-excessively-gruesome-postmurder, Roy sets about investigating from a different angle. Something has been causing the Blood Gate Torii to react while all this is going on, and it isn't just due to the trail of carnage.
The Workbench finally resolves the vague trail into a strong, definite direction, pointing off at a right-angle to reality.
The Torii, at the same time, brushes against and provides Roy with a link to part of the Spirit World. A new, awful, part of the Spirit World.
Anathema has the direction. Roy has the means to get there.
The Blood Gate Torii, prompted by its master, opens with a waterfall of blood to somewhere else, apart from physical reality, and the pair step through.
The area beyond would be, to anyone else, a nightmare.
Anathema and Roy stand on on the rent and bleeding floor of a tortured mindscape, tightly-compressed and winding ridges reminiscent of a brain's surfae giving way to razor-toothed maws that gnash and grasp for thoughts and desires. The 'ground' is slick with oozing black blood, shot through with veins of lurid neon-red that rupture and splinter as the flow disturbs them, disgorging psychic screams and malicious, hungering emotion.
The sky above is red-black, heavy with clouds in the same lurid neon-red colour shot through with black- some kind of twisted, eye-ache-inducing negative of what they should be. The clouds themselves steadily flow inward and upward, drawn to a horrific moon hanging above it all- a vast sphere with a truly enormous, yawning and jagged chunk taken out of it, a huge and hungry mouth that constantly draws in and devours its surroundings. The remaining surface is a maimed, twisting mess of dark-red, veinlike ridges caught around pits of malevolent purple light, reality juddering in red-and-black around its silhoutte, hinting at something behind it, within its inverse.
Anathema and Roy get:
1 Fame
'Discovered The Domains of Cruore, The Blood Moon, In Seirei'
Anathema gets:
*Pile of Aberrant Revenant Abomination (Aptim-Vampire-Dragon-Wendigo Fusion) Body Parts From Assorted Unique Entities Left By The Nameless Ravener's Rampage (Item, Antiquity, Darkness & Blood & Ice, 78,000,000 Gold)
The trail leads off along one of the winding ridge-paths, heading towards a place where the sky is darker and red lightning lashes against the horizon.
Anathema feels, through her new status as a Kami, that this place is still new, still being defined, still caught in this world's desire for spiritual structure and heirarchy- while the Blood Moon rules over all, here, individual parts of its domain can almost certainly be claimed by its residents, or those strong enough to wrest control of the chaotic mess. She feels the presence of Blood, of Psychic, of Hunger and of something new and half-imaginary, as well as hints and suggestions of other elements where the moon's domain brushes against others. There's potential, here. If she moves quickly, she could claim an area or areas of her choosing with ease, while the fighting still distracts potential rulers and no clear victor has emerged.
But her quarry isn't staying still, and it's likely the Nameless Ravener will get embroiled in the fight for supremacy, potentially becoming far more powerful than anticipated- or potentially getting consumed by another of this domain's residents.
Anathema and Roy/Lonnie, now having more of an idea of the absolute abomination-mess of a technically-Undead they're tracking- or at least having a strong enough link to track it down in some capacity- leave the ruined office, setting through the shattered and stained halls of once-palatial splendour to the world outside.
The trail of carnage continues. What Roy remembers were once carefully-tended gardens and courtyards are now torn up and smashed to splinters, with tatters of clothing and rent fragments of armour scattered about the destruction.
The pair follow the trail to another hastily-barricaded room with an equally-deranged disappointment of an Aberrant Revenant Abomination as its surprise centre- this one looking like it may have been one of the portal hall guards- that Anathema summarily dismembers and uses to reinforce her lock on the Nameless Ravener's trail.
The tracking continues. The duo leave the wrecked portal complex, venturing out into the ruddy-orange night beyond. The white-stone road is cracked and broken in places, a splintered mess of wood and metal bands that may once have been a carriage sitting in a pile of darkly-stained rubble and blood-drained gore marking the place where their quarry left the path- presumably to chase whomever was unfortunate enough to be in the carriage at the time- to head South, beginning a long and winding trail of destruction across what would probably be otherwise-picturesque countryside. Half-eaten bones, unidentifiable chunks of organic matter, frost-destroyed woodlands, necromantically-tainted fields and what is probably the unfortunate remains of a herd of cattle dot the meandering path before abruptly veering towards a distant cluster of lights.
A cluster of lights which, as it turns out, belong to a village. Or perhaps, given its present state, 'belonged' would be a more appropriate term. The stone wall surrounding it has been smashed to pieces in several sections, a talisman-strung boundary rope that may have once encircled the thing laying in pieces on the ground around it in various states of having been torn, frozen, shattered, burned, dissolved, withered, shredded, rotted, fried and otherwise utterly destroyed.
The scene inside the walls isn't much better. Doors and walls have been ripped open, entire buildings have been lain to waste or torn open to the elements, and obvious signs of excessively one-sided battle are writ large across the few remaining bits left standing. From what Anathema can tell, it certainly looks like there was a lot of freezing happening- probably due to the Wendigo-part of the Ravener's skillset- and a rather diverse and interesting array of holes and craters with various flavours of elemental residue, probably caused by its varied draconic breath abilities.
The trail seems to end here. Searching the buildings turns up a few more unfortunate 'survivors', some still missing chunks and pieces of themselves, all equally insane with hunger and pain, and equally scrambled to hell and back with regards to their patterns and subtypes.
There is no Nameless Ravener about, however.
