Caelum Aetherius (Time Cloned Spirit Binder)

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Modrageball
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Caelum Aetherius (Time Cloned Spirit Binder)

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Caelum Aetherius (Time Cloned Spirit Binder) (Aeromage)
Human, Life
Level 79
HP- 10,875
MP- 42,725
STR: 396 (5)
AGI: 555 (7)
CON: 435 (5)
MIN: 1,709 (21)
SPI: 2,504 (23)
XP- 41,176,485
XP Required- 25,820,000, Holy Imperial Seal of Triumph
Fame- 37
Gold- 161,204,735
Bonus Weeks- 218 (ADDITIONAL WEEKS: 1 Abjurer Week, 1 Artificer Week, 1 Astromancer Week, 1 Bard Week, 6 Binder Weeks, 4 Commander Weeks, 2 Countess of Power Weeks, 3 Captain Weeks, 1 Diviner Week, 20 Elementalist Weeks, 3 Gunner Weeks, 3 Heir to the Future Weeks, 10 Power Trooper Weeks, 2 Reality Arranger Weeks, 3 Rune Mage Weeks, 5 Scholar Week, 20 Seer Weeks, 1 Thief Week, 20 Umbramancer Weeks, 2 Unreality Coordinator Weeks, 1 Veilwalker Week, 20 Warmaster Weeks, 8 War Mage Weeks, 8 Wizard Weeks, 3 Spatial Mage Bonus Weeks)


Will Learn:

Track A:

Track B:

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

-Abjurer-
Ablative Self-Screen- (Passive Ability, Abjurer) Up to 20 times per thread when possessor would acquire a debuff that reduces possessor's stats, possessor may choose for that instance of the debuff to reduce the amount it reduces each of possessor's by by 500, to a minimum of 0
Apprentice Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Protection Magic spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Protection Magic spells cost 200 less MP
Basic Defensive Arts Training- (Passive Ability, Abjurer) +20 Defense
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Essence of the Wholly Defensive Wall- (Stance Ability, Abjurer) +50 Defense per level, you may not take any offensive action
Warded Skin- (Passive Ability, Abjurer) +200 Defense

-Alchemist-
Apprentice Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells possessor casts cost 500 less Gold and 500 less XP
Basic Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells cost 10 less Gold and 10 less XP
Infuse Acid- (Technique Ability, Alchemist) Possessor may use Infuse Acid in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Acid element damage.
Infuse Air- (Technique Ability, Alchemist) Possessor may use Infuse Air in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Air element damage.
Infuse Earth- (Technique Ability, Alchemist) Possessor may use Infuse Earth in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Earth element damage.
Infuse Electrical- (Technique Ability, Alchemist) Possessor may use Infuse Electrical in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Electrical element damage.
Infuse Fire- (Technique Ability, Alchemist) Possessor may use Infuse Fire in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Fire element damage.
Infuse Ice- (Technique Ability, Alchemist) Possessor may use Infuse Ice in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Ice element damage.
Infuse Magic- (Technique Ability, Alchemist) Possessor may use Infuse Magic in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Magic element damage.
Infuse Water- (Technique Ability, Alchemist) Possessor may use Infuse Water in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Water element damage.

-Analyst of the Absolute-
Apprentice Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats for each Truth element item equipped, Possessor's Truth element pets and summons gain +250 to all stats
Apprentice Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Truth's Dominion- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Truth
Basic Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to all stats if possessor is Truth element
Basic Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats while in a Zone of Truth
Control of Truth- (Passive Ability, Analyst of the Absolute) Possessor has a 20% chance of being able to cancel the actions of Truth element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +1% To Hit against Truth element targets
Improved Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 5,000 points
Truth Manipulation- (Passive Ability, Analyst of the Absolute) Possessor may choose one of the following at the beginning of each round if Truth element: Create a Zone of Truth, Remove a Zone of Truth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Truth by either possessor or a source below Level 20, Add Truth 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 Truth element on a Truth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Truth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Truth, 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 Truth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Truth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Truth, 5% Truth Resistance, or +50 Defense against Truth and 1% Truth Resistance until the end of the round as a non-stacking buff

-Arcane Vizier-
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Basic Acceleration Within Magic's Dominion- (Passive Ability, Arcane Vizier) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Magic
Basic Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +50 to all stats
Basic Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 Defense against Magic
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
Control of Magic- (Passive Ability, Arcane Vizier) Possessor has a 20% chance of being able to cancel the actions of Magic element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Magic- (Passive Ability, Arcane Vizier) Possessor gains +1% To Hit against Magic element targets
Magic Manipulation- (Passive Ability, Arcane Vizier) Possessor may choose one of the following at the beginning of each round if Magic element: Create a Zone of Magic, Remove a Zone of Magic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Magic by either possessor or a source below Level 20, Add Magic to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Magic element on a Magic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Magic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Magic, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Magic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Magic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Magic, 5% Magic Resistance, or +50 Defense against Magic and 1% Magic Resistance until the end of the round as a non-stacking buff

-Architect-
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Architect- (Passive Ability, Architect) Possessor gains +(500 + 10 * Possessor Level) Melee Attack and +(100 + 10 * Possessor Level) to all stats when possessor has a Tool equipped
Basic Drill Training- (Passive Ability, Architect) Possessor gains +7 Melee Attack if possessor has a Drill equipped, Possessor counts Tool weapons with 'Drill' in their name as Drill weapons, Possessor counts Drill weapons as Tool weapons with 'Drill' in their name
Combat Drill-Wielding- (Passive Ability, Architect) Possessor gains +200 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 150 Defense if possessor has a Tool with 'Drill' in its name equipped
Drill Usage- (Passive Ability, Architect) Possessor gains +20 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 20 Defense if possessor has a Tool with 'Drill' in its name equipped
Improved Painful Implementation- (Passive Ability, Architect) Possessor's 'Painful Implementation' technique has its chance of inflicting Pain increased to 30%
Lifepulse Implementation- (Technique Ability, Architect) Possessor may use 'Lifepulse Implementation' in conjunction with a 'Melee Attack', so long as no other technique is used and possessor has a Tool equipped. Said attack gains +200 Melee Attack and becomes solely Life element, and gains ‘15% inflicts Awestruck: Lifeforce Overload’.
Living Implementation- (Technique Ability, Architect) Possessor may use 'Lifepulse Implementation' in conjunction with a 'Melee Attack', so long as no other technique is used and possessor has a Tool equipped. Said attack gains +100 Melee Attack and becomes solely Life element.
Make Bricks- (Passive Ability, Architect) All Property items owned by possessor are worth 5,000 more Gold (if already worth at least 20,000) for Guild purposes
Painful Implementation- (Technique Ability, Architect) Possessor may use 'Painful Implementation' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains a 20% chance of inflicting Pain.

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

-Astromancer-
Apprentice Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, All Astral Magic spells cost possessor 50 less MP to cast
Astral Magic Casting I- (Passive Ability, Astromancer) Astral Magic spells cost possessor 20 less MP to cast
Astral Magic Casting II- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast
Attuned to Constellations- (Passive Ability, Astromancer) Possessor gains +50 to all stats while possessor has at least 1 Empowered Constellation set
Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells gain +10 Magical Attack and cost 10 less MP
Beneath an Astral Sign- (Passive Ability, Astromancer) Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation
Beneath Favorable Stars- (Passive Ability, Astromancer) Possessor gains +5% To Hit, +5% Critical, +5% Dodge, and +5% Resilieince that may not be used to raise said abilities above 50%, while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Draws Power from the Sky of Night- (Passive Ability, Astromancer) Possessor gains +100 to all stats and gains 2,000 MP that may only be used to cast Astral Magic spells while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Lesser Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 20 points as a non-stacking effect
Star Charter- (Passive Ability, Astromancer) Posessor gains +20 MIN while in a Zone of Darkness, a Zone of Light, or a Zone of Astral Magic or while possessor has at least one Empowered Constellation set

-Bard-
Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Bardic Music Casting I- (Passive Ability, Bard) Bardic Music spells cost possessor 20 less MP to cast
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Creative- (Passive Ability, Bard) Possessor gains +100 unmodified MIN and +100 unmodified SPI
Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points
Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast
Rev Up Crowd- (Technique Ability, Bard) Possessor may use Rev Up Crowd in conjunction with a Magical Attack action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Weaponized Voice- (Passive Ability, Bard) Possessor may, at the beginning of a thread, choose to count as having an additional Instrument weapon equipped

-Beastmaster-
Animal Researcher- (Passive Ability, Beastmaster) Possessor counts as being 2 Levels higher for stat-scanning purposes against Animals, to a max of Level 40, Possessor's Animal pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Animals in this thread successfully
Animal Training I- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +20 to all stats
Animal Training II- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 to all stats
Animal Traits- (Passive Ability, Beastmaster) Possessor gains +1 to all stats so long as possessor is a Animal
Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Form of Ox- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +100 STR, +100 CON, and +5,000 HP
Formshift: Animal- (Stance Ability, Beastmaster) Possessor's subtype becomes Animal
♢Incredulous Yak's Steely, Uncompromising Glare- (Passive Ability, Beastmaster) If possessor is an Animal, possessor's opponents' actions have a (Possessor's Level - Action's Source' Level)% chance of being cancelled if their sources are in the same battlespace as possessor
Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares
♢Lordmaster of Yaks- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains 1 Base CON and 1 Base MIN, If possessor is an Animal, possessor's Animal pets and summons gain Charm Immunity, If possessor is an Animal, possessor's Animal pets and summons gain +(50 * possessor Level) to all stats and an additional +(50 * possessor Level) to all stats if their name includes 'Yak'

-Binder-
Apprentice Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Spirit- (Passive Ability, Binder) Possessor may, at the beginning of a thread, choose to become the subtype Spirit
Basic Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Formshift: Spirit- (Stance Ability, Binder) Possessor's subtype becomes Spirit
Guider of Spirits- (Passive Ability, Binder) Possessor's Spirit allies gain +25 AGI and 4% Dodge, Possessor may skip an action to change the row an allied Spirit is in
Self-Based Spirit Magic Channeling- (Passive Ability, Binder) Possessor's Spirit Magic spells cost 200 less MP, Possessor's Spirit Magic spells with a Magical Attack bonus gain +40 to said bonus, and Possessor's Spirit Magic summons have a 5% less chance of being uncontrolled, This ability only functions while possessor is a Spirit
Spirit Traits- (Passive Ability, Binder) Possessor gains Diseased Immunity so long as possessor is a Spirit

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

-Blessing-
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Aldriel's Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Temporal Assassin- (Passive Ability, Gentleman Assassin) Possessor deals 60,000 additional Damage to individuals who count the current round's number as a different number than possessor does
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combattable on the enemy list that is neither Elite nor a Boss.
Seirudiel's Grace- (Passive Ability, Blessing) Possessor gains 15% Dodge, +300 AGI, and has a 30% chance of inflicting Charm on any individual whose action was Dodged by possessor

-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
Herb Lore- (Passive Ability, Botanist) Possessor’s Medicine consumables that heal HP heal an additional 40 points.
Knowledge of Forest Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Forest
Knowledge of Jungle Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Jungle
Knowledge of Marsh Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Marsh
Plant Researcher- (Passive Ability, Botanist) Possessor counts as being 2 Levels higher for stat-scanning purposes against Plants, to a max of Level 40, Possessor's Plant pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Plants in this thread successfully
Researched Methods to Prevent the Exploitation of Plant Weaknesses- (Passive Ability, Botanist) Possessor's Plant pets and summons count as having no weaknesses to individuals below Level 20

-Card Mystic-
Apprentice Card Training- (Passive Ability, Card Mystic) Possessor gains +50 Magical Attack and +50 Ranged Attack if possessor has a Card equipped, Possessor gains +20 to all stats if possessor has a Card equipped
Basic Card Training- (Passive Ability, Card Mystic) This character gains +6 Magical Attack when a Card is equipped.
Card Mystic- (Passive Ability, Card Mystic) Possessor gains +(50 * Possessor Level) Magical Attack and +(50 * Possessor Level) Ranged Attack if possessor has a Card equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Card equipped
Classical Training in Standard Combat Utilizing the Card- (Passive Ability, Card Mystic) Possessor may treat Card as a Base Weapon subtype
Dud Deal- (Technique Ability, Card Mystic) Possessor may use 'Dud Deal' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Card Mystic equipped. Said attack gains -1,000 Magical Attack and -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Enchanted Deal- (Technique Ability, Card Mystic) Possessor may use 'Enchanted Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Magic element.
Flame Deal- (Technique Ability, Card Mystic) Possessor may use 'Flame Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Fire element.
Hexing Deal- (Technique Ability, Card Mystic) Possessor may use 'Hexing Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains a 20% chance of inflicting Hexed.
Impairing Deal- (Technique Ability, Card Mystic) Possessor may use 'Impairing Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains a 20% chance of inflicting Impaired.
Painful Deal- (Technique Ability, Card Mystic) Possessor may use 'Painful Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains a 20% chance of inflicting Pain.
Stone Deal- (Technique Ability, Card Mystic) Possessor may use 'Stone Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Earth element.
Wind Deal- (Technique Ability, Card Mystic) Possessor may use 'Wind Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Air element.

-Channeler-
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Improved Chain Casting Attunement- (Passive Ability, Channeler) Spells possessor casts through 'Basic Chain Casting Attunement' cost possessor 500 less MP to cast
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Offensively Channel Spells- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used.

-Chef-
Apprentice Chef Proficiency- (Passive Ability, Chef) Possessor gains +50 to all stats for each Food or Drink equipped, Possessor's Food and Drink consumables that heal HP or MP heal 5,000 more points of each type that they already heal
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Bussboy- (Passive Ability, Chef) Whenever one of possessor's allies uses a charge from a Food or Drink consumable, possessor may, up to once per round, if said ally is willing, unequip said item from said individual and begin carrying said item
Candy Maker's Apprentice- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 200 points, Food consumables used by possessor that increase AGI or SPI increase it by an additional 10 points per charge as an effect that stacks 50 times across all consumable applications on said target
Delicious Cooking- (Passive Ability, Chef) Food consumables used by possessor that buff any stat do so by an additional 30 points per charge as an effect that stacks 20 times per target across all consumable applications on said target
Food Taster- (Passive Ability, Chef) Any Food consumable worth below 500,000 Gold that is used on one of possessor's allies that has been used earlier in a thread on possessor has a 50% chance of being unable to generate negative effects for said target or affect said target in a negative manner
Has Attended Omni Cook-o-Tron Training Course- (Passive Ability, Chef) This character may substitute Omni Cook-o-Trons for Ovens and Stoves, Cooking Implements, Frypans, Woks, Kettles, Refrigerators, Drink Bars, Cutting Boards, Blenders, Basters, Knives, Mixers, Bowls, Grills, Flavor Injectors, Toasters, Waffle Irons, and Juicers when utilizing Secret Formulas
Waitress- (Passive Ability, Chef) At the start of each round or whenever one of possessor's allies uses a charge from a Food or Drink consumable, possessor may, up to once per round, if said ally is willing, equip a Food or Drink consumable that possessor is carrying onto said ally

-Chronicler of Eternity-
Apprentice Chronicler of Eternity Knowledge- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain +5,000 HP, +5,000 MP, +1,000 to damage dealt, and +500 to all stats
Base Immortal Synchronicity- (Passive Ability, Chronicler of Eternity) Possessor may treat Immortal as a base subtype
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 Immortal Loyalty Instruction- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain 20% Charm Resistance
Chronicler of Eternity- (Passive Ability, Chronicler of Eternity) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Immortal pet only, This ability provides +500 HP and +100 to all stats of possessor's Immortal pets and summons per Level of possessor
Chronomancer- (Passive Ability, Other: Chronicler of Eternity) Possessor may select any stat, out of STR, AGI, CON, MIN, and SPI, to use for determining possessor's turn order and number of extra actions, Possessor may delay the effects of Chronomancy spells that have a built-in or selectable delay as part of the spell for either one more round or one less round, and possessor's Chronomancy spells cost 50 less MP per level possessor possesses
Defensive Immortal Instruction I- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain +50 Defense
Defensive Immortal Instruction II- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain +250 Defense
Immortal Instruction I- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain +20 to all stats
Immortal Instruction II- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain +100 to all stats
Immortal Loyalty Instruction- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain 40% Charm Resistance
Offensive Immortal Instruction I- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons have the Damage values of their abilities increased by 50 points
Offensive Immortal Instruction II- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons have the Damage values of their abilities increased by 500 points

-Commander-
'Follow Me!' Stance- (Stance Ability, Commander) Whenever possessor performs a 'Switch Rows' action while in this stance, each of possessor's allies may move to the row that possessor entered if it is either the front row of the back row
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Commander- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Director- (Passive Ability, Commander) Possessor's allies gain +100 MIN as a non-stacking effect
Focused Leadership Casting- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Leadership
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
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
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

-Controller-
Bascaradine Soulsculpture-Variant Tsayyikproofing- (Passive Ability, Controller) Possessor may use SPI in place of SAN, INF, and RES and may choose to take SPI Damage instead of SAN Damage, INF Damage, or RES Damage

-Counselor of Faerie-
Fae Traits- (Passive Ability, Counselor of Faerie) Possessor gains +1 to all stats so long as possessor is a Fae
Formshift: Fae- (Stance Ability, Counselor of Faerie) Possessor's subtype becomes Fae

-Countess of Power-
Basic Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +50 Defense against Energy
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 50 points
Defenses that Utilize Energy- (Passive Ability, Countess of Power) Possessor gains +500 Defense if possessor has any Energy-element items equipped that provide a Defense bonus

-Crafter-
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use
Basic Enchanted Item Charge Preservation- (Passive Ability, Crafter) Enchanted Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Medicine Charge Preservation- (Passive Ability, Crafter) Medicine Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Potion Charge Preservation- (Passive Ability, Crafter) Potion Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Makeup Artist- (Passive Ability, Crafter) Disguises equipped by possessor and possessor's allies that provide a Defense or stat bonus provide an additional +5 points as an effect that does not stack across multiple instances of this ability and that does stack across 200 Disguises on the same wearer

-Crossrealm Storyteller-
Basic Stage Training- (Passive Ability, Other: Crossrealm Storyteller) Possessor gains +6 Melee Attack, +6 Ranged Attack, and +6 Magical Attack if possessor has a Stage equipped
Peerless Understanding of the True Power of the Stage

-Dancer-
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
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
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
Has Practiced Dancing with Partners- (Passive Ability, Dancer) Possessor gains +50 AGI if possessor has any allies who possess Dancer abilities
Knowledge of Ballet- (Passive Ability, Dancer) Possessor gains +25 AGI and +50 MIN
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

-Defender-
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Basic Shield Deflection- (Passive Ability, Defender) Possessor has a 1% chance of optionally reflecting attacks from individuals level 5 or lower targeting possessor while possessor has a Shield equipped
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Clock Block- (Technique Ability, Defender) Possessor may use Clock Block in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. The next offensive action targetting user from an opposing source that is below Level 20 is delayed for 1 round. This effect may not stack.
Host a Block Party- (Technique Ability, Defender) Possessor may use Host a Block Party in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. Up to 5 allies of user may immediate perform a Defend action provided that they have not already performed a Defend action this round. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Iron Column- (Active Ability, Defender) This character may use Iron Column in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +170 Defense added to the result of the Defend action.
Turtle's Shell- (Active Ability, Defender) This character may use Turtle Shell in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +140 Defense added to the result of the Defend action, and has both a 15% Water resistance and a 15% Ranged Attack resistance for the duration of the Defend action's results.