While Anathema sets to dismembering the victims and trying to get a better lock through drinking the blood and attuning the Workbench through the medium of not-at-all-excessively-gruesome-postmurder, Roy sets about investigating from a different angle. Something has been causing the Blood Gate Torii to react while all this is going on, and it isn't just due to the trail of carnage.
The Workbench finally resolves the vague trail into a strong, definite direction, pointing off at a right-angle to reality.
The Torii, at the same time, brushes against and provides Roy with a link to part of the Spirit World. A new, awful, part of the Spirit World.
Anathema has the direction. Roy has the means to get there.
The Blood Gate Torii, prompted by its master, opens with a waterfall of blood to somewhere else, apart from physical reality, and the pair step through.
The area beyond would be, to anyone else, a nightmare.
Anathema and Roy stand on on the rent and bleeding floor of a tortured mindscape, tightly-compressed and winding ridges reminiscent of a brain's surfae giving way to razor-toothed maws that gnash and grasp for thoughts and desires. The 'ground' is slick with oozing black blood, shot through with veins of lurid neon-red that rupture and splinter as the flow disturbs them, disgorging psychic screams and malicious, hungering emotion.
The sky above is red-black, heavy with clouds in the same lurid neon-red colour shot through with black- some kind of twisted, eye-ache-inducing negative of what they should be. The clouds themselves steadily flow inward and upward, drawn to a horrific moon hanging above it all- a vast sphere with a truly enormous, yawning and jagged chunk taken out of it, a huge and hungry mouth that constantly draws in and devours its surroundings. The remaining surface is a maimed, twisting mess of dark-red, veinlike ridges caught around pits of malevolent purple light, reality juddering in red-and-black around its silhoutte, hinting at something behind it, within its inverse.
Anathema and Roy get:
1 Fame
'Discovered The Domains of Cruore, The Blood Moon, In Seirei'
Anathema gets:
*Pile of Aberrant Revenant Abomination (Aptim-Vampire-Dragon-Wendigo Fusion) Body Parts From Assorted Unique Entities Left By The Nameless Ravener's Rampage (Item, Antiquity, Darkness & Blood & Ice, 78,000,000 Gold)
The trail leads off along one of the winding ridge-paths, heading towards a place where the sky is darker and red lightning lashes against the horizon.
Anathema feels, through her new status as a Kami, that this place is still new, still being defined, still caught in this world's desire for spiritual structure and heirarchy- while the Blood Moon rules over all, here, individual parts of its domain can almost certainly be claimed by its residents, or those strong enough to wrest control of the chaotic mess. She feels the presence of Blood, of Psychic, of Hunger and of something new and half-imaginary, as well as hints and suggestions of other elements where the moon's domain brushes against others. There's potential, here. If she moves quickly, she could claim an area or areas of her choosing with ease, while the fighting still distracts potential rulers and no clear victor has emerged.
But her quarry isn't staying still, and it's likely the Nameless Ravener will get embroiled in the fight for supremacy, potentially becoming far more powerful than anticipated- or potentially getting consumed by another of this domain's residents.
- Celas
- Arena Sergeant
- Posts: 228
- Joined: Sat May 23, 2020 6:09 pm
Re: Anathema goes on a hunt in Seirei
Sudden opportunity! ENGAGE LAND GRAB MODE! ANATHEMA'S DOMINION MUST GROW!
Celas
Anathema
His Solar Majesty, El
Elyion
ZE GRAND MAESTRO
Enigmatic Rogues, Demosthenes
Knights of the Orders, Jonathan Durandal, Niki Bailong
Anathema
His Solar Majesty, El
Elyion
ZE GRAND MAESTRO
Enigmatic Rogues, Demosthenes
Knights of the Orders, Jonathan Durandal, Niki Bailong
-
- Arena Sergeant
- Posts: 263
- Joined: Fri Mar 26, 2021 6:26 pm
- Location: Parts Unknown
Re: Anathema goes on a hunt in Seirei
Opportunity indeed. Roy, as someone with at least some grounding in Shrine Maiden training, is taking the measure of this place. He's also got his Blood-Gate Torii, which got them here in the first place.
He's joining Anathema in attempts to declare dominion here, but with the added twist of attempting to use the Blood-Gate Torii to internalize a more lasting connection to Cruore.
He's joining Anathema in attempts to declare dominion here, but with the added twist of attempting to use the Blood-Gate Torii to internalize a more lasting connection to Cruore.
Nole, Holy Wondersurgeon | Roy Selim, Agony Architect | Vrishni Havrisama, 117th Avatar of Indrasena
Ave Selim, Bling Bastion | Eva Selim, Legendary(?) Slayer | Einarr Anundr, a truly bizarre old man
Crazy Roy Montero, Whose Deals You Won't Believe
Who might also be: ≮̣̈́̈́̈̍Ę̴̱̙̱̋͜R̶̡̝̼̭̒͐̃́͘R̷̢̖̦̖͈̄̌̈́͑Ơ̶̠͚͆͌Ŕ̴̯̫̂͜͝>̴̪̪̗͘͝ Flynn, glitchhorror Swashbuckler,A Concept of Music, and El's Waifu
Silver-Footed Phaedra, Knight of Fate and Memory
Ave Selim, Bling Bastion | Eva Selim, Legendary(?) Slayer | Einarr Anundr, a truly bizarre old man
Crazy Roy Montero, Whose Deals You Won't Believe
Who might also be: ≮̣̈́̈́̈̍Ę̴̱̙̱̋͜R̶̡̝̼̭̒͐̃́͘R̷̢̖̦̖͈̄̌̈́͑Ơ̶̠͚͆͌Ŕ̴̯̫̂͜͝>̴̪̪̗͘͝ Flynn, glitchhorror Swashbuckler,A Concept of Music, and El's Waifu
Silver-Footed Phaedra, Knight of Fate and Memory
- Aeromage
- Arena Lieutenant
- Posts: 1084
- Joined: Wed May 27, 2020 10:54 pm
- Location: Right here.
Re: Anathema goes on a hunt in Seirei
Automation begins!
With conquest as their goal, the duo set off into the lands of Cruore to claim what they can while its Domains are still in chaotic flux!
Roy, with his prior knowledge of Seirei, combined with his Shrine Maiden training and artifact providing additional insight, is able to determine the best way to do this- by taking advantage of the various residents fighting amongst themselves and attuning himself to specific points around an area uninterrupted, either through ritual, infusion of his own essence, or forming specific spiritual connections to it, he can essentially get the spiritual wavelength of the area to match himself enough that it will recognise him as its master and, by extension, most of the residents would follow suit (extremely potent and/or unique variants aside, which likely wouldn't want to hang around).
For the benefit of Anathema, he also works out a way to get parts of the Spirit World to recognise her as their master: Namely, have her beat the everliving shit out of every remotely-powerful thing within them, and important spiritual foci-landmarks to the bargain, keying into the whole 'hierarchy of power' status quo the Spirit World generally tends to have. Given her new status as Kami, that would probably be all it would take- things would naturally be brought to heel through such a show of force.
Their plans of attack (in Anathema's case, quite literal) finalised, the duo step off into the shifting spiritual lands of the new moon!
The campaign of conquest gets off to a strong start. Anathema and Roy cut swathes through forests of standing vein-trees, malevolent psychic construct-cities populated by Mindshadows, pit-caverns of gnashing teeth and strange lands of negative-overlaid neon-red-and-black populated by negative-overlaid white-and-red demonic creatures with bizarrely potent healing and support-powers.
Roy, fairly early on, finds an opportunity that presents itself within a strangely-rumpled space between Domains from which new stretches of the Spirit World are about to spring. Enthused, he sets up a ritual to spiritually conquer and bind everything that springs forth from it, and succeeds magnificently- only to realise, to his disappointment, that the resulting new lands under his dominion, while plentiful, are two entire level bands below him.
Anathema, on the other hand, fights her way through a fogsea of vampiric thoughts and wages a vertical battle up a vast cliffside, slick with blood under crystalline psychic energy, batting away angry spirits of sanguine storms and psychic constructs of hatred and desire until she finally breaches the top, victorious, to behold a grand vista of tumultuous oceans of blood and darkened spurs of land outlined in neon-red, heralding the arrival of parts of the Spirit World more potent than any she has yet encountered.
She and Roy cross the ocean on a path of solidified blood, conquering the seas and the lesser islands they pass on the way, aiming at the looming form of a grand and grim citadel jutting from the crimson waves, its towers sucking in the bloodied clouds above as its grated tunnel-apertures drink in the sanguine ocean around it.
What follows is a long and protracted campaign of warfare against what turns out to be a potent dungeon-citadel filled with vampiric creatures, spirits of blood, nebulous hungering presences, terrible peritiavores (who consume the talents and abilities of others to bolster their own), metalife-stealers (capable of drinking away base stats and maximum values of HP and MP) and more, ruled over by The Maw Of Red Thirst, against whom Blood-powers would only hand it the means to grow stronger.
Blood is not the only weapon in the duo's armoury, however, and Anathema's supreme swordplay, backed by a non-Blood-flipped Grailbleeder and the Angel Flayer's Knives ability to grievously injure even ethereal or incorporeal entities combine with Roy's plethora of terrible curses and Agony-abilities to eventually force a win, subjugating the dungeon and conquering it in Anathema's name.
Having dealt with the dungeon, the duo set off to take the seas and islands beyond, with a particularly notable shrine-complex catching Roy's attention and leading the warlock to engage in a hard-fought cat-and-mouse contest against the blood-echoes of the shrine-maiden-spirits within as both sides vie to bind the place enough to their side to fully take it over. Assisted by a completely mysterious and unexpected force capable of blood-teleporting and exploding key parts of delicate multi-person spiritual rituals through the medium of swords, knives and well-placed Artifact workbenches (when his own awful agony-tainted blood-backlashes and curse-carrying vectors don't quite do the trick), Roy finds success in claiming the Blood-element edifice for his own purposes.
The pair continue on, further through more-solid Domains, many seeming to brush against different elements than those of Cruore. On the way, Anathema cleaves her way through a strange neon-red-and-black landscape which compels its residents to cannibalise each-other, turning them into lurid white-red negative-demon-things. While the place is much less potent than she is, she claims it out of interest in its strange properties.
More places fall to the pair's path of conquest. Roy conquers an ocean that plunges them into a hellish negative-reality reflection of the Spirit World, whose shores lead to a great city of eye-searing black and red.
The two immediately lay seige to the city, only to find things are not quite as easy to deal with as previous encounters. Otherwise-innocuous items and pieces of scenery abruptly flip to dangerous, hellish entities, and then back again when attacked. Red-white and red-black reflection-clones of Anathema and Roy attack the pair, aberrantly good at defending against the swordswoman's blades and counterspelling the warlock's curses. Horrifically-annoying diminutive imps lurk on the flipside of reality and negative-reality, providing steady and bizarrely-potent healing to the city's residents as they harry the intruders.
It is the final assault on a demonic hospital-dungeon that keeps flipping itself between a place of absurd defense, healing and resurrection and an all-out-aggressive counter-and-preemptive-counter nightmare zone, coupled with an unidentifiable entity that stalks the two from behind reality and somehow directly attaches itself to them- and attacks them- from everse angles they can't properly defend against that finally takes them down.