-Diplomat-
Apprentice Clothing Mastery- (Passive Ability, Diplomat) Possessor gains +25 Defense and +25 to all stats if possessor has a Clothing equipped
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Maid (2)- (Passive Ability, Diplomat) Possessor may remove one debuff from a source below Level 10 from any one target at the start of each round
Polite- (Passive Ability, Diplomant) Possessor's actions may not be countered by individuals below Level 5
Sexy- (Passive Ability, Diplomat) Possessor's actions may gain 15% inflicts Charm
Snappy Dresser- (Passive Ability, Diplomat) +50 Defense for each Clothing equipped
Snazzy Dresser- (Passive Ability, Diplomat) +20 to all stats for each Clothing equipped

-Diviner-
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Auto-Translate- (Passive Ability, Diviner) Possessor gains +200 MIN if any individual of a different subtype is present, Translates to and from common languages (both orally and in written form) as an RP effect
Auto Zonescan- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the base entity encounter table of the current area of any random quest that possessor is in provided no enemies on said table are above Level 40 or more than double caster's Level
Can Percieve Standard Portal Destinations- (Passive Ability, Diviner) Possessor gains +10 MIN, Possessor gains +10% Dodge on any round that possessor enters a battle from another battle, not counting the first round of battle, as a non-stacking bonus
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
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Landsense- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the full tables for any random quest or encounter area that possessor is in, provided that no enemies on said tables are above Level 40 or more than double caster's Level
Limited Personal Precognition- (Passive Ability, Diviner) Possessor gains 2% Dodge
Predict Future with a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb equipped to scan a target's stats
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Zonal Perception- (Passive Ability, Diviner) Possessor gains +100 MIN for each Zone, Terrain, or Phantom Terrain present, to a max of +500, Possessor may, in RP threads, generally know the name of the area possessor is in

-Druid-
Accustomed to the Wild- (Passive Ability, Druid) Possessor gains +50 to all stats if in an Encounter Area
Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP
Attuned to the Environment- (Passive Ability, Druid) Whenever possessor is in a Zone of any base element or combination of base elements, possessor gains 1% Resistance to said element or elements
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Basic Druid Weather Control- (Passive Ability, Druid) At the start of each round, possessor may attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Druid- (Passive Ability, Druid) Druid Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, Druid Magic spells cost possessor (50 + Possessor Level) less MP to cast, Possessor's Plant, Animal, Aerial, Insect, Cthonian, and Aquatic pets and summons gain +(50 * Possessor Level) to all stats as a non-stacking bonus
Forest's Shelter- (Passive Ability, Druid) Possessor is Immune to individuals below Level 20 if the terrain or phantom terrain is Forest
Friend of the Trees- (Passive Ability, Druid) All allied Plants gain +20 to all stats, Possessor's Charm-inflicting attacks have a +5% chance of inflicting Charm if used against Plants of a level lower than possessor
Influence Weather- (Active Ability, Druid) Possessor may spend an action to attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Inscribe Bark With Protective Magic- (Passive Ability, Druid) Possessor's Plant pets and summons gain +2,000 Defense as a non-stacking effect
Protector of the Land- (Active Ability, Druid) Possessor may choose, at the start of any of possessor's actions, to have any Zone effect or Phantom Terrain count as 5 levels higher for purposes of removal, this effect does not stack with any other active abilities that provide a similar bonus or itself
Understand Natural Disruptions- (Passive Ability, Druid) Possessor is given the full text of all effects present on Zones or Terrains (but not Phantom Terrains) that come from sources that are not 20 or more Levels above possessor that are not above Level 60

-Elementalist-
Aeromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Air element Elemental Magic spells, All Air element Elemental Magic spells cost 50 less MP, all Air element Elemental Magic summons gain +200 to all stats, Air element Elemental Magic spells that provide an AGI boost that only affect turn order boost it by 50 points further, Air element Elemental Magic spells that have a chance of inflicting Stun have a 5% greater chance
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Aura of Air- (Passive Ability, Elementalist) 5% Air Resistance, 5% Dodge if an Air element Elemental Magic spell is equipped
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Caller of the Air Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Air element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Suffocation have a 1% higher chance, said summons cost 150 less MP to summon
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Envoy of Air- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Air
Envoy of Fall- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Fall
Envoy of Spring- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Spring
Envoy of Summer- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Summer
Envoy of Winter- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Winter
Float Upon the Levitating Wind- (Stance Ability, Elementalist) User must have at least 3 Air element Elemental Magic spells equipped, +100 Defense, +200 AGI
Hand of Blustering Wind- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Air element elemental magic spell is equipped, melee attacks may be solely Air element if no weapon is equipped
Hand of Cloud- (Passive Ability, Elementalist) +20 Magical Attack and +1% Dodge for each Air element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Suffocation
Hand of Open Sky- (Passive Ability, Elementalist) Air element Elemental Magic spells that increase AGI increase it by 25 more points, +25 AGI if an Air element Elemental Magic spell is equipped
Heart of Air- (Passive Ability, Elementalist) +10 Magical Attack for Air element Elemental Magic, 5% Air Resistance
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Project Mini Tornados- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 200 Air element damage per user level that hits 4 targets that still has a chance of missing as though it was not a flat-damage attack so long as possessor has an Air element Elemental Magic spell equipped, +40 Magical Attack for Air element Elemental Magic spells
Purity of Air- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Air element may deal solely Air element damage, Air element Elemental Magic spells gain +50 Magical Attack and if they have a chance of providing positive status effect beneifits for allies have a 3% greater chance
Speak the Tongue of Skies- (Passive Ability, Elementalist) Air element spells gain +5 Magical Attack

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

-Enigmatic Stranger-
Basic Mystery Synchronization- (Passive Ability, Other: Enigmatic Stranger) Possessor gains +125 to all stats if possessor is Mystery element

-Flux Baron-
Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Fluxoid Armament Mastery- (Passive Ability, Flux Baron) +25 to Melee, Magical, and Ranged Attack and Defense bonuses granted by equipped Fluxoids
Flux Claws- (Passive Ability, Flux Baron) +50 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Fluxoid Armament Mastery- (Active Ability, Flux Baron) Possessor may skip an action to use the ability of an equipped Fluxoid
Fluxoid Wielder- (Passive Ability, Flux Baron) +20 to all Melee, Magical, and Ranged Attack and Defense bonuses provided by equipped Fluxoids, +15 to stat bonuses provided by equipped Fluxoids, +5 to stat damage granted by equipped Fluxoids
Giver of Flux Regeneration- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters may skip a turn to heal 500 HP
Giver of Regenerative Metamorphosis- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters regenerate 30 HP per round

-Friendship-
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Acquaintances With 1,000 Elementalist Masters- (Passive Ability, Friendship) +200 to all stats while in battle on same side as The Stormkeeper, an individual with the ability Master Elementalist Attunement, or one of the monsters Master of Airs, Master of Earths, Master of Fires, Master of Waters, and Master Elementalist, Possessor may purchase Elementalist abilities from the Ability Shop for 100,000 Gold less
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Good Friend of Caelum "Cael" Aetherius- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Caelum "Cael" Aetherius', Whenever possessor heals an individual named 'Caelum "Cael" Aetherius' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Caelum "Cael" Aetherius'
Good Friend of Lady Rosaline Fabrice- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lady Rosaline Fabrice', Whenever possessor heals an individual named 'Lady Rosaline Fabrice' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Lady Rosaline Fabrice'
Good Friend of the Leadership of Volatilis- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'The Floating Isle of Volatilis', Whenever possessor heals an individual named 'The Floating Isle of Volatilis' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'The Floating Isle of Volatilis'
Tag-Team Connection with The Quartermaster- (Active Ability, Friendship) Spend an action in an RP thread to tag-out! Only works once!

-Genesis Architect-
Absorb Life- (Passive Ability, Other: Genesis Architect) Possessor Absorbs Life against sources below Level 20 if Level 20 or greater
Adept Life Synchronization- (Passive Ability, Other: Genesis Architect) Amounts of Life element Damage possessor deals are increased by 10,000 points, Life element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Life element Spells, and may not be converted into other types of slots by individuals below Level 100
Animal-Vitalizing Life Force- (Passive Ability, Other: Genesis Architect) Possessor's Animal allies gain +5,000 HP
Apprentice Affinity to Healing Via Life- (Passive Ability, Other: Genesis Architect) Whenever possessor obtains Life element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life 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 Life- (Passive Ability, Other: Genesis Architect) Possessor gains +500 Defense against Life
Apprentice Life Resistance- (Passive Ability, Other: Genesis Architect) Possessor gains 5% Life Resistance
Apprentice Life Synchronization- (Passive Ability, Genesis Architect) Possessor gains +50 to all stats for each Life element item equipped, Possessor's Life element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element allies gain +100 to all stats
Apprentice Weaponization of Life- (Passive Ability, Other: Genesis Architect) Quantities of Life element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Life- (Passive Ability, Other: Genesis Architect) Possessor gains +500 to all stats while in a Zone of Life
Basic Acceleration Within Life's Dominion- (Passive Ability, Other: Genesis Architect) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Life
Basic Affinity to Healing Via Life- (Passive Ability, Other: Genesis Architect) Whenever possessor obtains Life element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element pets and summons gain +50 to all stats
Basic Defenses Against Life- (Passive Ability, Other: Genesis Architect) Possessor gains +50 Defense against Life
Basic Life Resistance- (Passive Ability, Other: Genesis Architect) Possessor gains 1% Life Resistance
Basic Life Synchronization- (Passive Ability, Other: Genesis Architect) Possessor gains +25 to all stats if Life element
Basic Understanding of the Heart of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element allies gain +10 to all stats
Basic Weaponization of Life- (Passive Ability, Other: Genesis Architect) Quantities of Life element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Life- (Passive Ability, Other: Genesis Architect) Possessor gains +50 to all stats while in a Zone of Life
Control of Life- (Passive Ability, Other: Genesis Architect) Possessor has a 20% chance of being able to cancel the actions of Life element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Life- (Passive Ability, Other: Genesis Architect) Possessor gains +500 Defense if possessor has any Life-element items equipped that provide a Defense bonus
Detect Life- (Passive Ability, Genesis Architect) Possessor gains +1% To Hit against Life element targets
Elemental Attack-Conversion: Life- (Technique Ability, Other: Genesis Architect) Possessor may use 'Elemental Attack-Conversion: Life' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Life element and no other technique is used. Said action becomes solely the element Life.
Emanate Life- (Passive Ability, Other: Genesis Architect) Whenever possessor absorbs Damage that is Life element Damage, Possessor may choose to deal 10,000 Flat Life element Damage to up to 10 targets
Filled with Life- (Passive Ability, Other: Genesis Architect) If possessor is Life element, possessor is afflicted with Rejuvenation at the start of every round
First Genesis- (Passive Ability, Other: Genesis Architect) Possessor may, at the start of each round, if possessor is Life element, summon one individual who is below Level 20 and is normally fightable for drops on the Enemy List, Max 20 summoned
Font of Life- (Passive Ability, Other: Genesis Architect) If possessor is Life element, up to 30 of possessor's allies regenerate 5,000 HP at the start of each round
Genesis Architect- (Passive Ability, Other: Genesis Architect) Possessor ignores (1 * (Possessor Level/5), rounded down)% Life Resistance, Possessor ignores Life Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Greater Weaponization of Life- (Passive Ability, Other: Genesis Architect) Quantities of Life element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Life- (Passive Ability, Other: Genesis Architect) Whenever possessor obtains Life element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life 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 Life- (Passive Ability, Other: Genesis Architect) Possessor gains +5,000 Defense against Life
Improved Life Resistance- (Passive Ability, Other: Genesis Architect) Possessor gains 10% Life Resistance
Improved Understanding of the Heart of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element allies gain +250 to all stats
Improved Weaponization of Life- (Passive Ability, Other: Genesis Architect) Quantities of Life element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Life- (Passive Ability, Other: Genesis Architect) Possessor gains +1,000 to all stats while in a Zone of Life
Life Immunity- (Passive Ability, Other: Genesis Architect) Possessor gains Life Immunity against sources below Level 20 if Level 20 or greater
Life Manipulation- (Passive Ability, Other: Genesis Architect) Possessor may choose one of the following at the beginning of each round if Life element: Create a Zone of Life, Remove a Zone of Life created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Life by either possessor or a source below Level 20, Add Life to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Life element on a Life element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Life, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Life, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Life element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Life to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Life, 5% Life Resistance, or +50 Defense against Life and 1% Life Resistance until the end of the round as a non-stacking buff
Meditative Assumption of Life- (Passive Ability, Other: Genesis Architect) Possessor may choose, at the beginning of a thread, to become solely Life element
Naturally Resistant to Death- (Passive Ability, Other: Genesis Architect) If possessor is Life element, possessor gains 20% Instant Death Resistance against sources below Level 80
Nonsynchronous Elemental Attack-Conversion: Life- (Passive Ability, Other: Genesis Architect) Possessor may use the Technique 'Elemental Attack-Conversion: Life' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Life element.
Nourish Life- (Passive Ability, Other: Genesis Architect) Whenever possessor deals HP or MP healing to an Life element individual, possessor deals 300 additional points
Nourished By Life- (Passive Ability, Genesis Architect) If possessor is Life element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Life
Nullify Life- (Passive Ability, Other: Genesis Architect) Possessor may remove the element Life from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Life-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Life-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Life from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Overflowing with Life- (Passive Ability, Other: Genesis Architect) If possessor is Life element, up to 30 of possessor's allies are afflicted with Rejuvenation at the start of every round
Plant-Vitalizing Life Force- (Passive Ability, Other: Genesis Architect) Possessor's Plant allies gain +5,000 HP
Second Genesis- (Passive Ability, Other: Genesis Architect) Possessor may, at the start of each round, if possessor is Life element, summon one individual who is below Level 40 and is normally fightable for drops on the Enemy List, Max 20 summoned
Soothing Life Emanation- (Passive Ability, Other: Genesis Architect) Whenever possessor absorbs Damage that is Life element Damage, Possessor may choose to deal 10,000 Flat Life element HP Healing to up to 10 targets that are Life element
Through Life, Rebirth- (Passive Ability, Other: Genesis Architect) If possessor is Life element, once per thread, when possessor dies to a source that is below Level 60 and is no more than 19 Levels greater than possessor, possessor is immediately resurrected, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 60 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-ressurection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect
Through Life, Regeneration- (Passive Ability, Other: Genesis Architect) If possessor is Life element, possessor regenerates 5,000 HP at the start of every round
Vitalizing Life Force- (Passive Ability, Other: Genesis Architect) Possessor's allies gain +5,000 HP
Vivfiying Zone Creation- (Passive Ability, Other: Genesis Architect) Whenever possessor creates a Zone, possessor may attach an effect to it that gives all of possessor's allies (including possessor) that are in said zone +10,000 HP, with said effect stacking 5 times across zones and not stacking on the same Zone

-Geomancer-
Adept Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor 10,000 less MP to cast, Geomancy spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Attuned to Terrain: Beach - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Beach
Attuned to Terrain: Boneyard- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard
Attuned to Terrain: Caverns - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns
Attuned to Terrain: Cliffside - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cliffside
Attuned to Terrain: Conifer Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Conifer Forest
Attuned to Terrain: Dark Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dark Forest
Attuned to Terrain: Desert- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert
Attuned to Terrain: Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Forest
Attuned to Terrain: Frozen Waste - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Frozen Waste
Attuned to Terrain: Graveyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Graveyard
Attuned to Terrain: Hills - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Hills
Attuned to Terrain: Jungle - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Jungle
Attuned to Terrain: Junkyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Junkyard
Attuned to Terrain: Lake - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Lake
Attuned to Terrain: Marsh - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Marsh
Attuned to Terrain: Meadow - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Meadow
Attuned to Terrain: Mountains- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mountains
Attuned to Terrain: Ocean - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Ocean
Basic Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Empowered by Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Night
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Beach- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Beach
Phantom Terrain Link Established: Boneyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Boneyard
Phantom Terrain Link Established: Caverns- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Caverns
Phantom Terrain Link Established: Cliffside- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cliffside
Phantom Terrain Link Established: Conifer Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Conifer Forest
Phantom Terrain Link Established: Dark Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dark Forest
Phantom Terrain Link Established: Desert- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Desert
Phantom Terrain Link Established: Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Forest
Phantom Terrain Link Established: Frozen Waste- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Frozen Waste
Phantom Terrain Link Established: Graveyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Graveyard
Phantom Terrain Link Established: Hills- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Hills
Phantom Terrain Link Established: Jungle- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Jungle
Phantom Terrain Link Established: Junkyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Junkyard
Phantom Terrain Link Established: Lake- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Lake
Phantom Terrain Link Established: Marsh- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Marsh
Phantom Terrain Link Established: Meadow- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Meadow
Phantom Terrain Link Established: Mountains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mountains
Phantom Terrain Link Established: Ocean- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ocean
Terrain Mastery- (Passive Ability, Geomancer) Abilities from the Geomancer class whose name includes 'Phantom Terrain Link Established', 'Attuned to Terrain', and 'Improved Terrain Attunement' cost possessor 1 less week (to a minimum of 1), 200,000 less Gold (to a minimum of 0), and 3 fewer Square Mile items of each type required (that are worth under 500,000,000 Gold each, to a minimum of 0), to learn from ability shops.
Weatherman- (Passive Ability, Geomancer) Possessor gains +5,000 Defense against damage sources attached to Zones
Zonal Link Established: Zone of Air- (Passive Ability, Geomancer) Possessor may create a Zone of Air at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Earth- (Passive Ability, Geomancer) Possessor may create a Zone of Earth at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Electrical- (Passive Ability, Geomancer) Possessor may create a Zone of Electrical at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Fire- (Passive Ability, Geomancer) Possessor may create a Zone of Fire at the beginning of battle if no other Zones are present

-Guardian-
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Bulwark Stance- (Stance Ability, Guaridan) 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
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
Security of Iron- (Passive Ability, Guardian) Possessor gains 15% Fear resistance while wearing Heavy Armor

-Healer-
Apprentice Healer Attunement- (Passive Ability, Healer) All Healer Magic Spells cost possessor and possessor's allies 20 less MP to cast
Apprentice Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 50 less MP to cast, Possessor's actions that Heal HP heal an additional 500 points
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster Defense- (Technique Ability, Healer) Possessor may use Bolster Defense in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Defense which stacks to a max of (20 x Possessor Level) Defense.
Bolster Health- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max HP which stacks to a max of (20 x Possessor Level) Max HP.
Bolster Magic- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max MP which stacks to a max of (20 x Possessor Level) Max MP.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Power- (Technique Ability, Healer) Possessor may use Bolster Power in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Magical Attack, +20 Melee Attack, or +20 Ranged Attack, which stacks to a max of (20 x Possessor Level) of each type of attack bonus.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
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.
Greater Healing- (Passive Ability, Healer) Wehanever possessor would Heal HP, possessor Heals an additional 2,500 points
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast,
Improved Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 500 points