Anathema and Roy wake up in Nexus. Not empty-handed, though, and certainly not without the spoils of war.
Anathema gets:
Roy gets:
Summary to come.
With conquest as their goal, the duo set off into the lands of Cruore to claim what they can while its Domains are still in chaotic flux!
Roy, with his prior knowledge of Seirei, combined with his Shrine Maiden training and artifact providing additional insight, is able to determine the best way to do this- by taking advantage of the various residents fighting amongst themselves and attuning himself to specific points around an area uninterrupted, either through ritual, infusion of his own essence, or forming specific spiritual connections to it, he can essentially get the spiritual wavelength of the area to match himself enough that it will recognise him as its master and, by extension, most of the residents would follow suit (extremely potent and/or unique variants aside, which likely wouldn't want to hang around).
For the benefit of Anathema, he also works out a way to get parts of the Spirit World to recognise her as their master: Namely, have her beat the everliving shit out of every remotely-powerful thing within them, and important spiritual foci-landmarks to the bargain, keying into the whole 'hierarchy of power' status quo the Spirit World generally tends to have. Given her new status as Kami, that would probably be all it would take- things would naturally be brought to heel through such a show of force.
Their plans of attack (in Anathema's case, quite literal) finalised, the duo step off into the shifting spiritual lands of the new moon!
The campaign of conquest gets off to a strong start. Anathema and Roy cut swathes through forests of standing vein-trees, malevolent psychic construct-cities populated by Mindshadows, pit-caverns of gnashing teeth and strange lands of negative-overlaid neon-red-and-black populated by negative-overlaid white-and-red demonic creatures with bizarrely potent healing and support-powers.
Roy, fairly early on, finds an opportunity that presents itself within a strangely-rumpled space between Domains from which new stretches of the Spirit World are about to spring. Enthused, he sets up a ritual to spiritually conquer and bind everything that springs forth from it, and succeeds magnificently- only to realise, to his disappointment, that the resulting new lands under his dominion, while plentiful, are two entire level bands below him.
Anathema, on the other hand, fights her way through a fogsea of vampiric thoughts and wages a vertical battle up a vast cliffside, slick with blood under crystalline psychic energy, batting away angry spirits of sanguine storms and psychic constructs of hatred and desire until she finally breaches the top, victorious, to behold a grand vista of tumultuous oceans of blood and darkened spurs of land outlined in neon-red, heralding the arrival of parts of the Spirit World more potent than any she has yet encountered.
She and Roy cross the ocean on a path of solidified blood, conquering the seas and the lesser islands they pass on the way, aiming at the looming form of a grand and grim citadel jutting from the crimson waves, its towers sucking in the bloodied clouds above as its grated tunnel-apertures drink in the sanguine ocean around it.
What follows is a long and protracted campaign of warfare against what turns out to be a potent dungeon-citadel filled with vampiric creatures, spirits of blood, nebulous hungering presences, terrible peritiavores (who consume the talents and abilities of others to bolster their own), metalife-stealers (capable of drinking away base stats and maximum values of HP and MP) and more, ruled over by The Maw Of Red Thirst, against whom Blood-powers would only hand it the means to grow stronger.
Blood is not the only weapon in the duo's armoury, however, and Anathema's supreme swordplay, backed by a non-Blood-flipped Grailbleeder and the Angel Flayer's Knives ability to grievously injure even ethereal or incorporeal entities combine with Roy's plethora of terrible curses and Agony-abilities to eventually force a win, subjugating the dungeon and conquering it in Anathema's name.
Having dealt with the dungeon, the duo set off to take the seas and islands beyond, with a particularly notable shrine-complex catching Roy's attention and leading the warlock to engage in a hard-fought cat-and-mouse contest against the blood-echoes of the shrine-maiden-spirits within as both sides vie to bind the place enough to their side to fully take it over. Assisted by a completely mysterious and unexpected force capable of blood-teleporting and exploding key parts of delicate multi-person spiritual rituals through the medium of swords, knives and well-placed Artifact workbenches (when his own awful agony-tainted blood-backlashes and curse-carrying vectors don't quite do the trick), Roy finds success in claiming the Blood-element edifice for his own purposes.
The pair continue on, further through more-solid Domains, many seeming to brush against different elements than those of Cruore. On the way, Anathema cleaves her way through a strange neon-red-and-black landscape which compels its residents to cannibalise each-other, turning them into lurid white-red negative-demon-things. While the place is much less potent than she is, she claims it out of interest in its strange properties.
More places fall to the pair's path of conquest. Roy conquers an ocean that plunges them into a hellish negative-reality reflection of the Spirit World, whose shores lead to a great city of eye-searing black and red.
The two immediately lay seige to the city, only to find things are not quite as easy to deal with as previous encounters. Otherwise-innocuous items and pieces of scenery abruptly flip to dangerous, hellish entities, and then back again when attacked. Red-white and red-black reflection-clones of Anathema and Roy attack the pair, aberrantly good at defending against the swordswoman's blades and counterspelling the warlock's curses. Horrifically-annoying diminutive imps lurk on the flipside of reality and negative-reality, providing steady and bizarrely-potent healing to the city's residents as they harry the intruders.
It is the final assault on a demonic hospital-dungeon that keeps flipping itself between a place of absurd defense, healing and resurrection and an all-out-aggressive counter-and-preemptive-counter nightmare zone, coupled with an unidentifiable entity that stalks the two from behind reality and somehow directly attaches itself to them- and attacks them- from everse angles they can't properly defend against that finally takes them down.
Anathema and Roy wake up in Nexus. Not empty-handed, though, and certainly not without the spoils of war.
Anathema gets:
1 Fame
*Innate Spiritual Sanctum: Citadel of the Red Thirst- (Passive Ability, Binder) +(Possessor's Level * 250) SPI, +(Possessor's Level * 250) CON, +(Possessor's Level * 100) SPI Defense, +(Possessor's Level * 25,000 HP), Possessor's actions may inflict HP Drain, Possessor may choose to act and have possessor's abilities, equipment and spells react as if possessor were in a Zone of Blood & Hunger, possessor counts as possessing the Sanctum '*Citadel of the Red Thirst', possessor may benefit from only one ability with the name 'Innate Spiritual Sanctum' at one time
Kami of Cruore's Domains- (Passive Ability, Kannushi) Possessor may, at the start of each thread, choose to gain or solely become any non-Null combination of the elements Blood, Psychic, Hunger and/or Negative-Reality-Demonic and, if doing so, may choose for possessor's actions to gain or solely become that combination of elements; possessor may choose for possessor's abilities, items, and effects on possessor to react as if the Imaginary Element Negative-Reality-Demonic was set to Manifested; possessor may choose to set the Imaginary Element Negative-Reality-Demonic to Manifested or Unreal at the start of each round
Spiritual Domains: Blood- (Passive Ability, Kannushi) Blood Magic spells cast by possessor gain +(50 * Possessor Level) additional Melee Attack, Possessor's Blood element actions gain +(50 * Possessor Level) additional Melee Attack, Individuals who are not 20 or more Levels greater than possessor may not remove or alter Zones of Blood created by possessor while possessor is alive. Possessor has RP powers connected to this divine Domains
Spiritual Domains: Hunger- (Passive Ability, Kannushi) Quantities of HP Drain and MP Drain dealt by possessor are increased by (2,000 * Possessor Level) points, Quantities of Stat Point Drain dealt by possessor are increased by (100 * Possessor Level) points, Possessor has RP powers connected to this divine Domains
*Domains of the White-Red Hunger Within- (Item, Property, Hunger, 60,066,006 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Negative-Reality-Demonic & Hunger and its name becomes 'The Inner Field of Red and White Hunger'
*The Blood-Brain Barrier Bluffs- (Item, Property, Psychic & Blood, 295,000,000 Gold)
The following are likely Bound:
Blood-Cascades From Another Plane in Cruore's Domains- (Item, Property, Blood, 12,060,021 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Blood & Negative-Reality-Demonic and its name becomes 'Blood Falls From A Second Level'
Blood-Mirror-Ocean to Another Place in Cruore's Domains- (Item, Property, Blood, 250,066,025 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Psychic & Negative-Reality-Demonic and its name becomes 'The Second Place is a Mirror of the Surrounding Blood'
Domains of Vampiric Nightmares in Cruore's Domains- (Item, Property, Psychic & Blood & Hunger, 16,000,000 Gold)
Eversive Isle Full of Strange Mirrors in Cruore's Domains- (Item, Property, Psychic, 220,066,022 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Negative-Reality-Demonic and its name becomes 'The Eternal Island is Full of Strange Mirrors'
Grand Spire of Unappeasable Sacrifice- (Item, Property, Blood & Hunger, 120,000,000 Gold)
Ocean of Blood and Darkness in Cruore's Domains- (Item, Property, Blood, 42,060,024 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Blood & Negative-Reality-Demonic and its name becomes 'One Ocean of Blood And Darkness'
Plains of Vampiric Thirst in Cruore's Domains- (Item, Property, Blood & Hunger, 15,000,000 Gold)
Riverland of Screaming Blood in Cruore's Domains- (Item, Property, Psychic & Blood, 8,000,000 Gold)
Serene Landscape of Hidden Black and Crimson in Cruore's Domains- (Item, Property, Psychic, 60,066,006 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Negative-Reality-Demonic and its name becomes 'Hidden Landscapes of Black and Crimson'
Strange, Innocuous-Looking Valley in Cruore's Domains- (Item, Property, Psychic, 6,006,006 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Negative-Reality-Demonic and its name becomes 'A Strange Looking Valley is Harmless...?'
Strange Network of Maw-Caverns in Cruore's Domains- (Item, Property, Hunger, 12,060,021 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Hunger & Negative-Reality-Demonic and its name becomes 'A Strange Web of Cave-Maw'
Tempestuous Sea of Blood in Cruore's Domains- (Item, Property, Blood, 40,000,000 Gold)
2 Vast Ocean of Blood and Sanguine Islands in Cruore's Domains- (Item, Property, Blood, 230,000,000 Gold)
Whispering Labyrinth of Thoughts to Elsewhere in Cruore's Domains- (Item, Property, Psychic, 80,066,008 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Psychic & Negative-Reality-Demonic and its name becomes 'Labyrinth in Another Place'
'Conquered a Number of Cruore's Lands as They Were Forming'
'Became a Kami of Cruore'
Roy gets:
1 Fame
Basic Lunar Element Attunement: Cruore- (Passive Ability, Moongazer) If Cruore is the current Governing Lunar Body, possessor may choose to treat Blood as said Governing Lunar Body's Associated Element.