-Illusionist-
Adept Illusion Magic Attunement- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 10,000 less MP to cast, Illusion 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 Illusion Magic Spells, and may not be converted into other types of slots by individuals below Level 100
♢And Illusion as the Firmament- (Passive Ability, Illusionist) Possessor's Illusion Magic summons may not be unsummoned by individuals who are not higher Level than possessor if either said individuals or possessor treat Illusion as a base element, Possessor may treat Zones of Illusion as Zones of Earth
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Basic Illusion Duration-Extending- (Passive Ability, Illusionist) Possessor's Illusion Magic buffs, debuffs, and summons that already last at least 2 rounds last 1 additional round. Possessor's Illusionary Things last 1 additional round.
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Basic Illusory Reality Manipulation- (Passive Ability, Illusionist) Once per round per Illusory Thing, to a max of 200 times per round across all of possessor's Illusory Things, after one of possessor's actions completes, each of possessor's Illusory Things may replicate an an action performable by any entity on the Enemy List of Level 20 or Lower that is of equal Level to or lower Level than possessor that is normally fightable for drops on the Enemy List as though an instance of said entity were performing said action
Basic Self-Veiling- (Passive Ability, Illusionist) Possessor's stats cannot be scanned by individuals below Level 10
Basic Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 1,000 more HP, 100 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Can Delude Self About Health Conditions- (Passive Ability, Illusionist) Possessor has a 50% chance per effect of suffering no negative effects from minor negative status effects from sources below Level 10
Can Make Things Up On the Fly- (Passive Ability, Illusionist) Possessor gains +200 MIN while performing counters
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Create Ambulatory Illlusions- (Passive Ability, Illusionist) Illusionary Things created by possessor may, if occupying a space in a row-order formation, move to the front row or back row of that row-order formation at the start of each round. Illusionary Things created by possessor gain +1,000 HP and the required MIN to destroy them is increased by 100 points.
Create Auditory Illusions- (Passive Ability, Illusionist) Illusionary Things created by possessor have a 5% chance of cancelling the actions of possessor's opponents that are below Level 20, have under 500 MIN, and are not Immune to Confusion that triggers a max of once across all of possessor's Illusionary TThings per round per opponent. Illusionary Things created by possessor gain +500 HP and the required MIN to destroy them is increased by 100 points.
Create Convincing Illusions- (Passive Ability, Illusionist) Possessor's Illusionary Things' effects that have 'are not Immune to Confusion' as a conditional have said conditional replaced with 'are not Immune to Insanity'. Possessor's Illusionary Things have the Level required of an individual to perform an action to destroy them raised to 20 if under 20. Illusionary Things created by possessor gain +5,000 HP and the required MIN to destroy them is increased by 500 points.
Create Gustatory Illusions- (Passive Ability, Illusionist) HP Drain dealt to Illusionary Things created by possessor by possessor's opponents that are below Level 20, have under 500 MIN, and are not Immune to Confusion does not provide said individuals with HP. Illusionary Things created by possessor gain +500 HP and the required MIN to destroy them is increased by 100 points.
Create Illusion- (Active Ability, Illusionist) Possessor may spend an action to create an Illusonary Thing. Said Illusionary Thing has 500 HP, may be targetted with attacks, is destroyed if it reaches 0 HP, and may be destroyed if an individual with 200 or more MIN or an individual who is Level 5 or greater spends an action to do so. A max of 5 Illusionary Things may be created at once, and Illusionary Things created by possessor last 5 rounds.
Create Illusionary Companion- (Passive Ability, Illusionist) Possessor gains +300 Defense and +100 MIN when possessor has at least one Illusionary Thing that possessor created present. Illusionary Things created by possessor gain +5,000 HP and the required MIN to destroy them is increased by 100 points.
Create Long-Lasting Illusions- (Passive Ability, Illusionist) Possessor's Illusion Magic buffs, debuffs, and summons that already last at least 2 rounds last 50 additional rounds. Possessor's Illusionary Things last 500 additional rounds.
Create Olfactory Illusions- (Passive Ability, Illusionist) Illusionary Things created by possessor have a 5% chance of inflicting Confusion on each of possessor's opponents that are below Level 20, have under 500 MIN, and are not Immune to Confusion. Illusionary Things created by possessor gain +500 HP and the required MIN to destroy them is increased by 100 points.
Create Tactile Illusions- (Passive Ability, Illusionist) Illusionary Things created by possessor may occupy spaces in possessor's row-order formation. Illusionary Things created by possessor gain +5,000 HP and the required MIN to destroy them is increased by 100 points.
Create Visual Illusions- (Passive Ability, Illusionist) Illusionary Things created by possessor have a 5% chance of automatically being selected as targets for the attacks of possessor's opponents that are below Level 20, have under 500 MIN, and are not Immune to Confusion. Illusionary Things created by possessor gain +500 HP and the required MIN to destroy them is increased by 100 points.
Expert Illusion Magic Attunement- (Passive Ability, Illusionist) Illusion Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Illusion Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Extend Illusion Duration- (Passive Ability, Illusionist) Possessor's Illusion Magic buffs, debuffs, and summons that already last at least 2 rounds last 5 additional rounds. Possessor's Illusionary Things last 5 additional rounds.
Fake Agility- (Passive Ability, Illusionist) Possessor gains +250 AGI if possessor's stats have not been scanned yet during this thread by any opponent
Fake Constitution- (Passive Ability, Illusionist) Possessor gains +250 CON if possessor's stats have not been scanned yet during this thread by any opponent
Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Fake Mind- (Passive Ability, Illusionist) Possessor gains +250 MIN if possessor's stats have not been scanned yet during this thread by any opponent
Fake Spirit- (Passive Ability, Illusionist) Possessor gains +250 SPI if possessor's stats have not been scanned yet during this thread by any opponent
Fake Stat Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent
Fake Strength- (Passive Ability, Illusionist) Possessor gains +250 STR if possessor's stats have not been scanned yet during this thread by any opponent
False Kindness- (Passive Ability, Illusionist) Possessor may choose for individuals below Level 20 to treat possessor's offensive actions as being non-offensive actions
Form-Blurring Stance- (Stance Ability, Illusionist) Possessor gains +10% Dodge while in this stance
Grant Illusions Knowledge- (Passive Ability, Illusionist) When possessor creates an Illusionary Thing, possessor may choose up to 15 weeks worth of abilities that possessor possesses (obeying prerequisite abilities but not other prerequisites when assigning said abilities) that are for sale in the Ability Shop; said Illusionary Thing counts as possessing abilities with those names. Illusionary Things created by possessor gain +3,000 HP and the required MIN to destroy them is increased by 100 points.
Honeyed Words- (Passive Ability, Illusionist) Possessor's Magical Attack actions may gain 15% inflicts Charm if possessor's stats have not been scanned by an opponent
Hypecasting- (Technique Ability, Illusionist) Possessor may, once per thread, use 'Hypecasting' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as an Illusion Magic spell is cast, caster's stats have not be scanned, and no other technique is used. Said action is delayed for 5 rounds. Caster counts as 1 Level higher, to a max of Level 80, during said action.
Illusionary Entourage- (Passive Ability, Illusionist) If possessor has at least 5 allies who are Illusionary Things that possessor created, possessor gains a 10% chance of cancelling any action performed by an opponent below Level 20. Possessor's allies who are Illusionary Things provide their allies with +200 MIN as a non-stacking effect. Possessor gains +500 Defense and +300 MIN when possessor has at least five Illusionary Things that possessor created present. Possessor may create up to 25 more Illusionary Things at one time. Illusionary Things created by possessor gain +5,000 HP and the required MIN to destroy them is increased by 100 points
Illuosory Squid-Caster Maneuver- (Technique Ability, Illusionist) Possessor may use 'Illusory Squid-Caster Maneuver' in conjunction with a 'Magical Attack' action so long as an Illusion Magic spell is cast and no other technique is used. Said action trats its caster's subtype as being solely Aquatic..
Illusionist- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have (500 * Possessor Level) more HP, (50 * Possessor Level) more of each stat, last (Possessor Level) rounds longer if they last over 1 round already, and require (50 * Possessor Level) more of the relevant stats to dispel
Invest Illusions With Personality- (Passive Ability, Illusionist) When possessor creates an Illusionary Thing, possessor may choose up to 10 weeks worth of abilities that possessor possesses (obeying prerequisite abilities but not other prerequisites when assigning said abilities) that are for sale in the Ability Shop; said Illusionary Thing counts as possessing abilities with those names. Illusionary Things created by possessor gain +3,000 HP and the required MIN to destroy them is increased by 100 points.
May Create Life-Imparted Illusions- (Passive Ability, Illusionist) If possessor is Life element, possessor's Illusion Magic summons may gain the element Life and may not be unsummoned by individuals below Level 80
♢Primacy of Lies- (Passive Ability, Illusionist) At the start of each battle, possessor may choose a base element; if possessor does so, possessor obtains a buff that causes other individuals in the same battlespace to treat said element as a nonbase element and to treat Illusion as a base element; Possessor's Illusory Things may not be destroyed by individuals below Level 20 without possessor's permission
Sea-Mirage-Guarded Spell- (Technique Ability, Illusionist) Possessor may use 'Sea Mirage Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as an Illusion Magic spell is cast, caster is in a Zone of Water, and no other technique is used. Said action becomes solely Water element, may not be countered by individuals below Level 40, and gains +20% to Hit against individuals who are not specifically Immune to Drowning.
Shrouded in Illusion- (Passive Ability, Illusionist) Possessor counts as being 5 Levels higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Skilled at Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 5,000 more HP, 200 more of each stat, last 1 round longer if they last over 1 round already, and require 500 more of the relevant stats to dispel
Skilled Liar- (Passive Ability, Illusionist) 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 MIN, and said foes have not yet acted twice, +200 MIN
Spell Delivered by Phantom Stalker- (Technique Ability, Illusionist) Possessor may use 'Spell Delivered by Phantom Stalker' in conjunction with a 'Magical Attack' action so long as an Illusion Magic spell is cast and no other technique is used. Said action gains +10% To Hit, counts as coming from a source that scanned its target's stats, and has a 50% chance of inflicting Confusion: Fear: Disconcerted.
Spell that Already Targeted Your Weaker Self- Possessor may use 'Spell that Already Targeted Your Weaker Self' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as an Illusion Magic spell is cast and no other technique is used. Said action ignores buffs present on target that come from sources below Level 60 that were applied within the last 500 rounds.
Spell that Named the Lightning Wind- (Technique Ability, Illusionist) Possessor may use 'Spell that Named the Lightning Wind' in conjunction with a 'Magical Attack' action so long as an Illusion Magic spell is cast and no other technique is used. Any Electrical element counter to said action has the element Electrical in the action of the counter or Damage dealt by the counter changed to Air.
Spoof Fire- (Technique Ability, Illusionist) Possessor may use 'Spoof Fire' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as an Illusion Magic spell is cast and no other technique is used. Caster may choose whether individuals below Level 20 count said action as being Fire element if it is not actually Fire element.
The Man Who Lied to Time- (Passive Ability, Illusionist) If possessor is Illusion element and Level 40 or greater, possessor may choose to count as being Time element to individuals who have not scanned possessor's stats, Has RP effects

-Magus-
Add Orb Shell: Demonic Tar- (Technique Ability, Magus) Possessor may use 'Add Orb Shell: Demonic Tar' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor has an Orb equipped. One hit of said action against each target gains +1,600 Magical Attack, counts as coming from a source with the subtype Demon, gains the elements Darkness, Earth, and Water, and gains '80% inflicts Paralyzed'
Apprentice Orb Training- (Passive Ability, Magus) Possessor gains +50 Magical Attack if possessor has an Orb equipped, Possessor gains +20 to all stats if possessor has an Orb equipped
Basic Bowling Skills- (Passive Ability, Magus) Possessor gains 105% To Hit when an Orb is equipped.
Basic Bowling Wizard Skills- (Passive Ability, Magus) Possessor's Orb weapons that provide a Ranged Attack bonus greater than their Magical Attack bonus may provide an additional Magical Attack bonus equal to half their Ranged Attack bonus that cannot be greater than the difference between their original Ranged Attack bonus and Magical Attack bonus, to a max of 50,000 points
Basic Orb Training- (Passive Ability, Magus) Possessor gains +6 Magical Attack when an Orb is equipped.
Bowl 'Em Over!- (Technique Ability, Magus) Possessor may use Bowl 'Em Over! in conjunction with a Ranged Attack, so long as no other technique is used and an Orb is equipped. Said Ranged Attack action gains +80 Ranged Attack and a 5% chance of inflicting Fatigued: Stun
Classical Training in Standard Combat Utilizing the Orb- (Passive Ability, Magus) Possessor may treat Orb as a Base Weapon subtype
Enchanted Sphere- (Technique Ability, Magus) Possessor may use 'Enchanted Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Magic element.
Enchanting Sphere- (Technique Ability, Magus) Possessor may use 'Enchanting Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Focused Beam- (Technique Ability, Magus) Possessor may use Focused Beam in conjunction with a Magical Attack, so long as no other technique is used and an Orb is equipped. Said Magical Attack action gains +90 Magical Attack
League-Caliber Bowling Skills- (Passive Ability, Magus) Possessor gains 125% To Hit when an Orb is equipped, Possessor's Orbs that provide a Ranged Attack bonus provide an additional +50 such points.
Magus- (Passive Ability, Magus) Possessor gains +(100 * Possessor Level) Magical Attack if possessor has an Orb equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Orb equipped
Orb-Based Defense Field- (Passive Ability, Magus) Possessor gains +50 Defense when an Orb is equipped
Orb-Based Vision- (Passive Ability, Magus) If possessor has at least one Orb equipped, possessor has a 50% chance per round of ignoring the negative effects of the status effect Impaired: Blind; if possessor has at least two Orbs equipped, possessor has a 100% chance per round of ignoring the negative effects of the status effect Impaired: Blind
Orb Element Override- (Active Ability, Magus) Possessor may spend an action to change the element of 1 equipped, non-unique Orb worth under 2,000,000 Gold to possessor's element
Orb Element Override Array Access- (Passive Ability, Magus) Possessor's Orb Element Override actions may change the element of Orbs they may be applied to into any one Base Element
Orb Element Override Array-Based Merger- (Passive Ability, Magus) Possessor's Orb Element Override actions may change the element of Orbs they may be applied to into any two Base Elements
Pitch Orb- (Technique Ability, Magus) Possessor may use 'Pitch Orb' in conjunction with a 'Ranged Attack' or 'Magical Attack' action so long as no other technique is used and possessor has an Orb equipped. Said action gains +15 Ranged Attack, +15 Magical Attack, and +10% To Hit as a non-stacking effect.
Vampiric Bowling- (Passive Ability, Magus) Possessor, while in the Stance Controlled Vampire Form, gains +15% To Hit provided an Orb weapon is equipped, Possessor may inflict Drain with Ranged Attack actions while an Orb is equipped

-Mentalist-
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Clairvoyance Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when using a Psychic Power spell to do said scanning
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
Mental Focus- (Passive Ability, Mentalist) All Psychic Power spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance
Mind-Grab- (Passive Ability, Mentalist) Whenever possessor conducts a 'Meditate' action, possessor may obtain one item from a willing ally
Spoon Bending- (Passive Ability, Mentalist) At the beginning of each round, possessor may destroy any one item that possessor has equipped that is non-unique and worth under 10,000 Gold

-Merchant-
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Consumable Salesman- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Consumables
Food Vendor- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Food consumables
Gift Wrapper- (Passive Ability, Merchant) Possessor chooses on month of the year upon acquring this ability; possessor's per-item half-price sell cap is increased by 5,000 Gold during that month
Item Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Items (as in the type Item, which most Materials and Antiquities have, not all items)
Material Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Materials
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.

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

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

-Musician-
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Can Play the Bell- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bell' in its name equipped
Can Play the Drum- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Drum' in its name equipped
Can Play the Flute- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Flute' in its name equipped
Can Play the Harp- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Harp' in its name equipped
Can Play the Horn- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Horn' in its name equipped
Can Play the Organ- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Organ' in its name equipped
Can Play the Piano- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piano' in its name equipped
Can Play the Violin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Violin' in its name equipped
Debilitating Note- (Technique Ability, Musician) Possessor may use 'Debilitating Note' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Instrument equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Improved Debilitating Note- (Passive Ability, Musician) Possessor's 'Debilitating Note' technique has its chance of inflicting Stat Drain increased to 30%
Musician- (Passive Ability, Musician) Possessor gains +(50 * Possessor Level) Magical Attack if possessor has an Instrument equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Instrument equipped

-Ninja-
Apprentice Ninjutsu Attunement- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Ninjutsu spells that buff caster's stats do so by 50 more points per such stat
Basic Ninja Combat Training- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Melee Attack bonus gain +10 additional Melee Attack, and all Ninjutsu spells possessor casts that possess a Ranged Attack bonus gain +10 additional Ranged Attack, Possessor gains +50 AGI
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
Smoke Trick Training- (Passive Ability, Ninja) Dodge buffs granted by Ninjutsu spells give possessor an additional +1% Dodge against sources below Level 20 as an effect that stacks 5 times
Trick Body Swap- (Passive Ability, Ninja) Once per round, when possessor is the target of an offensive action with a lower-Level source that is below Level 20, possessor may, with a 20% chance of success, choose to change the target of said action to a willing ally

-Ocean Prince-
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Basic Acceleration Within Water's Dominion- (Passive Ability, Ocean Prince) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Water
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Defenses Against Water- (Passive Ability, Ocean Prince) Possessor gains +50 Defense against Water
Basic Water Resistance- (Passive Ability, Ocean Prince) Possessor gains 1% Water Resistance
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Control of Water- (Passive Ability, Ocean Prince) Possessor has a 20% chance of being able to cancel the actions of Water element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Water- (Passive Ability, Ocean Prince) Possessor gains +1% To Hit against Water element targets
Water Manipulation- (Passive Ability, Ocean Prince) Possessor may choose one of the following at the beginning of each round if Water element: Create a Zone of Water, Remove a Zone of Water created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Water by either possessor or a source below Level 20, Add Water 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 Water element on a Water element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Water, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Water, 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 Water element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Water to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Water, 5% Water Resistance, or +50 Defense against Water and 1% Water Resistance until the end of the round as a non-stacking buff

-Power Trooper-
Apprentice Power Armor Mastery- (Passive Ability, Power Trooper) Possessor gains +100 Defense if possessor has a Power Armor equipped
Basic Power Armor Mastery- (Passive Ability, Power Trooper) All Power Armor worn by possessor provide +20 additional Defense
Hazmat Suit Proficiency- (Passive Ability, Power Trooper) Possessor gains +15% Poison Resistance and +30% Diseased Resistance if possessor is wearing a Power Armor
Power Armor Wearer I- (Passive Ability, Power Trooper) Possessor gains +5 to all stats when possessor has a Power Armor equipped
Power Armor Wearer II- (Passive Ability, Power Trooper) Possessor gains +25 to all stats when possessor has a Power Armor equipped, Possessor gains +50 Defense when possessor has a Power Armor equipped

-Radiant Hierophant-
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
Basic Acceleration Within Light's Dominion- (Passive Ability, Radiant Hierophant) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Light
Basic Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 Defense against Light
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats while in a Zone of Light
Control of Light- (Passive Ability, Radiant Hierophant) Possessor has a 20% chance of being able to cancel the actions of Light element individuals below Level 20, with things that would occur before and after said actions still occurring
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Light Manipulation- (Passive Ability, Radiant Hierophant) Possessor may choose one of the following at the beginning of each round if Light element: Create a Zone of Light, Remove a Zone of Light created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Light by either possessor or a source below Level 20, Add Light to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Light element on a Light element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Light, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Light, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Light element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Light to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Light, 5% Light Resistance, or +50 Defense against Light and 1% Light Resistance until the end of the round as a non-stacking buff

-Ritualist-
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Enchantment- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that give items Enhancements that are Enchantments cost 200 less MP and 200 less XP
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Ritual Enchantment- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that give items Enhancements that are Enchantments cost 200 less MP and 200 less XP
Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Knowledge of Common Ritual Chants- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 300 less MP to cast
Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast
Ritualist's Mana-Channeling Stance- (Stance Ability, Ritualist) Each turn possessor spends casting Ritual Magic spells counts as 2, but it cost 25 XP per turn casting until the number of turns required to cast the spell is reached

-Scholar-
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Dream Realms- (Passive Ability, Scholar) Possessor gains +300 MIN if in a Zone of Magic & Psychic or a Zone of Dream
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Improved Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present
Improved Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 MIN
Knowledge of History- (Passive Ability, Scholar) Possessor gains +400 MIN
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Dimensions- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 500 less MP to cast

-Scientist-
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Analyst- (Passive Ability, Scientist) Possessor counts as being 1 Level higher for stat-scanning purposes, to a max of Level 60, Possessor gains +100 unmodified MIN
Analytical- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 99
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Knowledge of Basic Hyperspace Theory- (Passive Ability, Scientist) Possssor gains +100 MIN if the Terrain or Phantom Terrain is Space
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Has Researched Common Technologies- (Passive Ability, Scientist) Possessor gains +100 MIN for each Upgrade, Bioaugmentation, Gadget, or Invention possessor has equipped, to a max of +1,000 MIN
Has Reasearched Power Armor Development- (Passive Ability, Scientist) Possessor gains +100 MIN for each Power Armor Armor possessor has equipped, to a max of +1,000 MIN, Possessor gains +100 Defense if possessor has Power Armor equipped
Has Reasearched Power Sources- (Passive Ability, Scientist) Possessor gains +500 MP for each Electrical, Energy, or Technology element item possessor has equipped, to a max of +20,000 MP, Possessor's Energy, Technology, and Electrical element Transformations, Pets, and Summons gain +500 MP
Has Reasearched Various Means of Transportation and Common Technologies Related to Them- (Passive Ability, Scientist) Possessor gains +100 MIN for each Vechicle, Vessel, War Machine, or Mech Transformation possessor has equipped, to a max of +1,000 MIN, Possessor's Vechicle, Vessel, Mech, and War Machine Transformations gain +100 to all stats
Has Reasearched Weapons Development- (Passive Ability, Scientist) Possessor gains +100 MIN for each Assault Matrix, Gun, or Tool Weapon possessor has equipped, to a max of +1,000 MIN
Theoretical Scientist- (Passive Ability, Scientist) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage

-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
Predict Direction of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +50 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Direction of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +250 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +50 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +250 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Robe Wearer I- (Passive Ability, Seer) Possessor gains +5 to all stats when possessor has a Robe equipped
Robe Wearer II- (Passive Ability, Seer) Possessor gains +25 to all stats when possessor has a Robe equipped, Possessor gains +50 Defense when possessor has a Robe equipped
Seer- (Passive Ability, Seer) Possessor gains +(50 * Possessor Level) Defense and +(1,000 * Possessor Level) MP if possessor has a Robe equipped
Seer's Vision- (Passive Ability, Seer) Individuals below Level 15 may not counter possessor's actions that scan stats if possessor is wearing a Robe

-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 Charity- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that buff targets and involve Spirit Magic
Spirit that Shines with Diligence- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that cure negative status effects of targets and involve Spirit Magic
Spirit that Shines with Kindness- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that heal targets and involve Spirit Magic
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
Spiritual Infusion- (Active Ability, Shrine Maiden) Possessor may spend an action to give one of possessor's Spirit Magic spells a bonus of +1,000 additional Magical Attack that lasts the remainder of the thread in exchange for a thread-long reduction of 1 Base SPI point as an effect that stacks 200 times, Any Spirit summoned through such a Spirit Magic spell gains +1,000 to all stats as an effect independent of the number of the stackings of said effect, The caster of a spell affected by this effect may choose to make a Magical Attack or Cast a Spell action involving the casting of said spell solely Light or solely Darkness element, Spells that have no Magical Attack bonus may be affected by this effect
Shrine Maiden's Robe Proficiency- (Passive Ability, Shrine Maiden) Possessor gains +80 SPI while possessor has at least one Robe and at least one Spirit Magic spell equipped
Spiritual Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source
Summons Through Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +100 to all stats if summoned while possessor is not afflicted with any negative status effects

-Skykeeper-
Advanced Messenger Bird Training- (Passive Ability, Skykeeper) When possessor trades an Aerial to another individual within the same thread with Messenger Bird Trainer, then the individual who possessor trades the Aerial to may immediately choose to unequip up to one pet and then equip the transferred Aerial, Possessor's Aerial pets and summons gain +25 AGI
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 Researcher- (Passive Ability, Skykeeper) Possessor counts as being 2 Levels higher for stat-scanning purposes against Aerials, to a max of Level 40, Possessor's Aerials pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Aerials in this thread successfully
Carrier Bird Trainer- (Passive Ability, Skykeeper) When possessor transfers the location of an Aerial with Messenger Bird Trainer, then possessor may send any one other non-pet item along with it, Possessor's Aerial pets and summons gain +15 STR
Floaty- (Passive Ability, Skykeeper) Possessor does not count as being in the back row for purposes of the number of people in each row, but may not use this ability to be in the back row when nothing is in the front row unless possessor could do so otherwise
Messenger Bird Trainer- (Active Ability, Skykeeper) Possessor may, once per thread, un-equip an Aerial pet and have it immediately be removed from the thread or have it be traded to an ally who is at a different location in the same thread, Functions differently in RP threads, Possessor's Aerial pets and summons gain +10 AGI

-Slayer-
And With This, I Will Burn You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Fire element may gain '5% inflicts Burning'
And With This, I Will Bury You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Earth element may gain '5% inflicts Entombed'
And With This, I Will Cast You Into Void!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Darkness element may gain '5% inflicts Voidstruck'
And With This, I Will Drown You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Water element may gain '5% inflicts Drowning'
And With This, I Will Strangle You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Air element may gain '5% inflicts Suffocation'
Any Object Is Deadly In My Hands- (Passive Ability, Slayer) Possessor may choose to count Antiquities equipped through possessor's Slayer abilities as weapons as Deadly Items
Apprentice Deadly Item Training- (Passive Ability, Slayer) This character gains +60 Melee Attack, +60 Ranged Attack, +60 Magical Attack, and +5% Critical when a Deadly Item is equipped.
Apprentice Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +5,000
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000
Slayer- (Passive Ability, Slayer) Possessor gains +(500 +(50 * Possessor Level)) Melee Attack, Magical Attack, and Ranged Attack if possessor has a Deadly Item equipped, Possessor gains +5% Critical if possessor has a Deadly Item equipped

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

-Subspace Architect-
Apprentice Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Basic Appreciation of Feng Shui- (Passive Ability, Other: Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Basic Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 20
Basic Spatial Feng Shui Control- (Passive Ability, Other: Subspace Architect) Whenever a Level 1 individual that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 20 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
Basic Spawn Table Design- (Passive Ability, Other: Subspace Architect) Possessor's summons gains +50 to all stats as a bonus that cannot take their stats above 2000% of their natural values
Basic Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Improved Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 40
Knowledge of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +200 MIN, Possessor's Large Structure pets and summons gain +100 CON
Perception of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +5% Critical against Large Structures below Level 60
Six-Second Fortress- (Active Ability, Other: Subspace Architect) Possessor may spend an action to summon a Large Structure from the Enemy List that is below possessor's Level and normally fightable for drops, Max 1 summoned
Subspace Architect- (Passive Ability, Other: Subspace Architect) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Large Structure pet only, This ability provides +250 HP and +50 to all stats of possessor's Large Structure pets and summons per Level of possessor

-Summoner-
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Summoning Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Basic Summon Dodge Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Dodge
Basic Summon HP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 HP
Basic Summon MP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 MP
Basic Summon MP Conservation Augmentation- (Passive Ability, Summoner) All of possessor's summons' abilities cost them 100 less MP to cast
Basic Summon To Hit Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% To Hit
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 Hope-Element Entities- (Passive Ability, Summoner) Possessor's Hope-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Light-Element Entities- (Passive Ability, Summoner) Possessor's Light-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Magic-Element Entities- (Passive Ability, Summoner) Possessor's Magic-element summons gain +100 to all stats
♢Sage Sculpts Primal Sand- (Active Ability, Summoner) If possessor has a Staff equipped, possessor may spend an action while in a Zone of Earth or a terrain or phantom terrain that is Savannah, Badlands, or Desert, to summon up to 20 Animals from the Enemy List that are below possessor's Level
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Well-Versed in Traditional Summoning Techniques- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain +100 to all stats

-Superhero-
Basic Super Power Attunement- (Passive Ability, Other: Superhero) All Super Power spells possessor casts that possess a Magical Attack bonus gain +50 Magical Attack, All Super Power spells possessor casts that possess a Melee Attack bonus gain +50 Melee Attack, All Super Power spells possessor casts that possess a Ranged Attack bonus gain +50 Ranged Attack, All Super Power spells cost possessor 50 less MP to cast, Possessor gains +10 to all unmodified stats
Energy Projection- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) Magical Attack
Fling Building- (Technique Ability, Other: Superhero) Possessor may use 'Fling Building' in conjunction with a 'Ranged Overdrive' action. Said action uses Strength as its Prime Attribute; Its caster may choose one Large Structure that is not a target of the action that is below Level 80 and no more than 20 Levels greater than caster, and, if caster chooses such a structure, both one of the action's other targets and said Large Structure are dealt a quantity of Flat Physical element Damage equal to ten times said action's caster's STR (to a max of 50,000,000 points)
Project Energy Force Field- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) Defense
Shield Allies with Energy Force Field- (Passive Ability, Other: Superhero) Possessor's allies, not counting possessor, gains +(100 * Possessor Level, to a max of +6,000) Defense as a non-stacking effect
Superhero- (Passive Ability, Other: Superhero) Possessor gains +500 unmodified STR, +500 unmodified CON, +500 unmodified AGI, +500 unmodified MIN, and +500 unmodified SPI
Superhuman Reservoirs of Strength- (Passive Ability, Other: Superhero) Possessor obtains +500 unmodified Strength
Superior Intellect- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) MIN
Super Power Casting I- (Passive Ability, Other: Superhero) Super Power spells cost possessor 20 less MP to cast
Super Power Casting II- (Passive Ability, Other: Superhero) Super Power spells cost possessor 200 less MP to cast
Ultra-Strength- (Passive Ability, Other: Superhero) +20,000 STR, +10,000 HP, If possessor's Strength stat is being checked as part of an effect that would allow possessor to shift a target's row, possessor's Strength for said row-shift-allowance-checking is considered to be doubled (to a max of 2,000,000 additional points)

-Technomancer-
Activate Technomagical Device- (Active Ability, Technomancer) Possessor may spend an action to change an item that possessor is carrying or has equipped from being 'Technomagically Inactive' to 'Technomagically Active' should possessor meet any other listed requirements for doing so
Apprentice Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack
Basic Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack
Basic Technomantic Gadgeteering- (Passive Ability, Technomancer) Possessor gains +200 to all stats if possessor has at least 2 Magic-element Gadgets equipped
Knowledge of the Basics of Technomantic Theory- (Passive Ability, Technomancer) +200 MIN
Technomancy Casting I- (Passive Ability, Technomancer) Technomancy spells cost possessor 20 less MP to cast
Technomancy Casting II- (Passive Ability, Technomancer) Technomancy spells cost possessor 200 less MP to cast
Theoretical Mage-Scientist- (Passive Ability, Technomancer) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least one of which is a Hypertech spell, equipped
Understanding of the Connectivity of Electricity and Magic- (Passive Ability, Technomancer) Possessor gains +300 to all stats if possessor is Electrical & Magic element

-Other: Temporal Primarch-
Absorb Time- (Passive Ability, Other: Temporal Primarch) Possessor Absorbs Time against sources below Level 20 if Level 20 or greater
Adept Time Synchronization- (Passive Ability, Other: Temporal Primarch) Amounts of Time element Damage possessor deals are increased by 10,000 points, Time element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Time element Spells, and may not be converted into other types of slots by individuals below Level 100
Aging Blow- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Aging Blow' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor is Time element. Said action gains +500 Melee Attack and +20% inflicts Fatigued: Elderly as a non-stacking effect.
Aging Touch- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor's offensive actions gain 80% inflicts Fatigued: Elderly
Apprentice Affinity to Healing Via Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor obtains Time element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 5% Time Resistance
Apprentice Time Synchronization- (Passive Ability, Temporal Primarch) Possessor gains +50 to all stats for each Time element item equipped, Possessor's Time element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +100 to all stats
Apprentice Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 to all stats while in a Zone of Time
Asynchronus Timestream- (Passive Ability, Other: Temporal Primarch) Possessor may, so long as no individual 20 or more Levels greater who is in the same battle objects, choose to count the current round's number as the number of any round that possessor has experienced in the current battle
Bank Actions- (Passive Ability, Temporal Primarch) Possessor may, at the start of any round, choose for possessor's first action of the round to, instead of being placed in turn-order, be placed in possessor's Action Bank. Possessor's Action Bank may hold up to 3 actions and is emptied at the end of each battle. If in a battle where all opponents are lower Level than possessor, possessor may, at the start of any round, choose to remove an action from possessor's Action Bank and gain an additional action that round.
Basic Acceleration Within Time's Dominion- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Time
Basic Affinity to Healing Via Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor obtains Time element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element pets and summons gain +50 to all stats
Basic Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 Defense against Time
Basic Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 1% Time Resistance
Basic Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to all stats if possessor is Time element
Basic Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +10 to all stats
Basic Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 to all stats while in a Zone of Time
Chrononaut- (Passive Ability, Other: Temporal Primarch) Possessor gains +20,000 Defense against effects attached to Zones of Time, Possessor's 'Establish Temporal Portal' actions may not be countered by individuals below Level 20
Clock Watcher- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor is informed whenever an individual who is not 20 or more Levels greater than possessor performs a Time element action
Defenses that Utilize Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense if possessor has any Time-element items equipped that provide a Defense bonus
Detachable Secondary Timestream- (Passive Ability, Other: Temporal Primarch) Once per thread, if possessor is Time element, when possessor would acquire a debuff that would specifically reduce possessor's turn-order-determining stat sum or when possessor would be afflicted with Fatigued: Slow or Suffocation: No Future or when possessor would acquire a debuff that would change the round that possessor would treat the current round as, possessor may choose to not acquire said debuff or status effect
Detect Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +1% To Hit against Time element targets
Doublespeed Recovery (Minor)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for minor negative status effects are checked twice per round
Doublespeed Recovery (Moderate)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for moderate negative status effects are checked twice per round
Effect-Resistant, Fixed Personal Timestream- (Passive Ability, Other: Temporal Primarch) Possessor is Immune to entities below Level 20, Possessor is Immune to Time element debuffs from sources below Level 60
Elemental Attack-Conversion: Time- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Elemental Attack-Conversion: Time' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Time element and no other technique is used. Said action becomes solely the element Time.
Emanate Time- (Passive Ability, Temporal Primarch) Whenever possessor absorbs Damage that is Time element Damage, Possessor may choose to deal 10,000 Flat Time element Damage to up to 10 targets
Empowered By Time- (Passive Ability, Temporal Primarch) If possessor is Time element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Time
Explorer of Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor enters a battlespace thanks to a Time element action, possessor may scan the stats of up to 3 entities in said battlespace, Possessor gains +15,000 Defense against effects attached to Zones of Time
Fast Personal Time Progression- (Passive Ability, Other: Temporal Primarch) Whenever the round number increments, possessor may increment the number of the round that possessor counts the current round as by 2
Gift Actions- (Passive Ability, Temporal Primarch) Possessor may, when removing an action from possessor's action bank, instead of assigning it to possessor, may assign it to one of possessor's willing allies.
Hard to Undo- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, individuals below Level 40 may not undo possessor's actions without possessor's permission
Hammer of Langerous Years- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Hammer of Langerous Years' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is Time element. Said action gains +2,000 Melee Attack, and target acquires a non-stacking debuff that causes it to have a 50% chance of choosing to skip its next action if not Immune to Charm.
Improved Affinity to Healing Via Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor obtains Time element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 10% Time Resistance
Improved Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +1,000 to all stats while in a Zone of Time
Improved Zonal Time Empowerment- (Passive Ability, Temporal Primarch) Possessor gains +500 to all stats while in a Zone of Time, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Time
Meditative Assumption of Time- (Passive Ability, Other: Temporal Primarch) Possessor may choose, at the beginning of a thread, to become solely Time element
Nonsynchronous Elemental Attack-Conversion: Time- (Passive Ability, Other: Temporal Primarch) Possessor may use the Technique 'Elemental Attack-Conversion: Time' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Time element.
Nourish Time- (Passive Ability, Temporal Primarch) Whenever possessor deals HP or MP healing to an Time element individual, possessor deals 300 additional points
Nourished By Time- (Passive Ability, Temporal Primarch) If possessor is Time element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Time
Personal Time-Preservation- (Passive Ability, Temporal Primarch) At the start of each round, if possessor is Time element, possessor may choose one debuff that possessor is afflicted with that comes from a source of equal Level to or lower Level than possessor (to a max of Level 60) and ignore said debuffs effects on its possessor's turn-order-determining stat sum for turn-order-determining purposes for the duration of said round
Predict Likely Outcomes Through Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor obtains +1% Dodge and +1% To Hit while Time element
Rapidly Age Self to Shrug Status Effects- (Active Ability, Other: Temporal Primarch) Possessor may spend an action to immediately check for automatic per-round recovery from negative status effects 5 times
Reflect Time- (Passive Ability, Other: Temporal Primarch) Possessor Reflects Time against sources below Level 20 if Level 20 or greater
Self Age-Control- (Passive Ability, Other: Temporal Primarch) Possessor may choose at the start or end of any action or round to become afflicted with Fatigued: Elderly or be cured of Fatigued: Elderly, Possessor may, as an RP effect, alter possessor's age
Shielded by Personal History- (Passive Ability, Temporal Primarch) If possessor is Time element, the end of each round, possessor obtains a buff that provides +250 Defense and stacks 20 times
Soothing Time Emanation- (Passive Ability, Temporal Primarch) Whenever possessor absorbs Damage that is Time element Damage, Possessor may choose to deal 10,000 Flat Time element HP Healing to up to 10 targets that are Time element
Supernaturally Good Timing- (Passive Ability, Temporal Primarch) Once per round, if possessor is Time element, possessor may delay an action through the action of a lower-Level opponent
Temporal Primarch- (Passive Ability, Other: Temporal Primarch) Possessor ignores (1 * (Possessor Level/5), rounded down)% Time Resistance, Possessor ignores Time Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Temporal Stasis-Strike- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporal Stasis-Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is Time element. Said action gains +5,000 Melee Attack, and targets below Level 60 have a 30% chance of being afflicted with Petrified: Time Stop.
Temporal Wisdom- (Passive Ability, Other: Temporal Primarch) Possessor may count Temporal Primarch abilities as Time Mage abilities (including for prerequisite purposes) and may count Time Mage abilities as Temporal Primarch abilities (including for prerequisite purposes)
Temporally Enhanced Speed- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor gains +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Temporally-Disjointed Attack- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporally-Disjointed Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as possessor is Time element and no other technique is used. Said action counts as having been delayed for a number of rounds between 1 and 5 (inclusive) without actually being delayed.
Time Body Form- (Stance Ability, Other: Temporal Primarch) Possessor gains +200 Defense against Time, Possessor gains 15% Time Resistance, Possessor may deal 5,000 Flat Time element Damage to any individual who conducts an offensive action that targets possessor
Time Immunity- (Passive Ability, Other: Temporal Primarch) Possessor gains Time Immunity against sources below Level 20 if Level 20 or greater
Time Manipulation- (Passive Ability, Other: Temporal Primarch) Possessor may choose one of the following at the beginning of each round if Time element: Create a Zone of Time, Remove a Zone of Time created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Time by either possessor or a source below Level 20, Add Time to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Time element on a Time element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Time, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Time, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Time element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Time to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Time, 5% Time Resistance, or +50 Defense against Time and 1% Time Resistance until the end of the round as a non-stacking buff
Unaging- (Passive Ability, Other: Temporal Primarch) Possessor gains Fatigued: Elderly Immunity
Undo Minor Status Effects- (Passive Ability, Other: Temporal Primarch) Possessor's 'Undo' actions may reapply minor positive or negative status effects instead of buffs or debuffs
Undo Moderate Status Effects- (Passive Ability, Other: Temporal Primarch) Possessor's 'Undo' actions may reapply moderate positive or negative status effects instead of buffs or debuffs
Undo- (Active Ability, Other: Temporal Primarch) If possessor is Time element, possessor may spend an action to undo the removal of a buff or debuff from a source of possessor's Level or lower (to a max of Level 80) that was performed by a source of possessor's Level or lower (to a max of Level 80), placing said instance of said buff or debuff back on the individual it was removed from (but not doing aynthing else that 'undoing' would connotate save counting as 'undoing')
Visualise Nearby Timelines- (Passive Ability, Other: Temporal Primarch) At the start of each round, if possessor is Time element, possessor is informed of the number of battlespaces present in the current battle that contain at least one Zone of Time
Visualiser of Wasted Seconds- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, when possessor scans an individual's stats, possessor may determine how many times during the thread said individual skipped performing an action
Wearing the Cloth of Ages- (Passive Ability, Other: Temporal Primarch) Possessor, if Time element, obtains +500 Defense if wearing a Time element armor, Once per thread, while possessessor is Time element, possessor may, on a round of battle whose number is 2,000 or greater, give an equipped Armor the element Time as a buff
Wind of Seconds- (Passive Ability, Other: Temporal Primarch) Once per thread when possessor is afflicted with Augmented: Haste while possessor is Time element, possessor may choose to regenerate 600,000,000 MP

-Thief-
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Item Theivery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Hard to See in the Fog- (Passive Ability, Thief) Possessor gains +1% Dodge while affected with an Air or Darkness element buff that raises its possessor's Dodge
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Properly Trained in Backstabbing- (Stance Ability, Thief) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +45 Melee Attack
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Steal- (Active Ability, Thief) Possessor may spend an action and select a target. Possessor has a percent chance equal to (Poessessor's Level - Target's Level) of stealing a random item from said target's list of drops if said target would normally be able to provide drops, with said target no longer providing drops as it otherwise would. This ability may only steal one item per target per thread. This ability may not steal items from targets that are not normally fightable for drops on the enemy list. This ability may not steal items from targets that are higher level than its possessor or user. This ability may not steal items from targets that are Level 20 or greater.
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Thief Arts Casting I- (Passive Ability, Thief) Thief Arts spells cost possessor 20 less MP to cast
Thief Arts Casting II- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%

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

-Thunder Czar-
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Basic Acceleration Within Electrical's Dominion- (Passive Ability, Thunder Czar) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Electrical
Basic Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 Defense against Electrical
Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats while in a Zone of Electrical
Control of Electrical- (Passive Ability, Thunder Czar) Possessor has a 20% chance of being able to cancel the actions of Electrical element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Electrical- (Passive Ability, Thunder Czar) Possessor gains +1% To Hit against Electrical element targets
Electrical Manipulation- (Passive Ability, Thunder Czar) Possessor may choose one of the following at the beginning of each round if Electrical element: Create a Zone of Electrical, Remove a Zone of Electrical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Electrical by either possessor or a source below Level 20, Add Electrical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Electrical element on a Electrical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Electrical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Electrical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Electrical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Electrical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Electrical, 5% Electrical Resistance, or +50 Defense against Electrical and 1% Electrical Resistance until the end of the round as a non-stacking buff

-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 Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense, 1 Week
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance

~Unbound Guru~
Two Become One (Merging of Life and Illusion Into Void)- (Passive Ability, Unbound Guru)- Possessor may cause actions that are solely Life and Illusion element to become solely Void element, Possessor's damage-dealing actions that are solely Void element gain the ability to ignore Void Resistance values of up to 50% that are present on individuals who do not Resist, are not Immune to, do not Reflect, and do not Absorb either the element Life or the element Illusion

-Unreality Coordinator-
Absorb Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor Absorbs Illusion against sources below Level 20 if Level 20 or greater
Adept Illusion Synchronization- (Passive Ability, Other: Unreality Coordinator) Amounts of Illusion element Damage possessor deals are increased by 10,000 points, Illusion 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 Illusion element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Illusion- (Passive Ability, Other: Unreality Coordinator) Whenever possessor obtains Illusion element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion 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 Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +500 Defense against Illusion
Apprentice Illusion Resistance- (Passive Ability, Other: Unreality Coordinator) Possessor gains 5% Illusion Resistance
Apprentice Illusion Synchronization- (Passive Ability, Unreality Coordinator) Possessor gains +50 to all stats for each Illusion element item equipped, Possessor's Illusion element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element allies gain +100 to all stats
Apprentice Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Illusion's Dominion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Illusion
Basic Affinity to Healing Via Illusion- (Passive Ability, Other: Unreality Coordinator) Whenever possessor obtains Illusion element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element pets and summons gain +50 to all stats
Basic Defenses Against Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +50 Defense against Illusion
Basic Illusion Resistance- (Passive Ability, Other: Unreality Coordinator) Possessor gains 1% Illusion Resistance
Basic Illusion Synchronization- (Passive Ability, Other: Unreality Coordinator) Possessor gains +25 to all stats if Illusion element
Basic Understanding of the Heart of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element allies gain +10 to all stats
Basic Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +50 to all stats while in a Zone of Illusion
Body of Living Lies- (Passive Ability, Unreality Coordinator) Possessor counts as being 20 Levels higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Call Forth the Living Illusion- (Active Ability, Other: Unreality Coordinator) Possessor may spend an action to summon 5 Elementals that are Illusion element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Control of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor has a 20% chance of being able to cancel the actions of Illusion element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +500 Defense if possessor has any Illusion-element items equipped that provide a Defense bonus
Detect Illusion- (Passive Ability, Unreality Coordinator) Possessor gains +1% To Hit against Illusion element targets
Emanate Illusion- (Passive Ability, Other: Unreality Coordinator) Whenever possessor absorbs Damage that is Illusion element Damage, Possessor may choose to deal 10,000 Flat Illusion element Damage to up to 10 targets
Empowered By Illusion- (Passive Ability, Unreality Coordinator) If possessor is Illusion 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 Illusion
Expert Illusion Synchronization- (Passive Ability, Other: Unreality Coordinator) Illusion element Damage dealt to possessor (not including healing) is halved, Illusion 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 Illusion element accessories, and may not be converted into other types of slot by individuals below Level 100
Flickering Everywhere-Hands- (Passive Ability, Other: Unreality Coordinator) Whenever possessor conducts a 'Melee Attack' or 'Melee Overdrive' action, possessor may choose any number of possible targtets below Level 60, each such target must declare what counter (if any, including preemptive counters) it will use against said action, paying the cost of said counter in advance, with possessor choosing which target(s) to actually target after said choice is made and only said declared counters being usable against said action, with individuals below Level 60 who were not chosen as final targets for said action being unable to counter it
Greater Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 25,000 points
Illusion Immunity- (Passive Ability, Other: Unreality Coordinator) Possessor gains Illusion Immunity against sources below Level 20 if Level 20 or greater
Illusion Manipulation- (Passive Ability, Other: Unreality Coordinator) Possessor may choose one of the following at the beginning of each round if Illusion element: Create a Zone of Illusion, Remove a Zone of Illusion created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Illusion by either possessor or a source below Level 20, Add Illusion 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 Illusion element on a Illusion element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Illusion, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Illusion, 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 Illusion element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Illusion to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Illusion, 5% Illusion Resistance, or +50 Defense against Illusion and 1% Illusion Resistance until the end of the round as a non-stacking buff
Illusory Overlaid Casting-Gestures- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, whenever possessor conducts a 'Magical Attack' action, possessor's Level is counted as being 5 higher for purposes of having possessor's stats scanned by counters to said action, with said effect not bypassing 'Immune to Below Level X' effects
Improved Affinity to Healing Via Illusion- (Passive Ability, Other: Unreality Coordinator) Whenever possessor obtains Illusion element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion 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 Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +5,000 Defense against Illusion
Improved Defenses that Utilize Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +2,000 Defense if possessor has any Illusion-element items equipped that provide a Defense bonus
Improved Illusion Elemental Emanation- (Passive Ability, Unreality Coordinator) Possessor's 'Call Forth the Living Illusion' ability may summon entities up to Level 20
Improved Illusion Resistance- (Passive Ability, Other: Unreality Coordinator) Possessor gains 10% Illusion Resistance
Improved Understanding of the Heart of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element allies gain +250 to all stats
Improved Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +1,000 to all stats while in a Zone of Illusion
Invisible Monster Harrying- (Passive Ability, Other: Unreality Coordinator) Possessor's opponents gain the ability to spend an action to 'Search for the Invisible Monsters', If none of possessor's enemies have spent an action to 'Search for the Invisible Monsters' within the last 3 rounds, possessor may, at the start of each round, replicate the ability of a Horror or Monster below Level 40 that is below possessor's Level that is normally fightable for drops on the Enemy List at the start of each round as though an Illusion element version of said entity was performing said action
Master of Unseen Predators- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, whenever an action replicated by possessor's 'Invisible Monster Harrying' ability kills an individual, all of said individual's allies are afflicted with Confusion: Fear, Possessor's 'Invisible Monster Harrying' ability may replicate the abilities of Animals, with said ability replicating said actions as though their performer's subtype were solely 'Monster'
Meditative Assumption of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor may choose, at the beginning of a thread, to become solely Illusion element
Phantasmal Fantasy-Body- (Passive Ability, Unreality Coordinator) If possessor is Illusion element, possessor may choose at the start of each round to gain +2,500 to any one stat as a non-stacking buff until the end of the round, Possessor gains +5% Dodge against non-Conceptual opponents while Illusion element
Principle of Unseen Horror- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, actions replicated by possessor's 'Invisible Monster Harrying' ability deal double Damage, to a max of 5,000,000 additional points, to individuals not Immune to Confusion or Confusion: Fear if possessor's stats have not been scanned
Reflect Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor Reflects Illusion against sources below Level 20 if Level 20 or greater
Shedding Essences Like Glowing Butterflies- (Passive Ability, Other: Unreality Coordinator) Whenever possessor loses a stacked instance of an Illusion Magic buff, possessor may choose to also lose a stacked instance of a debuff from a source of equal or lower Level to the source of said buff, to a max of Level 60
Stability Within Illusion- (Passive Ability, Unreality Coordinator) Possessor gains 25% minor negative status effect resistance while in a Zone of Illusion
Thousand Actors' Phantasmal Puppet Show- (Passive Ability, Other: Unreality Coordinator) Possessor may, at the start of a round, pay 50,000 MP and then choose any number of allies (including possessor) who are either below Level 20 or are willing, Each such chosen entity cannot take any normal actions during the round, but whenever it would have been able to take an action, it may instead replicate the effect of any ability possessed by an entity on the Enemy List that is below Level 20, is below possssor's Level, and is normally fightable for drops as though said entity was performing said action
Thousand Falsely-Shining Spells- (Passive Ability, Other: Unreality Coordinator) Whenever possessor conducts a 'Magical Attack' or 'Overdrive' action, possessor may choose any number of possible targets below Level 60, each such target must declare what counter (if any, including preemptive counters) it will use against said action, paying the cost of said counter in advance, with possessor choosing which target(s) to actually target after said choice is made and only said declared counters being usable against said action, with individuals below Level 60 who were not chosen as final targets for said action being unable to counter it
Unified Knowledge of Illusion and Illusion Magic- (Passive Ability, Other: Unreality Coordinator) Possessor may count Unreality Coordinator abilities possessor possesses as Illusionist abilities (including for prerequisite purposes), Possessor may count Illusionist abilities possessor possesses as Unreality Coordinator abilities (including for prerequisite purposes)
Unreality Coordinator- (Passive Ability, Other: Unreality Coordinator) Possessor ignores (1 * (Possessor Level/5), rounded down)% Illusion Resistance, Possessor ignores Illusion Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Unseen Attendants' Splendid Cleaning Routine- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, at the start of any round that possessor is the only individual in possessor's battlespace, possessor may choose to lose any debuffs or minor or moderate negative status effects from sources below Level 60
Wings of Unreal Color- (Passive Ability, Other: Unreality Coordinator) Possessor gains 40% Dodge, +500 AGI, and +500 SPI, Possessor counts as 1 Level higher for purposes of having its stats scanned, with said effect not bypassing 'Immune to Under Level X' effects
Zonal Illusion Control- (Passive Ability, Other: Unreality Coordinator) Possessor may, at the start of each round, choose one Zone of Illusion 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

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

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

-War Mage-
Apprentice War Magic Attunement- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All War Magic spells cost possessor 500 less MP to cast
Basic War Magic Attunement- (Passive Ability, Other: War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +100 additional Magical Attack, and all War Magic spells cost possessor 100 less MP to cast
Saw-Followed Spell- (Technique Ability, War Mage) Possessor may use 'Saw-Followed Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor casts a War Magic spell as part of said action. Said action deals 60,000 Flat solely Physical element Damage as a separate quantity of Damage from other Damage it deals and gains a 30% chance of inflict Wounded.
Spell of War- (Technique Ability, War Mage) Possessor may use 'Spell of War' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor casts a War Magic spell as part of said action. Said action gains the element War.
Spell Shrapnel- (Passive Ability, War Mage) Whenever possessor casts a spell, up to 10 times per round, possessor may choose up to 10 targets to have a 30% chance of afflicting with Pain and may also choose for all of said targets to take 60,000 Flat Physical element Damage
War Magic Casting I- (Passive Ability, Other: War Mage) War Magic spells cost possessor 20 less MP to cast
War Magic Casting II- (Passive Ability, Other: War Mage) War Magic spells cost possessor 200 less MP to cast

-Warmaster-
Apprentice War Synchronization- (Passive Ability, Warmaster) Possessor gains +50 to all stats for each War element item equipped, Possessor's War element pets and summons gain +250 to all stats
Apprentice Weaponization of War- (Passive Ability, Other: Warmaster) Quantities of War element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within War's Dominion- (Passive Ability, Other: Warmaster) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of War
Basic War Synchronization- (Passive Ability, Other: Warmaster) Possessor gains +25 to all stats if possessor is War element
Basic Weaponization of War- (Passive Ability, Other: Warmaster) Quantities of War element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of War- (Passive Ability, Other: Warmaster) Possessor gains +50 to all stats while in a Zone of War
Control of War- (Passive Ability, Other: Warmaster) Possessor has a 20% chance of being able to cancel the actions of War element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: War- (Technique Ability, Other: Warmaster) Possessor may use 'Elemental Attack-Conversion: War' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is War element and no other technique is used. Said action becomes solely the element War.
Improved Weaponization of War- (Passive Ability, Other: Warmaster) Quantities of War element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: War- (Passive Ability, Other: Warmaster) Possessor may use the Technique 'Elemental Attack-Conversion: War' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not War element.
War Manipulation- (Passive Ability, Other: Warmaster) Possessor may choose one of the following at the beginning of each round if War element: Create a Zone of War, Remove a Zone of War created by either possessor or a source below Level 20, Remove an effect attached to a Zone of War by either possessor or a source below Level 20, Add War 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 War element on a War element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of War, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of War, 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 War element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add War to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against War, 5% War Resistance, or +50 Defense against War and 1% War Resistance until the end of the round as a non-stacking buff
Warmaster- (Passive Ability, Other: Warmaster) Possessor ignores (1 * (Possessor Level/5), rounded down)% War Resistance, Possessor ignores War Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

-Warrior-
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Commanding in a Crisis- (Passive Ability, Warrior) Posessor gains a Summon Slot while in a Crisis Zone
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped

-Wind Duke-
Air Manipulation- (Passive Ability, Wind Duke) Possessor may choose one of the following at the beginning of each round if Air element: Create a Zone of Air, Remove a Zone of Air created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Air by either possessor or a source below Level 20, Add Air 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 Air element on a Air element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Air, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Air, 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 Air element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Air to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Air, 5% Air Resistance, or +50 Defense against Air and 1% Air Resistance until the end of the round as a non-stacking buff
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 Acceleration Within Air's Dominion- (Passive Ability, Wind Duke) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Air
Basic Air Resistance- (Passive Ability, Wind Duke) Possessor gains 1% Air Resistance
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
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
Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while in a Zone of Air
Control of Air- (Passive Ability, Wind Duke) Possessor has a 20% chance of being able to cancel the actions of Air element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Air- (Passive Ability, Wind Duke) Possessor gains +1% To Hit against Air element targets

-Wizard-
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Understanding of Temporal Wizard Magic- (Passive Ability, Wizard) Wizard Magic spells that possessor casts that buff AGI buff it by an additional 20 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that buff an individual's turn-order-determining stat sum for turn-order-determining purposes buff it by an additional 40 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that have a chance of inflicting Augmented: Haste have said chance raised by 1%
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Fast Casting- (Technique Ability, Wizard) Possessor may, at the start of a round, declare that possessor's first action of said round will involve this ability; possessor's first action, should possessor declare such, must include said ability, with possessor being forced to skip actions that do not include this ability if possible until such an action is taken. Should possessor declare such, possessor's first action occurs on a turn-order count 500 points higher than it otherwise would, with possessor's other actions that would be based on a turn-order count occurring at the point at which they would otherwise occur. Possessor may use Fast Casting as part of a 'Magical Attack' action that involves a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic spell equipped.
Fast General Spellcasting- (Passive Ability, Wizard) Possessor may use the technique 'Fast Casting' in conjunction with 'Cast a Spell' actions
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) 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

-Worldbound God-
Lesser Deific Domain: Cats- (Passive Ability, Other: Worldbound God) Possessor and possessor's allies obtain a +(Possessor's Level)% bonus to preexisting Charm infliction chances (including sub-status effects) against Animals whose name includes 'Cat', 'Feline', 'Lion', 'Tiger', 'Cheetah', 'Jaguar', 'Leopard', or 'Panther', Possessor has RP powers connected to this divine domain
Lesser Deific Domain: Illusion- (Passive Ability, Other: Worldbound God) Possessor and possessor's allies obtain (Possessor's Level)% Dodge and may, at the start of each round, obtain a non-stacking buff that makes its possessor solely any one base element or Illusion, Possessor has RP powers connected to this divine domain

-Misc-
Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Basic Dread Banking Attunement- (Passive Ability, Other: Dread Banker) All Dread Banking spells that possessor casts gain +10 Magical Attack if they already possess a Magical Attack bonus and cost possessor 10 less MP to cast
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Mech User- (Passive Ability, Mech Jockey) All Mech transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Basic Vehicle User- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Basic Vessel User- (Passive Ability, Captain) All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Basic War Machine User- (Passive Ability, Lord of War) All War Machine transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Controlled Vampire Form- (Stance Ability, Deathless One) +5 Base STR, +5 Base CON, +5 Base AGI, +5 Base MIN, Pain Immunity, Poison Immunity, Diseased Immunity, Possessor counts as Undead, Possessor's HP-damaging attacks inflict Drain, 400% Light Weakness that cannot be removed or lessened by sources under level 40, 5% possessor fails to execute harmful actions against individuals no less than 5 levels below possessor with a Holy Symbol equipped or 5 Priest abilities unless possessor possesses at least 5 Priest abilities, Possessor may not affect enemy-created Zones or Terrain, The critical multipliers of individuals who get criticals against possessor increases by 1 (example: a critical that does x2 damage instead does x3 damage)
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
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 Mirage Dragon Czar- (Passive Ability, Clearance) Possessor may fight the monster 'Mirage Dragon Czar' 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 The Benjamins- (Passive Ability, Clearance) Possessor may fight the monster 'The Benjamins' for drops, This ability cannot be used in combos
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Phantasmagorical Self-Warding- (Passive Ability, Other: Ward Crafter) Possessor may, once per thread, choose to not acquire a major negative status effect that would otherwise afflict possessor, provided it is coming from a source that is not Level 99 or 5 or more Levels greater than possessor
Janus Faces- (Passive Ability, Warlord) Possessor gains +5% To Hit against individuals in the front row of each opposing row-order formation and individuals in the back row of possessor's row-order formation
Sensei Dracula's First Lesson- (Passive Ability, Monk) +5,000 Melee Attack if no weapons are equipped, +350 STR, CON, and MIN if no weapons are equipped, Possessor's Melee Attacks have a 5% chance of inflicting Impaired if no weapons are equipped
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor


Weapons-

*The Fast Talker- (Weapon, Wand, Air & Illusion, 400,000,000 Gold) +400,000 Ranged Attack, +25 Diplomacy, If no individual who greater Level than wielder or who is Level 99 or greater objects, Diplomacy becomes everyone's sole turn-order-determining stat, with bonuses to turn-order-determining stat sums that do not specify including when Diplomacy is being used as the sole turn-order-determining stat not increasing this value, with ties being adjudicated based on turn-order-determining stat sums not including this value and no individual being able to get more than 2 bonus actions per round based on having a higher turn-order-determining stat sum than opponents, Wielder may, up to once per round, before wielder's first action of the round that was assigned in turn-order, immediately gain an additional bonus action that may only be used to perform a 'Cast a Spell' action, this item's name counts as including 'Megaphone', Wielder must be Level 40 or greater