Envoy of Cruore- (Passive Ability, Moongazer) Possessor may choose to have their spells, abilities, and items respond as though Cruore is the current Governing Lunar Body as an effect that does not stack with other Moongazer abilities whose names include 'Envoy of'
Conquered a Number of Cruore's Lands- (Passive Ability, Shrine Maiden) Possessor may choose for possessor's summoned Spirits to gain or solely become any non-Null combination of Blood, Psychic, Hunger and/or Negative-Reality-Demonic (if said element has been set to Manifested) and have their Abilities gain or solely become the same combination of elements upon summoning
Spiritual Blood-Gate Ritual- (Active Ability, Shrine Maiden) Possessor may spend an action to enter another existing battlespace that (contains a Zone of Blood, contains a Blood-element Spirit, or contains an entity that has dealt or taken HP or MP Drain damage on the current or previous round) so long as no entity that is either (Level 80 or greater or that is 20 or more Levels greater than possessor) that is in either the battlespace possessor is leaving or the battlespace possessor is entering objects, has RP effects
*Bloodsea of the Eversible Hell Beyond- (Item, Property, Blood, 60,066,006 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Negative-Reality-Demonic & Blood and its name becomes 'The Bloody Sea of Eternal Hell'
*The Sanguine Shrine- (Item, Property, Blood, 200,000,000 Gold)
The following are likely Bound:
Battlefield of Bloodstained Blades on the Cruore-Belzwroth Border- (Item, Property, Blood & War, 15,000,000 Gold)
Cave Containing a Reflective Pool That Takes Drinker's Blood in Curore's Domains- (Item, Property, Blood & Hunger, 606,606 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Negative-Reality-Demonic & Blood & Hunger and its name becomes 'A Cave With a Reflective Lake That Carries a Drinker's Blood'
2 Cavern of Vampiric Thoughts in Cruore's Domains- (Item, Property, Psychic & Blood & Hunger, 600,000 Gold)
Cavern System of Gnashing Fangs in Cruore's Domains- (Item, Property, Hunger, 11,000,000 Gold)
2 Copse of Thirsting Vein-Trees in Cruore's Domains- (Item, Property, Blood & Hunger, 500,000 Gold)
Dolmen-Field of Consuming Whispers in Curore's Domains- (Item, Property, Psychic & Hunger, 400,000 Gold)
Echoing Gorge of War's Passing on the Cruore-Belzwroth Border- (Item, Property, Psychic & War, 15,000,000 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Psychic & War & Negative-Reality-Demonic and its name becomes 'Warning of the Passage of the Echo'
Forest of Veins in Cruore's Domains- (Item, Property, Blood, 10,000,000 Gold)
3 Interlinked Prism-Field of Minds and Negative Thoughts in Cruore's Domains- (Item, Property, Psychic, 14,066,014 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Psychic & Negative-Reality-Demonic and its name becomes 'Mind Domains and Negative Thoughts Related to the Prism'
Lake System of Blood that Remembers the Other Side in Cruore's Domains- (Item, Property, Blood & Psychic, 16,066,061 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Blood & Psychic & Negative-Reality-Demonic and its name becomes 'The Blood Lake System Reminds Me of the Other Side...'
3 Plains of Vampiric Thirst in Cruore's Domains- (Item, Property, Blood & Hunger, 15,000,000 Gold)
Red Sands of Loss on the Cruore-Belzwroth Border- (Item, Property, Blood & Dust, 15,000,000 Gold)
Serene Landscape of Hidden Black and Crimson in Cruore's Domains- (Item, Property, Psychic, 60,066,006 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Negative-Reality-Demonic and its name becomes 'Hidden Landscapes of Black and Crimson'
Steppes of Sanguine Starvation on the Cruore-Belzwroth Border- (Item, Property, Blood & Hunger & Dust, 50,000,000 Gold)
Mesa of the Hungering Firmament in Cruore's Domains- (Item, Property, Hunger, 40,000,000 Gold)
2 Strange, Innocuous-Looking Valley in Cruore's Domains- (Item, Property, Psychic, 6,006,006 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Negative-Reality-Demonic and its name becomes 'A Strange Looking Valley is Harmless...?'
'Conquered a Number of Cruore's Lands as They Were Forming'
'Linked Himself to Parts of Cruore's Domains'
Summary to come.
- Aeromage
- Arena Lieutenant
- Posts: 1084
- Joined: Wed May 27, 2020 10:54 pm
- Location: Right here.
Re: Anathema goes on a hunt in Seirei
Summary
Anathema gets:
Roy gets:
Anathema gets:
2 Fame
XP for a Level 60 entity.