731 Blade of the Gold Leaf Throne's Champion- (Weapon, Sword, Glory & Wealth, 400,000,000 Gold) +400,000 Melee Attack, +400,000 Magical Attack, +400,000 STR, +400,000 SPI, Wielder ignores the Resistances, Immunities, Absorptions, and Reflections of individuals below Level 60 who are below wielder's Level, Wielder must be Level 40 or greater
Bone Shield- (Weapon, Shield, Darkness, 3,000 Gold) +8 Defense
Bowling Ball that Sticks to the Fabric of Local Reality and Pulls It With It- (Weapon, Orb, Mystic, 180,000,000 Gold) +180,000 Ranged Attack, +180,000 AGI, +180,000 CON, +180,000 SPI, 230% To Hit, Wielder's actions gain the elements of all non-Universe-element Zones present, Wielder must be Level 40 or greater
45 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
4 Crusader General’s Shield- (Weapon, Shield, Light & Physical,3,050,000 Gold) +2,700 Melee Attack, +3,000 Defense, +3,000 CON, 30% Resilience, 15% Dodge, 20% Darkness Resistance, 20% Light Resistance, 20% Magic Resistance, 50% Voidstruck Resistance, 20% Burning Resistance, 60% Fatigued Resistance, 60% Charm Resistance, 60% Confusion Resistance
19 Crusader Paladin’s Shield- (Weapon, Shield, Light & Physical, 1,750,000 Gold) +1,100 Melee Attack, +1,800 Defense, +1,600 CON, 25% Resilience, 15% Dodge, 18% Darkness Resistance, 18% Light Resistance, 18% Magic Resistance, 40% Voidstruck Resistance
Dark Quill- (Weapon, Wand, Darkness, 145,000 Gold) +150 Melee Attack, 15% inflicts Hexed, 3% Critical with spells that provide a bonus to Magical Attack, +150 MP for each other Darkness element Book or Tome equipped, Wielder may choose to have this weapon also count as a Book
3 Dragonslayer Sword- (Weapon, Sword, Magic, 7,000,000 Gold) +7,555 Melee Attack, +7,200 to all stats, 100% Critical against Dragons
Dreamstaff of Impossibilities- (Weapon, Staff, Dream, 40,000,000 Gold) +40,000 Magical Attack, +30,000 Melee Attack, Wielder's opponents below Level 40 lose all Defense and Stat bonuses granted to them by their Constant Effects when they target wielder or wielder targets them, Wielder's 'Magical Attack' actions may remove 1 buff from a source below Level 40 or 1 debuff from a source below Level 40 from each of their targets
w/
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Essence of the First Fire- (Weapon, Force, Fire, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Ranged Attack, +60,000 Magical Attack, Wielder's actions may become solely Fire element, 40% Fire Resistance, If an source below Level 60 would deal possessor Fire element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater
328 Eight Hand Mirror- (Weapon, Shield, Glory & Light, 140,000,000 Gold) +140,000 Defense, +35,000 Melee Attack, 50% reflects the actions of individuals below Level 60, 8% reflects the actions of individuals named 'Orochi' who are below Level 100, Wielder must be Level 40 or greater
5 Executive Conch Spear- (Weaponx2, Spear, Fire, 80,000 Gold) +98 Physical Attack, +20 to all stats
Eye of Truth- (Weapon, Orb, Psychic, 7,000,000 Gold) +7,500 Magical Attack, +8,000 MIN, +6,000 SPI, Wielder removes any Illusion Magic buffs from sources below Level 60 from target on hit, Possessor removes any Dodge-affecting buffs from sources below Level 60 from target at the start of any attack
14 Force of Water (2)- (Weapon, Force, Water, 5,000,000 Gold) +5,000 Magical Attack, +5,000 Melee Attack, +5,000 Ranged Attack, Wielder's actions become solely Water element, Wielder becomes Water element, 30% Water Resistance, 50% Drowning Resistance, Wielder gains +1,000 to all stats if Water element
36 Grass-Cutter Sword- (Weapon, Sword, Glory & Light & Water & Earth & Electrical & Air & Fire, 180,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +180,000 CON, +180,000 SPI, 130% Critical, 230% To Hit, Wielder may create or destroy a Zone of Air at the start of each round, Possessor may deal 1,800,000 Flat Fire element Damage to one opponent at the start of each round, 1% inflicts Instant Death, 1% inflicts Cursed, Wielder must be Level 40 or greater
2 Greater Magical Paintbrush- (Weapon, Wand, Magic, 329,000 Gold) +365 Magical Attack, +5,000 MP, Wielder's uses of Magical Pigments in the casting of spells reduce the cost of said spells by 5,000 additional MP, 15% Confusion: Depression Resistance
Greater Mystic Paper Talismans of Truth- (Weapon, Throwing Weapon, Light & Magic, 7,000,000 Gold) +7,500 Magical Attack, +7,000 Ranged Attack, +8,000 MIN, +6,000 SPI, Wielder removes any Illusion Magic buffs from sources below Level 60 from target on hit, Possessor removes any Dodge-affecting buffs from sources below Level 60 from target at the start of any attack
2 Great Wisdom Burner's Staff- (Weapon, Staff, Fire & Psychic, 70,000,000 Gold) +70,000 Magical Attack, +7,000 Defense against MIN Damage, Wielder's offensive actions may deal 7,000 MIN Damage, Inflicts Stat Drain: MIN Drain, 100% may inflict Burning, 100% may inflict Mindblasted
Gun of Occasional Awesomeness +5- (Weapon, Gun, Technology & Light, 50,000 Gold) +5 Ranged Attack, 1% it instead provides +5,000 Ranged Attack
232 Holy Blade- (Weapon, Sword, Light & Physical, 1,780,000 Gold) +1,900 Melee Attack, +1,500 STR, +1,300 AGI, +1,500 CON, +1,500 SPI, 20% Critical, 130% To Hit, 15% inflicts Awestruck
34 Holy General’s Blade (2)- (Weapon, Sword, Light & Physical, 3,100,000 Gold) +3,400 Melee Attack, +3,400 STR, +2,800 AGI, +3,000 CON, +3,200 SPI, 25% Critical, 135% To Hit, 20% inflicts Awestruck, Wielder’s allies gain +200 to all stats as an effect that stacks a max of 10 times, 10% Demon Resistance, 10% Daemon Resistance, 10% Devil Resistance
House Hellstrom Flame Bow- (Weapon, Bow, Fire, 11,000 Gold) +60 Ranged Attack, Hellstrom nobility may instant-kill wearer
Legendary Shrine Maiden's Gohei- (Weapon, Wand, Light & Magic, 8,655,000 Gold) +8,670 Magical Attack, Wielder gains +8,000 Melee Attack against Undead, Demons, and Devils, Wielder's Spirit Magic spells that provide a Magical Attack Bonus gain +8,200 additional Magical Attack, Wielder's Spirit Magic spells that Heal HP provide an additional 50,000 points of HP Healing, Wielder's Spirit Magic spells and Healer Magic spells that have a chance of curing minor status effects have said chance raised by 10% as a non-stacking effect, Wielder's Spirit Magic spells cost 6,000 less MP
Lesser Orb of Dragon Control- (Weapon, Orb, Magic, 7,000,000 Gold) +7,555 Magical Attack, +7,200 to all stats, 50% inflicts Charm against Dragons, Wielder's offensive actions ignore the Charm Resistance and Immunity of Dragons below Level 40
Lewd Tendril- (Weapon, Whip, Acid & Darkness, 830,000 Gold) +890 Melee Attack, +700 STR, +700 AGI, +700 CON, 20% inflicts Dissolving, 5% inflicts Paralysis, 10% inflicts Charm, 25% Critical
Master's Dancing Falsehood- (Weapon, Orb, Illusion, 60,000,000 Gold) +60,000 Magical Attack, Individuals below Level 60 may not Dodge wielder's attacks, 170% To Hit, 70% Dodge, Individuals below Level 60 may not scan wielder's stats, Individuals below Level 40 may not counter wielder's attacks, Wielder must be Level 20 or greater
Master's Harpoon- (Weapon, Spear, Water & Physical, 8,900,000 Gold) +9,400 Melee Attack, +9,400 Ranged Attack, Wielder may forcibly shift the row of targets of wielder's Melee Attack and Ranged Attack actions provided said targets are of lower Level than wielder and below Level 80
Metamorphic Weapon- (Weapon, Force, Magic, 1,575,000 Gold) +1,400 Melee Attack, +1,400 Ranged Attack, +1,400 Magical Attack, +800 to all stats, at the beginning of a thread, possessor may choose to make this weapon's element any base element or combination of base elements and its subtype any base weapon subtype
10 Mimmorico- (Weapon, Other: Chaos Talon, Illusion, 50,000,000 Gold) This weapon, at the start of a thread, copies a non-unique weapon with a listed cost that is under 50,000,000 that is in stock in the Shop and becomes that weapon for the remainder of the thread
3 Necromancer’s Book- (Accessory, Tome, Darkness & Magic, 800,000 Gold) +8,000 MP that may only be used for Necromancy spells, Wielder may equip 10 additional Necromancy spells, provided wielder has no non-Necromancy spells equipped
Necromancer’s Command Rod- (Weapon, Wand, Darkness & Magic, 916,000 Gold) +50 Melee Attack, +902 Magical Attack, 30% inflicts Charm on Undead, 20% Undead Resistance if wielder has the ability Necromancer
6 Necromancer’s Staff- (Weapon, Staff, Darkness & Magic, 655,000 Gold) +420 Melee Attack, +670 Magical Attack, Wielder’s Necromancy spells that provide a Magical Attack Bonus gain +200 additional Magical Attack, Wielder’s Necromancy summons gain +200 to all stats as a non-stacking effect, Wielder’s Necromancy spells cost 400 less MP
Necrosis Mace of the Meat Baron- (Weapon, Mace, Darkness, 475,000 Gold) +559 Melee Attack, +559 additional Melee Attack if wielder has an open weapon slot, Inflicts drain if used against Humans, Humanoids, Animals, Insects, Aerials, or Aquatics, Heals Undead
Orb of the Living Land- (Weapon, Orb, Life, 64,000,000 Gold) +64,000 Magical Attack, +640,000 HP as a non-stacking bonus, 70% Resilience, Whenever wielder would create a Zone of any one element, possessor may choose to change said element to Life
Orb that Sticks to the Fabric of Local Reality and Pulls It With It- (Weapon, Orb, Mystic, 180,000,000 Gold) +180,000 Magical Attack, +180,000 MIN, +180,000 CON, +180,000 SPI, 230% To Hit, Wielder's actions gain the elements of all non-Universe-element Zones present, Wielder must be Level 40 or greater
5 Orlumais Staff- (Weapon, Staff, Light & Darkness & Magic, 2,117,000 Gold) +40 Magical Attack, +200 MP on odd-numbered rounds, 1% inflicts Confusion
Pellarardian Egg-Chopper- (Weapon, Axe, Flux & Rot, 30,000,000 Gold) +30,000 Melee Attack, Individuals below Level 60 damaged by wielder cannot summon, Wielder must be Level 20 or greater
59 Phoenix Wand- (Weapon, Wand, Fire & Light, 28,500,000 Gold) +29,000 Magical Attack, +29,000 SPI, +29,000 MIN, Whenever wielder resurrects an individual, said individual is healed for 500,000 points of Light & Fire element HP Healing, May only be wielded by individuals of Level 20 and greater
12 Reality-Cutter Sword- (Weapon, Sword, Illusion, 180,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +180,000 CON, +180,000 SPI, 130% Critical, 230% To Hit, Wielder may create a Zone of Illusion at the start of each round, Possessor may deal 1,800,000 Flat Illusion element Damage to one opponent at the start of each round, Wielder's 'Melee Attack' actions may unsummon targets that are not Illusion element and are not Illusion Magic summons that are below Level 60, Wielder's 'Melee Attack' actions may remove one non-'Illusion Magic' buff that did not come from an Illusion element action or source that came from a source that is below Level 60 from each of their targets, Wielder must be Level 40 or greater
Secret Veils of the Fae- (Weapon, Book, Magic & Illusion, 6,100,000 Gold) +6,100 Magical Attack, +6,100 Defense, +5,000 MIN, +6,000 SPI, 60% Dodge, 60% Resilience if wielder does not possess any Dodge-reducing debuffs
Soldier’s Crossbow- (Weaponx2, Bow, Physical, 65,000 Gold) +165 Ranged Attack, +97 AGI, Wielder does 1.5 times damage to individuals named ‘Unit of Pikemen’, 'Unit of Cavalry', and 'Unit of Swordsmen', 2% inflicts 2 hits against 1
8 Spacetime Hypercleaver- (Weapon, Sword, Glory & Spatial & Time, 180,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +180,000 CON, +180,000 SPI, 130% Critical, 230% To Hit, Wielder may create or destroy a Zone of Air, Spatial, or Time at the start of each round, Wielder may deal 1,800,000 Flat Physical, Time, Glory, Technology, or Spatial element Damage to one opponent at the start of each round that also has a 100% chance of inflicting Fatigued: Elderly or removes 1 buff from a source below Level 60, deals full Damage to the back row, Wielder's offensive actions may gain the element Technology, Wielder must be Level 40 or greater
35 Sphynx's Soul- (Weapon, Soul, Psychic, 8,100,000 Gold) +8,100 Magical Attack, Wielder's Magical Attack and Overdrive actions use Mind as their Prime Attribute (but not for capping purposes), Wielder's turn-order-determining stat becomes Mind if wielder is Psychic element or has at least 10 Psychic element items equipped, Buffs, debuffs, status effects, and summons with possessor as a source may not be removed or unsummoned by individuals of lower Level than possessor that are below Level 20
Staff of Dark Equations- (Weapon, Staff, Darkness & Psychic, 1,875,000 Gold) +1,915 Magical Attack, +1,850 MIN, Wielder's spells and abilities cost 2,000 less MP to cast, Wielder counts as 1 Level higher, to a max of Level 60, for purposes of applying and being the source of buffs and debuffs (but cannot bypass immunity to individuals below a certain level through this)
Staff of Imaginary Rain- (Weapon, Staff, Water & Illusion, 41,000,000 Gold) +40,000 Magical Attack, 100% may cause target to count as being in a Zone of Water for 1 round
6 Tennin's Biwa- (Weapon, Instrument, Light, 5,000,000 Gold) +5,000 Magical Attack, +2,500 Melee Attack, +5,000 SPI, +4,000 AGI, 30% Poison Resistance, 30% Diseased Resistance, 20% Light Resistance, 20% Earth Resistance, 30% Inflicts Charm
Time's Closed Loop: The Text of Endless Recurrence- (Weapon, Book, Time & Life & Destruction & Magic & Technology & Dopple, 350,000,000 God) +350,000 Magical Attack, +350,000 CON, +350,000 MIN, +350,000 SPI, 50% inflicts Petrified: Time Stop: Looped, Wielder may choose for each individual of equal or lower Level's turn-order-determining stat sum to count as any value that it was at an earlier point in the same battle, Wielder may spend an action to unsummon a summon of equal or lower Level, Wielder may spend an action to re-summon a summon that was unsummoned by an individual of equal or lower Level during the same battle, Wielder may spend an action to resurrect an individual, Wielder may spend an action to kill a resurrected individual of lower Level who was resurrected by a source of equal or lower Level, If wielder is killed by a source of lower Level, wielder may choose to resurrect at the start or end of a round, Wielder must be Level 60 or greater
2 Totally Awesome Dead Walrus!- (Weapon, Other: Chaos Talon, Water, 70,000 Gold) +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, +70 to all stats
3 Totally, Absolutely, Completely Awesome Dead Walrus, Gold Edition!- (Weapon, Other: Chaos Talon, Water, 950,000 Gold) +950 Melee Attack, +950 Ranged Attack, +950 Magical Attack, +950 to all stats
4 Totally, Absolutely Awesome Dead Walrus, Silver Edition!- (Weapon, Other: Chaos Talon, Water, 240,000 Gold) +240 Melee Attack, +240 Ranged Attack, +240 Magical Attack, +240 to all stats
Totally, Absolutely, Completely, Unequivocally Awesome Dead Walrus, Platinum Edition!- (Weapon, Other: Chaos Talon, Water, 2,000,000 Gold) +1,900 Melee Attack, +1,900 Ranged Attack, +1,900 Magical Attack, +1,900 to all stats, 19% Critical, 19% Resilience, 119% To Hit, 19% Dodge
Ultra Holiday Wand- (Weapon, Wand, Hope & Light & Glitz, 35,000,000 Gold) +35,000 Magical Attack, +35,000 SPI, 100% may inflict any one minor positive status effect, Wielder must be Level 20 or greater
Vicious Nail Bat- (Weapon, Club, Darkness, 1,300 Gold) +15 Melee Attacks, 5% Does 1-8 STR damage
Vexations of the Fairy Kingdom- (Weapon, Book, Illusion, 6,500,000 Gold) +6,500 Magical Attack, 70% inflicts Confusion, 60% inflicts Impaired: Blind, 60% inflicts Hexed: Mystic Backlash

Armor-
Aura of Illusory Butterflies- (Armor, Aura, Illusion, 1,000,000 Gold) +1,000 Defense, 30% Dodge, Wielder may deal 10,000 Flat Illusion element Damage to all opponents at the start of each round, Wielder may deal 10,000 Flat Illusion element Damage to each individual who targets wielder with an action at the end of each such action
Aura of the Wisdom<PYRE- (Armor, Aura, Fire & Psychic, 70,000,000 Gold) +70,000 Defense, Wielder deals 7,000 Flat Psychic & Fire element MIN Damage to any individual who conducts an offensive action that targets wielder at the end of each such action, with said Damage being increased to 14,000 points against individuals who have scanned wielder's stats
4 Crusader General’s Armor- (Amor, Heavy Armor, Light & Physical, 3,200,000 Gold) +3,500 Defense, +2,500 STR, +1,900 AGI, +3,200 CON, +3,100 SPI, 35% Resilience, 20% Light Resistance, 20% Darkness Resistance, 20% Physical Resistance, 50% Awestruck Resistance, 20% Voidstruck Resistance, 60% Poison Resistance, 60% Diseased Resistance, 60% Hexed Resistance
29 Crusader Paladin’s Armor- (Amor, Heavy Armor, Light & Physical, 1,910,000 Gold) +2,100 Defense, +1,000 STR, +1,100 AGI, +1,700 CON, +1,600 SPI, 30% Resilience, 20% Light Resistance, 20% Darkness Resistance, 20% Physical Resistance, 40% Awestruck Resistance
2 Great Wisdom Burner's Robe- (Armor, Robe, Fire & Psychic, 70,000,000 Gold) +70,000 Defense, +7,000 Defense against MIN Damage, Wielder's 'Magical Attack' actions deal 7,000 MIN Damage, Wearer may deal MP Damage instead of HP Damage if wielder's stats have been scanned by an opponent
18 Hagoromo- (Armor, Robe, Light, 5,500,000 Gold) +5,500 Defense, +5,500 to all stats, 25% Earth Resistance, 20% Entombed Resistance, 35% Dodge
Mad Plumber’s Pants- (Armorx.5, Clothing, Water, 210,000 Gold) +400 Defense, 15% Drowning Resistance, The success chance of all attempts to steal this item is raised by 15%, 1% provides no bonuses each round
9 Necromancer’s Robe- (Armor, Robe, Darkness & Magic, 710,000 Gold) +600 Defense, +200 Defense against Darkness, 20% Darkness Resistance, +730 Magical Attack, Wielder’s Necromancy spells that provide a Magical Attack Bonus gain +200 additional Magical Attack, Wielder’s Necromancy summons gain +210 to all stats as a non-stacking effect, Wielder’s Necromancy spells cost 500 less MP
Ouroboros Mail- (Armor, Light Armor, Glory & Spatial & Time, 300,000,000 Gold) +300,000 Defense, +300,000 to all stats, 30% Dragon Resistance, Wielder is resurrected at the start of each round if killed by a source below Level 70, Wielder regenerates 3,000,000 HP and MP at the start of each round, Wielder is Immune to individuals below Level 40, Wielder must be Level 40 or greater
Robe of Two Thousand Colors that Mask Truth- (Armor, Robe, Illusion, 310,000,000 Gold) +301,000 Defense, +315,000 MIN, +315,000 SPI, 41% Dodge, Wearer's Illusion Magic spells cost 60,000 less MP, Wearer counts as 5 Levels higher for purposes of having wearer's stats scanned as an effect that does not work against 'Immune to below Level X' effects, Wearer may, if wearer's stats have not been scanned during this thread, change wearer's actions that contain an Illusion Magic spell to any combination of Base Elements and Illusion
Skeletal Soldier’s Mail- (Armor, Heavy Armor, Physical & Darkness, 61,000 Gold) +64 Defense, +60 CON
Spirit's Layer Robe- (Armor, Robe, Light & Darkness, 6,500,000 Gold) +4,000 Defense, +4,000 to all stats, Wearer's Defense, if wearer is a Spirit, is applied twice in two seperate instances that are pierced seperately against damage from sources below Level 20 that is not from status effects, 20% Spirit Resistance
Tia Costume- (Armor, Disguise, Fire, 100,000,000 Gold) Wearer's subtype becomes solely Humanoid and wearer's element becomes solely Fire, Wearer's Base STR becomes 5, Wearer's Base AGI becomes 16, Wearer's Base CON becomes 7, Wearer's Base MIN becomes 16, Wearer's base SPI becomes 16, Wearer's name becomes 'Tia Telaria'

Accessories-
*Kribamemylek, Tome which Tells of Another's Future- (Accessory, Tome, Psychic & Time & Wood, 75,000,000 Gold) Wielder, at the start of each thread, chooses one unique ally, All individuals in the same battlespace as wielder who are not either above Level 80 or greater Level than wielder must, at the beginning of each round that wielder is alive, declare if their first action of said round will target said individual, and, if it does so, must declare what said action will be, Said action must either comply with said statements or be skipped, Has RP powers
w/
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment

'Learn How To Fake It: The One-Step Guide To Learning How To Make People Think You're Good At Everything'- (Accessory, Tome, Illusion & Air, 15,500,000 Gold) +10,000 MIN, Possessor may choose upon equipping this item to count as possessing up to 4 more abilities in each class that its wielder possesses at least 1 ability in, with this choice being made separately for each category (with this boost not counting for prerequisite purposes)
5 Armband of Selflessness- (Accessory, Wristwear, Light, 2,700,000 Gold) +2,200 Magical Attack, +2,600 Defense, 20% Resilience, Whenever wearer would be the source of an action or effect which would harm an ally, provided that no opponents are Level 50 or higher and that wearer’s Max MP is greater than 0, cancel said effect and reduce possessor’s Max MP by 10% for the remainder of the thread instead
39 Ash Dragon's Gem- (Accessory, Crystal, Fire, 9,000,000 Gold) +9,000 Magical Attack, +8,500 to all stats, +50,000 Damage to all of possessor's damage-dealing actions that are Fire element as a non-stacking effect
2 Bascaradine Planet-Sized Magic-Holding Sphere Type A (Easy-Carry Variant)- (Accessory, Container, Magic, 300,000,000 Gold) +3,000,000 MP, Wielder regenerates 300,000 MP at the start of each round, Wielder must be Level 40 or greater
w/Mystical Overpulse- Wielder regenerates 1,000,000 MP at the start of each round, Applied Enchantment
w/Sublimely Status-Protecting- +10,000 Defense against Stat Damage, Applied Enchantment
4 Bascaradine Planet-Sized Magic-Holding Sphere Type A (Easy-Carry Variant)- (Accessory, Container, Magic, 300,000,000 Gold) +3,000,000 MP, Wielder regenerates 300,000 MP at the start of each round, Wielder must be Level 40 or greater
332 Benevolent Magatama- (Accessory, Crystal, Light & Earth, 110,000,000 Gold) +110,000 SPI, Wielder is afflicted with Elevated, Favored, and Favored: Anointed at the start of every round, Wielder must be Level 40 or greater
5 Cleric's Seal- (Accessory, Seal, Light, 200 Gold) +3 SPI
602 Cloak of Nested Illusions- (Accessory, Cloak, Illusion, 215,000,000 Gold) +115,000 to all stats, Actions from individuals below Level 80 have a 20% chance of failing to target wielder if wielder so desires as a non-stacking effect, Wielder must be Level 40 or greater
33 Core Dragon's Gem- (Accessory, Crystal, Energy, 9,000,000 Gold) +9,000 Magical Attack, +8,500 to all stats, +50,000 Damage to all of possessor's damage-dealing actions that are Energy element as a non-stacking effect
Crusader General’s Helm- (Accessory, Helmet, Light, 4,100,000 Gold) +4,100 Defense, +3,000 to all stats, all of wearer’s allies gain 20% Resilience, Immunity to minor status effects from sources below Level 30, +500 to all stats, and 50% Voidstruck Resistance, Bonuses to allies from this item do not stack
801 Darkness Dragon Mantle- (Accessory, Cloak, Darkness, 7,000,000 Gold) +7,400 Magical Attack, +6,900 SPI, +5,550 MIN, 30% Darkness Resistance, 30% Critical for Magical Attack actions
Day Dragon’s Gem- (Accessory, Crystal, Light, 9,000,000 Gold) +9,000 Magical Attack, +8,500 to all stats, +50,000 Damage to all of possessor’s damage-dealing actions that are Light element as a non-stacking effect
2 Doom Juggernaut Frame- (Accessory, Bioaugmentation, Darkness & War & Ice & Physical, 75,000,000 Gold) +75,000 Defense, +750,000 HP as a non-stacking bonus, +75,000 STR, +75,000 CON, Wielder may, up to 5 times per round, redirect attacks from sources below Level 80 to itself, with all hits that could not target wielder vanishing instead of failing to be redirected, 130% Resilience, Wielder must be Level 40 or greater
1,516 Dragon Czar's Crown- (Accessory, Crown, Glory, 200,000,000 Gold) +200,000 to all stats, Wearer's Dragon allies gain +20,000 to all stats as a non-stacking bonus
Drakespawn Anklet- (Accessory, Magic Item, Earth, 5,000 Gold) +2% to Hit, +2% Enemy Miss, +5 to all stats
Drakespawn Broach- (Accessory, Broach, Earth, 5,000 Gold) 5% Air Resistance, 5% Earth Resistance, 5% Fire Resistance, 5% Water Resistance
Drakespawn Bracelet- (Accessory, Bracelet, Earth, 5,000 Gold) +20 Defense, +5 to all stats
2 Drakespawn Necklace- (Accessory, Necklace, Earth, 5,000 Gold) +20 Melee Attack, +5 to all stats
Drakespawn Ring- (Accessory, Ring, Earth, 5,000 Gold) +2% Critical, +2% Dodge, +5 to all stats
Drakespawn Tiara- (Accessory, Crown, Earth, 5,000 Gold) 5% Light Resistance, 5% Darkness Resistance, +5 to all stats, 5% Awestruck Resistance, 5% Voidstruck Resistance
13 Essence Spark of Life- (Accessory, Other: Mystic Infusion, Light & Magic, 1,000,000 Gold) Wielder regenerates 10,000 HP per round, +10,000 HP
10 Elder Rune of Guardians- (Accessory, Other: Elder Symbol, Physical & Earth & Life, 270,000 Gold) +315 Defense, +40 Defense against Stat Damage, 15% Resilience, 15% Physical Resistance, 5% War Resistance, Life element spells that would Heal wielder inflict 1,000 more points of Healing
23 Elder Rune of Weapon Mastery- (Accessory, Other: Elder Symbol, War, 180,000 Gold) +190 Melee Attack for each weapon equipped by wielder, +50 STR, AGI, and CON for each weapon equipped by Wielder
2 Elder Symbol of Repeated Casting- (Accessory, Other: Elder Symbol, Sonic & Magic, 36,000,000 Gold) Spells that wielder has previously cast during this thread cost wielder 360,000 less MP to cast
Elder Symbol of Unbound Life- (Accessory, Other: Elder Symbol, Life, 36,000,000 Gold) +36,000 CON, +36,000 SPI, +360,000 HP as an effect that stacks twice, Wielder regenerates 360,000 HP at the start of every round as an effect that stacks twice, 10% Life Resistance
2 Emblem of Magi- (Accessory, Other: Elder Symbol, Magic, 36,000,000 Gold) +18,000 Magical Attack, +36,000 MIN, +36,000 SPI, +300,000 MP as a non-stacking bonus, 30% Magic Resistance, 5% Mystic Resistance, Spells cost wielder 300,000 less MP to cast as a non-stacking bonus
Emblem of the Hero- (Accessory, Trinket, Hope & War, 200,000,000 Gold) +200,000 Melee Attack, +200,000 Ranged Attack, +200,000 Magical Attack, +200,000 to all stats, +2,000,000 HP as a bonus that stacks 5 times, +2,000,000 MP as a bonus that stacks 5 times, 200% To Hit, 100% Critical, 100% Dodge, 100% Resilience, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Ranged Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat, Wearer must be Level 40 or greater
Endurance Band- (Accessory, Wristwear, Physical, 1,000,000 Gold) +1,000 CON, +5,000 HP
5 Fighter's Seal- (Accessory, Seal, Physical, 200 Gold) +3 STR, +3 CON
First Boss Badge- (Accessory, Broach, Universe, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Opposing bossess below Level 10 that are listed as below Level 10 on the Boss List have their Boss Effects disabled, Wielder must be Level 12 or higher
First Endurance Badge (2)- (Accessory, Broach, Magic, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Wielder gains 1 Buff Slot, to a max of 10, Wielder must be Level 12 or higher
5 Golden Shoulder Eagle- (Accessory, Magic Item, Light & Air, 70,000 Gold) Each turn the shoulder eagle may deal 1,500 Physical damage to a target, transfer an item from one ally to another, or spend the turn providing a -5% penalty to all attempts to steal or break your items
Great Priest's Eboshi- (Accessory, Hat, Light, 4,100,000 Gold) +4,100 Defense, +3,000 to all stats, Divine Magic and Spirit Magic spells cost wearer 500 less MP to cast, all of wearer’s allies gain 10% Spirit Resistance, Immunity to minor status effects from sources below Level 30, +500 to all stats, and 50% Hexed Resistance, Bonuses to allies from this item do not stack
2 Great Wisdom Burner's Hat- (Accessory, Hat, Fire & Psychic, 70,000,000 Gold) +70,000 Defense, +7,000 Defense against MIN Damage, Wielder's 'Magical Attack' actions deal 7,000 MIN Damage, Spells cost wearer 700,000 additional MP to cast unless wearer's stats have been scanned or wearer possesses the ability 'Benedication of the Eternal Pyre'
23 Grid Dragon's Gem- (Accessory, Crystal, Electrical, 9,000,000 Gold) +9,000 Magical Attack, +8,500 to all stats, +50,000 Damage to all of possessor's damage-dealing actions that are Electrical element as a non-stacking effect
Hat Full of 'Hat Full of Books that Could Have Been Written'- (Accessory, Hat, Knowledge & Spatial, 60,000,000 Gold) +30,000 MIN, Wielder may spend an action to create a Temporary 'Hat Full of Books that Could Have Been Written'
Heart of the World's Forests- (Accessory, Magic Item, Wood & Earth, 50,000,000 Gold) +50,000 CON, +50,000 MIN, +50,000 SPI, +500,000 MP, Wielder may create a Zone of Earth or a Zone of Wood at the start of any round, Wielder's actions may gain '80% inflicts Charm on Plants', 30% Earth Resistance, 10% Plant Resistance, Wearer’s per-item Magic Attack bonus cap becomes 2x the relevant stat, May only be wielded by individuals of Level 20 or greater
Helm of Galbrecht- (Accessory, Helm, Air, 90,000 Gold) +150 Defense, +40 AGI if any foes have a higher AGI than user, Air element Spells do 200 extra damage
Holy Festival Scarf- (Accessory, Amulet, Hope & Wonder, 5,000,000 Gold) +500 Defense against Stat Damage, +5,000 to all stats, 30% Moon Resistance
Horseshoe-Crab-Reflecting Greaves- (Accessory, Boots, Water & Physical, 60,000 Gold) +65 Defense, 5% Reflects any offensive action from an aquatic below Level 20 that is directed at wearer
⅋House Ovus Spirit Tamer's Egg- (Accessory, Container, Mystic & Life, 30,000,000 Gold) When this item enters a thread, its owner selects a Spirit, Deva, or Aerial that is below Level 60 and normally fightable for drops, This item's wielder may spend an action to summon an instance of that entity that enters battle with 5 chosen minor positive status effects and +3,000 to all stats as a non-stacking buff, Max 1 Summoned
Improved Manual of Elemental Arts- (Accessory, Tome, Physical, 21,000 Gold) +40 Magical Attack, +40 SPI, +40 MIN, +80 Damage to damage-dealing spells, Only provides bonuses if wielder has an Elemental Magic spell equipped or has at least 8 Elementalist abilities
Lesser Drakespawn Anklet- (Accessory, Magic Item, Earth, 5,000 Gold) 115% to Hit, 15% Dodge, +5 to all stats
24 Lord of the Dead's Crown- (Accessory, Crown, Darkness, 30,000,000 Gold) +30,000 Defense, +30,000 MIN, +30,000 SPI, 100% inflicts Charm on Undead, Wearer controls the actions of Undead below Level 40, Wearer must be Level 20 or greater
6 Mirage Ring- (Accessory, Ring, Magic, 5,000 Gold) 5% Confusion Resistance, +10 Magical Attack
Mirrored Domain-Nexus of Illusions- (Accessory, Crystal, Illusion, 215,000,000 Gold) +215,000 MIN, At the start of each round, wielder may exchange the Illusion Magic buffs present on any number of willing targets, only being able to transfer buffs from an individual to an individual that wielder could replicate them onto, Wielder must be Level 40 or greater
Native’s Headdress of Knowledgeable Gathering- (Accessory, Hat, Earth & Fire & Light, 600,000 Gold) +540 Defense, +600 AGI, Wearer may, in Encounter Areas, roll all treasure drop rolls twice and choose which drops to keep provided that no opponents fought were above Level 40
Nefarious Turkey’s Monocle- (Accessory, Eyewear, Darkness & Magic, 1,000,000 Gold) +10 Defense, Might do something else in RP thread
232 Orb of the Dragon Lords- (Accessory, Magic Item, Magic, 160,000,000 Gold) Wielder may control the decisions of Dragons below Level 40, Wielder may control the actions of Dragons below Level 60 that are below wielder's Level, 100% inflicts Charm on Dragon, Wielder must be Level 40 or greater
80 Phoenix-Feather Cloak- (Accessory, Cloak, Fire, 27,000,000 Gold) +26,000 AGI, +26,000 SPI, +29,000 Defense against Fire, The first time per thread that wearer is killed by a source below Level 80 that is not more than 20 Levels higher than wearer, wearer regenerates and is then healed for 1,000,000 points of Light & Fire element HP Healing and MP Healing, May only be wielded by individuals of Level 20 and greater
Rune of the Irrindil- (Accessory, Rune, Darkness, 415,000 Gold) 10% Time Resistance, +400 to all stats for Daemons
Shoes of Being the Queen- (Accessory, Shoes, Nobility & Glory, 30,000,000 Gold) +30,000 to all stats, +6 Fame, Wearer becomes Nobility element
2 Spellcaster's Ring- (Accessory, Ring, Magic, 47,000 Gold) +50 SPI, +50 MIN, +5,000 MP
5 Stone of the First Menhir: Ooze- (Accessory, Idol, Water & Earth & Acid, 110,000 Gold) +105 Magical Attack, 5% user's attacks inflict Charm on Oozes under level 5
Suncrow Banner- (Accessory, Enchanted Item, Fire & Light & Air, 45,000,000 Gold) +45,000 SPI, Wielder's allies gain +4,500 to all stats as a non-stacking bonus, 30% Fire Resistance, 30% Light Resistance, 30% Air Resistance, 25% Atomic Resistance, Wielder must be Level 20 or greater
The Bulldozer Parked Outside That Already Did Its Job- (Accessory, Gadget, Mystery & Physical & Technology & Destruction, 80,000,000 Gold) Once per thread, if wielder has at least 2 Paradox, wielder may, if no Mystery-element entity or entity that is greater Level than wielder or entity that is Level 80 or greater objects, reset a round to the beginning of that round, declare an element, remove all entities' below Level 80's Resistances, Immunities, Absorptions, and Reflections of that element, and replay that round exactly as it proceeded in the order that it proceeded until this change results in something different occurring, after which point it may proceed differently
5 Thief's Seal- (Accessory, Seal, Magic, 200 Gold) +3 AGI
17 Thunderbird-Feather Cloak- (Accessory, Cloak, Electrical, 26,000,000 Gold) +25,000 Defense, +20,000 Magical Attack, +25,000 AGI, +25,000 SPI, +25,000 Defense against Electrical, 30% Electrical Resistance, 30% inflicts Electrocuted, May only be worn by individuals of Level 20 and greater
4 Tomb Dragon's Gem- (Accessory, Crystal, Darkness, 9,000,000 Gold) +9,000 Magical Attack, +8,500 to all stats, +50,000 Damage to all of possessor's damage-dealing actions that are Darkness element as a non-stacking effect
Wise Woman's Glasses- (Accessory, Eyewear, Magic & Psychic, 410,000 Gold) +485 MIN, +4,000 MP, +800 Defense against MP Damage
5 Wizard's Seal- (Accessory, Seal, Magic, 200 Gold) +3 MIN

Consumables-
*Magical Elf Girl's Endless Apple Juice Box- (Consumable, Food, Magic & Earth, Unlimited Charges, 70,000 Gold) +1% Max MP, may only be used 5 times per quest or battle.