*Innate Spiritual Sanctum: Citadel of the Red Thirst- (Passive Ability, Binder) +(Possessor's Level * 250) SPI, +(Possessor's Level * 250) CON, +(Possessor's Level * 100) SPI Defense, +(Possessor's Level * 25,000 HP), Possessor's actions may inflict HP Drain, Possessor may choose to act and have possessor's abilities, equipment and spells react as if possessor were in a Zone of Blood & Hunger, possessor counts as possessing the Sanctum '*Citadel of the Red Thirst', possessor may benefit from only one ability with the name 'Innate Spiritual Sanctum' at one time
Kami of Cruore's Domains- (Passive Ability, Kannushi) Possessor may, at the start of each thread, choose to gain or solely become any non-Null combination of the elements Blood, Psychic, Hunger and/or Negative-Reality-Demonic and, if doing so, may choose for possessor's actions to gain or solely become that combination of elements; possessor may choose for possessor's abilities, items, and effects on possessor to react as if the Imaginary Element Negative-Reality-Demonic was set to Manifested; possessor may choose to set the Imaginary Element Negative-Reality-Demonic to Manifested or Unreal at the start of each round
Spiritual Domain: Blood- (Passive Ability, Kannushi) Blood Magic spells cast by possessor gain +(50 * Possessor Level) additional Melee Attack, Possessor's Blood element actions gain +(50 * Possessor Level) additional Melee Attack, Individuals who are not 20 or more Levels greater than possessor may not remove or alter Zones of Blood created by possessor while possessor is alive. Possessor has RP powers connected to this divine Domains
Spiritual Domain: Hunger- (Passive Ability, Kannushi) Quantities of HP Drain and MP Drain dealt by possessor are increased by (2,000 * Possessor Level) points, Quantities of Stat Point Drain dealt by possessor are increased by (100 * Possessor Level) points, Possessor has RP powers connected to this divine Domains
Main-Gauche of Malicious and Mordant Murmurs- (Weapon, Knife: Ritual Blade, Null & Earth & Acid & Sonic, 1,500,600,700 Gold) +1,500,000 Melee Attack, +1,500,000 Magical Attack, 150% Critical, 150% Inflicts Dissolving and Suffocation: Sonic Assault, Wielder must be Level 60 or greater; Wielder may, so long as no individual of higher Level or that is Level 100 or greater objects, spend an action to change this item's name to 'Demons a Acidwhisperknife', set the status of the Imaginary Element 'Negative-Reality-Demonic' to Manifested, change this item's element to be solely 'Negative-Reality-Demonic & Malice', change this item's subtype to be solely Demon, and change its text to "+1,500,600 Melee Attack, +1,500,600 Magical Attack, Heals, +1,500,600 Defense, 150% Critical, +50% Critical, Wielder's actions may cure Minor and Moderate status effects from sources below Level 100 (with status effects removed in this manner from non-allied targets causing their Max HP to drop by 5% per removed status effect, to a maximum of 50%, or take damage equal to 10% of their Maximum HP of the element Negative-Reality-Demonic if they are immune to this effect or debuffs from this item or item's possessor), Wielder's actions that have a chance of curing Minor and Moderate status effects have said chances increased by 150%, Wielder's actions that have a chance of curing Major status effects have said chances increased by 30%, Wielder's actions that Heal have their Critical Multiplier increased by 2 and may be capable of Critical Hits if they would otherwise be unable to, Targets hit by actions using this item may (at wielder's discretion) have their subtype changed to Demon & Knife: Ritual Blade and their element changed to Acid & Sonic, Wielder may choose to treat this item as additionally possessing the subtype Knife: Ritual Blade, Wielder must be Level 60 or greater"
*Domains of the White-Red Hunger Within- (Item, Property, Hunger, 60,066,006 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Negative-Reality-Demonic & Hunger and its name becomes 'The Inner Field of Red and White Hunger'
*The Blood-Brain Barrier Bluffs- (Item, Property, Psychic & Blood, 295,000,000 Gold)
*Pile of Aberrant Revenant Abomination (Aptim-Vampire-Dragon-Wendigo Fusion) Body Parts From Assorted Unique Entities Left By The Nameless Ravener's Rampage (Item, Material, Darkness & Blood & Ice, 78,000,000 Gold)
Blood-Cascades From Another Plane in Cruore's Domains- (Bound Item, Property, Blood, 12,060,021 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Blood & Negative-Reality-Demonic and its name becomes 'Blood Falls From A Second Level'
Blood-Mirror-Ocean to Another Place in Cruore's Domains- (Bound Item, Property, Blood, 250,066,025 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Psychic & Negative-Reality-Demonic and its name becomes 'The Second Place is a Mirror of the Surrounding Blood'
Domains of Vampiric Nightmares in Cruore's Domains- (Bound Item, Property, Psychic & Blood & Hunger, 16,000,000 Gold)
Eversive Isle Full of Strange Mirrors in Cruore's Domains- (Bound Item, Property, Psychic, 220,066,022 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Negative-Reality-Demonic and its name becomes 'The Eternal Island is Full of Strange Mirrors'
Grand Spire of Unappeasable Sacrifice- (Bound Item, Property, Blood & Hunger, 120,000,000 Gold)
Ocean of Blood and Darkness in Cruore's Domains- (Bound Item, Property, Blood, 42,060,024 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Blood & Negative-Reality-Demonic and its name becomes 'One Ocean of Blood And Darkness'
Plains of Vampiric Thirst in Cruore's Domains- (Bound Item, Property, Blood & Hunger, 15,000,000 Gold)
Riverland of Screaming Blood in Cruore's Domains- (Bound Item, Property, Psychic & Blood, 8,000,000 Gold)
Serene Landscape of Hidden Black and Crimson in Cruore's Domains- (Bound Item, Property, Psychic, 60,066,006 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Negative-Reality-Demonic and its name becomes 'Hidden Landscapes of Black and Crimson'
Strange, Innocuous-Looking Valley in Cruore's Domains- (Bound Item, Property, Psychic, 6,006,006 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Negative-Reality-Demonic and its name becomes 'A Strange Looking Valley is Harmless...?'
Strange Network of Maw-Caverns in Cruore's Domains- (Bound Item, Property, Hunger, 12,060,021 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Hunger & Negative-Reality-Demonic and its name becomes 'A Strange Web of Cave-Maw'
Tempestuous Sea of Blood in Cruore's Domains- (Bound Item, Property, Blood, 40,000,000 Gold)
2 Vast Ocean of Blood and Sanguine Islands in Cruore's Domains- (Bound Item, Property, Blood, 230,000,000 Gold)
Whispering Labyrinth of Thoughts to Elsewhere in Cruore's Domains- (Bound Item, Property, Psychic, 80,066,008 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Psychic & Negative-Reality-Demonic and its name becomes 'Labyrinth in Another Place'
'Discovered The Domains of Cruore, The Blood Moon, In Seirei'
'Conquered a Number of Cruore's Lands as They Were Forming In Seirei'
'Became a Kami of Cruore In Seirei'
Roy gets:
2 Fame
XP for a Level 60 entity.
Basic Lunar Element Attunement: Cruore- (Passive Ability, Moongazer) If Cruore is the current Governing Lunar Body, possessor may choose to treat Blood as said Governing Lunar Body's Associated Element.
Envoy of Cruore- (Passive Ability, Moongazer) Possessor may choose to have their spells, abilities, and items respond as though Cruore is the current Governing Lunar Body as an effect that does not stack with other Moongazer abilities whose names include 'Envoy of'
Conquered a Number of Cruore's Lands- (Passive Ability, Shrine Maiden) Possessor may choose for possessor's summoned Spirits to gain or solely become any non-Null combination of Blood, Psychic, Hunger and/or Negative-Reality-Demonic (if said element has been set to Manifested) and have their Abilities gain or solely become the same combination of elements upon summoning
Spiritual Blood-Gate Ritual- (Active Ability, Shrine Maiden) Possessor may spend an action to enter another existing battlespace that (contains a Zone of Blood, contains a Blood-element Spirit, or contains an entity that has dealt or taken HP or MP Drain damage on the current or previous round) so long as no entity that is either (Level 80 or greater or that is 20 or more Levels greater than possessor) that is in either the battlespace possessor is leaving or the battlespace possessor is entering objects, has RP effects
Is Also Lonnie Monterro, The Lion Of Seven Righteous Sins- (Passive Ability, Enigma Man) Possessor may choose for their name to be changed to 'Lonnie Monterro, The Lion Of Seven Righteous Sins' at the start of each thread, possessor may choose to have their name also count as being 'Lonnie Monterro, The Lion Of Seven Righteous Sins' in addition to any other names they may possess
*Bloodsea of the Eversible Hell Beyond- (Item, Property, Blood, 60,066,006 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Negative-Reality-Demonic & Blood and its name becomes 'The Bloody Sea of Eternal Hell'
*The Sanguine Shrine- (Item, Property, Blood, 200,000,000 Gold)
Battlefield of Bloodstained Blades on the Cruore-Belzwroth Border- (Bound Item, Property, Blood & War, 15,000,000 Gold)
Cave Containing a Reflective Pool That Takes Drinker's Blood in Curore's Domains- (Bound Item, Property, Blood & Hunger, 606,606 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Negative-Reality-Demonic & Blood & Hunger and its name becomes 'A Cave With a Reflective Lake That Carries a Drinker's Blood'
2 Cavern of Vampiric Thoughts in Cruore's Domains- (Bound Item, Property, Psychic & Blood & Hunger, 600,000 Gold)
Cavern System of Gnashing Fangs in Cruore's Domains- (Bound Item, Property, Hunger, 11,000,000 Gold)
2 Copse of Thirsting Vein-Trees in Cruore's Domains- (Bound Item, Property, Blood & Hunger, 500,000 Gold)
Dolmen-Field of Consuming Whispers in Curore's Domains- (Bound Item, Property, Psychic & Hunger, 400,000 Gold)
Echoing Gorge of War's Passing on the Cruore-Belzwroth Border- (Bound Item, Property, Psychic & War, 15,000,000 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Psychic & War & Negative-Reality-Demonic and its name becomes 'Warning of the Passage of the Echo'
Forest of Veins in Cruore's Domains- (Bound Item, Property, Blood, 10,000,000 Gold)
3 Interlinked Prism-Field of Minds and Negative Thoughts in Cruore's Domains- (Bound Item, Property, Psychic, 14,066,014 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Psychic & Negative-Reality-Demonic and its name becomes 'Mind Domains and Negative Thoughts Related to the Prism'
Lake System of Blood that Remembers the Other Side in Cruore's Domains- (Bound Item, Property, Blood & Psychic, 16,066,061 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Blood & Psychic & Negative-Reality-Demonic and its name becomes 'The Blood Lake System Reminds Me of the Other Side...'
3 Plains of Vampiric Thirst in Cruore's Domains- (Bound Item, Property, Blood & Hunger, 15,000,000 Gold)
Red Sands of Loss on the Cruore-Belzwroth Border- (Bound Item, Property, Blood & Dust, 15,000,000 Gold)
Serene Landscape of Hidden Black and Crimson in Cruore's Domains- (Bound Item, Property, Psychic, 60,066,006 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Negative-Reality-Demonic and its name becomes 'Hidden Landscapes of Black and Crimson'
Steppes of Sanguine Starvation on the Cruore-Belzwroth Border- (Bound Item, Property, Blood & Hunger & Dust, 50,000,000 Gold)
Mesa of the Hungering Firmament in Cruore's Domains- (Bound Item, Property, Hunger, 40,000,000 Gold)
2 Strange, Innocuous-Looking Valley in Cruore's Domains- (Bound Item, Property, Psychic, 6,006,006 Gold) If the Imaginary Element Negative-Reality-Demonic is set to Manifested, this item becomes the element Negative-Reality-Demonic and its name becomes 'A Strange Looking Valley is Harmless...?'
''Restored' the Clavia Gate Complex After its Destruction by the Nameless Ravener on Seirei'
'Remembered Who He Was'
'Discovered The Domains of Cruore, The Blood Moon, In Seirei'
'Conquered a Number of Cruore's Lands as They Were Forming In Seirei'
'Linked Himself to Parts of Cruore's Domains In Seirei'