Caramel Candies- (Consumable, Food, Earth & Darkness, 15 Charges, 9,000 Gold) Heals 700 HP
5 Curative Potion- (Consumable, Potion, Magic, 1 Charge, 3,900 Gold) +500 HP
47 Fruit of Life (Non-True)- (Consumable, Food, Earth & Light & Life, 1 Charge, 30,000,000 Gold) Heals 300,000 HP, Inflicts Regeneration
32 Greater Mirage Dust- (Consumable, Powder, Magic, 1 Charge, 60,000 Gold) 40% inflicts Confusion
24 Greater Mirage Globe- (Consumable, Stored Spell, Magic, 1 Charge, 170,000 Gold) 60% inflicts Confusion, 1 hit against 6
5 Handy Potion- (Consumable, Potion, Magic, 1 Charge, 50,000 Gold) Heals 5,000 HP and 5,000 MP, +50 to all stats
3 Ice Prism- (Consumable, Jewel, Ice, 1 charge, 24,000 Gold) Does 4,900 Ice damage to 5 targets
50 Magical Pigments- (Consumable, Enchanted Item, Magic & Water, 100 Charges, 400,000 Gold) Heals 10,000 MP, Wielder may expend up to 10 charges of this item as part of an action involving the casting of a spell; each such charge expended reduces the cost of the aforementioned spell by 5,000 MP
45 Memory Stone- (Consumable, Enchanted Item, Magic, 19,000 Gold) User may exchange one equipped Spell for an unequipped Spell that user owns
3 Mirage Dust- (Consumable, Powder, Magic, 1,900 Gold) 20% Confusion
35 Mirage Globe- (Consumable, Stored Spell, Magic, 1 Charge, 17,000 Gold) 50 Inflicts Confusion, 1 hit against 6
51 Phoenix Plume- (Consumable, Medicine, Fire & Light, 1 Charge, 20,000,000 Gold) Resurrects target if target was not killed by a source 40 or more levels higher than itself
Rexoconodrine- (Consumable, Medicine, Acid & Light, 1 Charge, 65,000 Gold) +2,000 HP, +50 STR, +30 CON, does not stack
2,525 Twelve Purification Sake- (Consumable, Drink, Light & Water, 12 Charges, 12,000,000 Gold) 200% inflicts Poison: Drunk, 50% inflicts Awestruck: Sealed
Unicorn's Horn- (Consumable, Medicine, Light & Magic, 200 Charges, 8,000,000 Gold) Cures all minor negative status effects from sources below Level 60
Water of the Woman's Hand- (Consumable, Potion, Water & Magic, 1 Charge, 8,000 Gold) Target individual below Level 40 whose name includes 'Male' or 'Man' but not 'Woman' has a 75% chance of being afflicted with Confusion for 7 rounds and a 75% chance of being afflicted with Impaired
Yellow Julbob Fruit- (Consumable, Food, Earth & Water, 1 Charge, 900 Gold) +70 HP, +18 STR

Items-
*'Aerentantiquis of Mysannis'- (Item, Antiquity, Physical & Water, 4,500,000 Gold)
*Gullroyal's Cyphered Codex- (Accessory, Quest Item, Illusion, 200,000,000 Gold) +40 MIN
*Igloo Puzzle Palace- (Item, Antiquity, Ice, 1,200,000 Gold)
*'The Original Plays of Lathanmyr of Preele'- (Item, Antiquity, Air & Ice, 7,900,000 Gold)

'Glamours and Tricks: A Guide to Fae Magics'- (Item, Antiquity, Magic & Illusion, 6,500,000 Gold)
'Hidden Magics of the Fae'- (Item, Antiquity, Magic, 4,500,000 Gold)
'Mysteries of the Forests in the Lands of the Lorekeepers'- (Item, Antiquity, Magic, 7,000,000 Gold)
'Mystic Glades and Hidden Passages'- (Item, Antiquity, Magic & Earth & Illusion, 5,500,000 Gold)
'Secret Kingdoms of the Fae'- (Item, Antiquity, Magic & Air, 6,500,000 Gold)
'The Building of Duras-Tar'- (Item, Antiquity, Earth & Light, 5,500,000 Gold)
10 100 Books of Undeath- (Item, Antiquity, Darkness, 16,000 Gold)
Aetherium: Caeltype- (Item, Material, Air & Aether, 120,000,000 Gold)
Attunement- (Item, Material, Magic, 5,000,000 Gold)
Blade of Truesilver Grass- (Item, Antiquity, Mystic, 15,000,000 Gold)
Blessedness- (Item, Material, Light, 7,000,000 Gold)
8 Book About Old Mazes- (Item, Antiquity, Earth, 9,520 Gold)
125 Book Detailing Practicies of Enchantment- (Item, Antiquity, Magic, 17,500 Gold)
175 Book Detailing Practicies of Wizard Magic- (Item, Antiquity, Magic, 17,500 Gold)
13 Book Detailing Practicies of Wizard Magic and Enchantment- (Item, Antiquity, Magic, 36,200 Gold)
17 Book of Maze Magic- (Item, Antiquity, Magic & Spatial, 15,610,000 Gold)
8,628 Book of Mazes- (Item, Antiquity, Earth, 6,200 Gold)
187 Book Regarding Maze Construction- (Item, Antiquity, Earth & Physical, 32,650 Gold)
Consolidated Imagination- (Item, Material, Whimsy & Psychic, 120,000,000 Gold)
9 Cyclopean Ruins- (Item, Property, Earth & Magic, 4,500,000 Gold)
20 Demon Tendril- (Item, Material, Darkness, 43,000 Gold)
12 Diamond of Distant Worlds- (Item, Material, Earth & Air & Fire & Water & Spatial, 36,000,000 Gold)
12 Diamond of Imagined Times- (Item, Material, Magic & Psychic & Time, 36,000,000 Gold)
6 Dragon's Hoard- (Item, Antiquity, Magic & Physical, 10,000,000 Gold)
1,371 Dragon Czar's Hoarded Treasures- (Item, Antiquity, Physical & Magic & Earth, 8,700,000 Gold)
4 Dungeon Clear Pennant: Brightbeard Caverns, Standard- (Item, Antiquity, Earth & Light, 50,000 Gold)
4 Dungeon Clear Pennant: Crimson Citadel of Avandos, Standard- (Item, Antiquity, Fire & Physical, 50,000 Gold)
4 Dungeon Clear Pennant: Temple of Orithon, Standard- (Item, Antiquity, Earth & Light, 50,000 Gold)
12 Echo Diamond- (Item, Material, Sonic & Spatial, 36,000,000 Gold)
13 Elemental Domain Core: Illusion- (Item, Antiquity, Illusion, 160,000,000 Gold)
24 Elemental Domain Core: Time- (Item, Antiquity, Time, 160,000,000 Gold)
305 Encyclopedia of Unusual Variant Monster- (Item, Antiquity, Magic & Darkness & Light & Acid, 610,000 Gold)
Encyclopedia of Vanished Gods- (Item, Antiquity, Light & Darkness & Spatial & Aether, 7,000,000 Gold)
Everchanging Tome - (Item, Crafting Equipment, Magic, 50,000 Gold) Not consumed in combinations it is a part of
Exotic Ritual Magic Spells (Level 30-40) Spawn Table- (Item, Antiquity, Magic & Light & Darkness, 17,750,000 Gold)
53 Fanfiction about BA Members- (Item, Antiquity, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Psychic & Physical & Electrical & Acid & Energy & Ice, 5,000 Gold)
False Key to the Land of Shadows- (Item, Antiquity, Darkness, 700,000 Gold)
5 First Thief's Proof- (Item, Antiquity, Air & Darkness, 99,000 Gold)
160 Five-Colored Silk of Glorious Light- (Item, Material, Light, 5,000,000 Gold)
Gear- (Item, Material, Technology, 200 Gold)
Glass of Faded Hours- (Item, Material, Time & Darkness & Magic, 1,500,000 Gold)
33 Godseed?- (Item, Material, Light & Darkness, 1 Gold)
Godseed!!!- (Item, Material, Light & Darkness, 111,111,111 Gold)
Golden Plate- (Item, Antiquity, Earth, 2,000 Gold)
Graveyard of Ships- (Item, Property, Water, 1,200,000 Gold)
4 Great Egg of Myrrh- (Item, Antiquity, Fire & Earth & Light, 14,000,000 Gold)
3 Han-Miragas Plushie- (Item, Antiquity, Magic, 1,116,000 Gold)
Huge Container of Fire Mana Oil- (Item, Material, Fire, 500,000 Gold)
5 Hyburion Overthruster- (Item, Material, Technology, 40,000 Gold)
Ichthyoquaanthis Seeds- (Item, Antiquity, Life & Wood & Water, 80,000,000 Gold)
Jungle Birds (Level 1-10) Spawn Table- (Item, Antiquity, Earth & Water & Air, 220,000 Gold)
Life Crystal- (Item, Material, Life, 500,000 Gold)
Luminous White-Eye Necromantic Skyskull- (Item, Antiquity, Light, 860,000 Gold)
6 Mage’s Tower- (Item, Property, Magic, 5,000,000 Gold)
2 Magic Copper Ore- (Item, Material, Magic, 5,000 Gold)
2 Magic Gold Ore- (Item, Material, Magic, 100,000 Gold)
2 Magic Silver Ore- (Item, Material, Magic, 50,000 Gold)
Minor Engine-Born Prime's Essence of Air- (Item, Material, Air, 10,000 Gold)
Minor Engine-Born Prime's Essence of Earth- (Item, Material, Earth, 10,000 Gold)
Minor Engine-Born Prime's Essence of Electrical- (Item, Material, Electrical, 10,000 Gold)
Minor Engine-Born Prime's Essence of Energy- (Item, Material, Energy, 10,000 Gold)
Minor Engine-Born Prime's Essence of Winter- (Item, Material, Ice, 10,000 Gold)
12 Mirage Diamond- (Item, Material, Illusion, 36,000,000 Gold)
4 Mobile Ocean- (Item, Property, Water, 400,000,000 Gold) +400,000 MIN, +40,000 HP, +40,000 MP, 40% Water Resistance, Wielder must be Level 40 or greater
Neo-Aetherium: Caelumtype- (Item, Material, Illusion, 230,000,000 Gold)
Ocean of Illusory Fish- (Item, Property, Water & illusion, 400,000,000 Gold)
Odd Blue Sapling- (Item, Antiquity, Water & Magic, 60,000 Gold)
32 Orochi Plushie- (Item, Antiquity, Darkness & Acid & Water & Fire & Earth & Air & Electrical & Light, 88,888,888 Gold)
173 Ostracon- (Item, Material, Earth & Magic, 71,000 Gold)
Phantom Challenge Clear Pennant: Temple of Orithon, Azzhelossi Battle- (Item, Antiquity, Air, 100,000 Gold)
Phantom Challenge Clear Pennant: Temple of Orithon, Khrommanguard Battle- (Item, Antiquity, Light, 100,000 Gold)
Phantom Challenge Clear Pennant: Temple of Orithon, Khyzz-Drikk Battle- (Item, Antiquity, Water, 100,000 Gold)
Phantom Challenge Clear Pennant: Temple of Orithon, Sentinel Battle- (Item, Antiquity, Warding, 400,000 Gold)
1,557 Phylactery- (Item, Antiquity, Darkness & Magic, 10,000,000 Gold)
Pocket Dimension: Whiskered Dragon's Barbershop- (Item, Property, Air & Acid & Magic, 85,000,000 Gold)
Pound of Guilty Flesh- (Item, Material, Darkness & Physical, 9,000 Gold)
Purity- (Item, Material, Light, 5,000,000 Gold)
Record of the Endliners- (Item, Crafting Equipment, Technology & Time, 350,000,000 Gold) Is not consumed in combos unless specifically noted
Sacred Maiden's Radiant Purity- (Item, Material, Light, 12,000,000 Gold)
3 Silent Library- (Item, Property, Darkness & Psychic, 490,000 Gold)
Simurgh Feather- (Consumable, Summoning Stone, Air & Earth & Fire, 1 Charge, 78,000,000 Gold) Summons 1 Simurgh from the Enemy List
Skycraper-Sized Feather- (Item, Antiquity, Air, 1,000,000 Gold)
412 Specialized Text Concerning the Practices of Channeling a Mixture of Wizard Magic and Enchantment Into Actively-Present Form-Extruded Aspects of Magic Being Mana Patterns- (Item, Antiquity, Magic, 8,260,000 Gold)
3 Sphere of Necromantic Energy- (Item, Material, Darkness & Magic, 602,000 Gold)
8 Storybook Land (Small)- (Item, Property, Magic, 7,000,000 Gold)
3 Sunproof Cloth- (Item, Material, Light, 30,000,000 Gold)
Timesand's Shadow- (Item, Material, Time & Destruction & Null, 60,000,000 Gold)
2 Tome of Extremely Rare Play Scripts- (Item, Antiquity, Air & Fire, 6,500,000 Gold)
Tower of Lies- (Item, Property, Illusion & Darkness & Fate, 90,000,000 Gold)
Tricolor Gumdrop Tree- (Item, Resource, Water & Earth & Fire & Magic & Acid, 399,000 Gold) This item produces 1 Large, Tasty, Red Gumdrop, 1 Large, Tasty, Blue Gumdrop, and 1 Large, Tasty, Green Gumdrop per month
6 True Dragon Scales- (Item, Material, Magic & Physical, 400,000 Gold)
91 Truly Elaborate Matryoshka Doll Set- (Item, Antiquity, Earth & Ice & Magic, 80,000 Gold)
59 Unknown Substance- (Item, Material, Magic, 5,000 Gold)
3 Unobtainium- (Item, Material, Technology & Energy & Astral, 90,000,000 Gold)
6 Useless Thing- (Item, Useless Thing, Junk, 1 Gold)
Waters at the World's Edge- (Item, Property, Water, 7,500,000 Gold)
Weathermen of the Year Calendar- (Item, Antiquity, Air & Water & Electrical & Technology, 1,600 Gold)
9 Web of Stories- (Item, Antiquity, Magic & Psychic, 400,000 Gold)
5 World's Highest Mountain- (Item, Property, Air & Ice & Earth, 67,000,000 Gold)

Spells-
*Liar's Gate- (Spell, Illusion Magic, Illusion, 500,000 MP, 780,000,000 Gold) Caster gains a buff that allows caster to set the current round's number to any whole, positive number at the start of every round, start of every action, and end of every action, being able to set the round numbers to different values for different individuals, with all individuals recognizing the round number they would otherwise recognize without said effect if any individual at least 20 levels above caster or any individuals Level 80 or greater desires such; Caster may also, while under the effects of said buff, move to a row formation in another battle in the same thread instead when making a Change Rows action, with said action being impossible if either caster's originating battle or the battle that caster is moving to contains an indivdiual of higher level than caster who is either unique or above Level 70 or at least 5 Levels higher than caster who desires for caster to be unable to do so, Caster may, if caster's stats have not been scanned, cause any action including this spell to be become either solely Time element or to gain Time as an element, Does not stack, Has RP effects (including time-travel through illusion)
w/
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment

Ancestor's Wisdom- (Spell, Spirit Magic, Magic & Air & Water, 700 MP, 150,000 Gold) +200 MIN, Target counts as 1 level higher for stat-scanning purposes, stacks 4 times
Ancestral Guidance- (Spell, Spirit Magic, Magic & Air & Water, 700 MP, 160,000 Gold) Gives target +200 MIN, 105% To Hit, 5% Dodge, 5% Critical, and 5% Resilience
Ancient Seal of Light- (Spell, Other: Ancient Magic, Light, 240,000 MP, 12,500,000 Gold) +12,500 Magical Attack, 50% targets below Level 40 gain a debuff that makes it so that they cannot act, with all things that would occur before and after actions skipped due to such still occurring, does not stack
w/
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
2,625 Animate Greater Undead- (Spell, Necromancy, Darkness, 60,000 MP, 9,280,000 Gold) Summons up to 1 Undead below Level 40 from the Enemy List that is normally fightable for drops, Max 5 summoned, Summons summoned through this spell cannot summon
Animate Undead- (Spell, Necromancy, Darkness, 15,000 MP, 780,000 Gold) Summons up to 5 Undead below Level 20 from the Enemy List that are normally fightable for drops, Max 20 summoned, Summons summoned through this spell cannot summon
Archmissionary’s Graveflame- (Spell, Necromancy, Darkness, 67,000 MP, 17,200,000 Gold) +15,500 Magical Attack, 95% inflicts Voidstruck, 50% inflicts Burning, Heals caster for 5,000 Flat Darkness element HP and 5,000 Flat Darkness element MP if one of the two status effects that this spell is naturally able to apply affects at least one of this spell’s targets, this action may gain 1 hit against 5 and deal 1/5 Damage
Blur Trail- (Spell, Illusion Magic, Air & Earth, 3,000 MP, 310,000 Gold) Target cannot be countered by individuals below Level 20
Bolster Spirit- (Spell, Spirit Magic, Light, 200 MP, 60,000 Gold) Target gains +60 SPI, stacks 5 times
Bolster Spirit (2)- (Spell, Spirit Magic, Light, 200 MP, 60,000 Gold) Target Spirit gains +40 to all stats, stacks 5 times
7 Bolster Undead- (Spell, Necromancy, Darkness, 10,000 MP, 690,000 Gold) Caster’s Undead pets and summons gain +310 to all stats, does not stack, lasts 5 rounds
Call Forth the Wholly Unreal Cosmos- (Spell, Illusion Magic, Illusion & Air & Astral, 5,800,000 MP, 580,000,000 Gold) Caster creates a Zone of Illusion, with said Zone counting as a Zone of Astral to individuals below Level 40 and to individuals below Level 80 who have not scanned caster's stats, Caster may choose, at the end of any of caster's actions for any of caster's allies who is willing to count said Zone as a Zone of Illusion for a number of rounds between 1 and 4, Caster may choose, unless caster is afflicted with confusion, to count said Zone as a Zone of Illusion, At the start of each Zone, caster may attach one of the following effects to said zone, with all such effects not stacking across zones or on the same zone and with each Zone being able to possess a maximum of 5 of said effects, An effect option is 'All individuals in this Zone gain +5,800,000 HP, with individuals who treat said Zone as a Zone of Illusion being allowed to choose once, at the start of each round, for up to 10 individuals who treat said Zone as a Zone of Astral to have their conditions for being 'Dead' checked, with their HP value not counting in the bonus from this effect', An effect option is 'All Astral Beings summoned in this Zone become solely Illusion element and may, at the start of each round, if summoned by a source below Level 100, be unsummoned by this spell's caster at the start of any round', An effect option is 'All Illusion Magic summons present in said Zone gain the element Astral and the subtype Astral Being', An effect option is 'This effect's creator may change any Astral element Damage dealt within said Zone to be solely Illusion element Damage', An effect option is 'This effect's creator may change any Illusion element Damage dealt within said Zone to any individual inside said Zone who counts said Zone as a Zone of Astral to be solely Astral element Damage', An effect option is 'All Astral Being summons summoned by individuals below Level 80 present in said Zone are not present on odd-numbered rounds (counting as not existing for purposes of victory conditions)', An effect option is 'All non-Astral element attacks obtain -45% To Hit targets if both their source and all of their targets are inside this Zone', An effect option is 'While in this Zone, this effect's creator may choose for individuals who treat this Zone as a Zone of Astral to treat possessor as though possessor possessed a Constant Effect named 'Hypermassive' that possessed no other text', An effect option is 'All Magic Beings and Spirits summoned in said Zone by sources below Level 80 are unsummoned at the end of each round', An effect option is 'Astral Magic spells cost individuals with the ability 'Illusionist' 500,000 less MP to cast', An effect option is 'This effect's creator gains the abilities 'Basic Astral Magic Attunement', 'Apprentice Astral Magic Attunement', 'Astral Mage', and 'Adept Astral Magic Attunement' while in this Zone', An effect option is 'This effect's creator may spend the MP of individuals below Level 60 who are in this Zone who count this Zone as a Zone of Astral to cast Illusion Magic spells', Caster must be Level 55 or greater and must possess *the ability 'Adept Illusion Magic Attunement' or both 'Unreality Coordinator' and 'Cosmos Ruler')
Call Spirits- (Spell, Spirit Magic, Light & Darkness, 15,000 MP, 780,000 Gold) Summons up to 5 Spirits below Level 20 from the Enemy List that are normally fightable for drops, Max 20 summoned, Summons summoned through this spell cannot summon
Call Spirits of the Dead- (Spell, Spirit Magic, Earth & Magic, 40 MP, 30,000 Gold) Summons (Caster Level / 5, rounded up) Spirit of the Dead, Max 20 Summoned
Call Unto Air- (Spell, Elemental Magic, Air, 15 MP, 11,000 Gold) Either +15 Magical Attack, changes target ally's next attack's element to Air, scans the user's enemies to determine if any of them are Air element, or gives target 5% Air Resistance
7 Celestial Revivification- (Spell, Celestial Magic, Light, 60,000 MP, 30,000,000 Gold) Resurrects target if target was not killed by a source above Level 59 that is not more than 20 Levels above either said target or caster, Caster must be Level 25 or greater
Commune with Spirits- (Spell, Spirit Magic, Magic & Psychic, 1,100 MP, 85,000 Gold) Scans target's stats
Convincing Lie- (Spell, Illusion Magic, Darkness & Psychic & Air, 6,000 MP, 355,000 Gold) Target, if below Level 20, recieves no benefits from a selected buff that is on target provided that said buff comes from a source below Level 30
Cosmos Shatter- (Spell, Divine Magic, Magic, 100 MP, 150,000 Gold) Counters target Persistent Enchantment cast by an individual of equal or lesser level w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Create Illusory Obsessive Stalker with an Interest in BA Members- (Spell, Illusion Magic, Illusion, 28,000 MP, 24,000,000 Gold) Summons 1 Illusory Obsessive Stalker with an Interest in BA Members, Max 3 summoned
137 Crown of Absolute Mirage- (Spell, Illusion Magic, Illusion, 3,500,000 MP, 330,100,000 Gold) Once per round, as a non-stacking buff, caster gains a (100-(selected target's Level/2, rounded down))% chance of being able to change all targets of any one action from a non-unique, non-elite source below Level 99 that does not possess the ability Adept Diviner, Caster must be Level 60 or greater
261 Cryptic Riddle- (Spell, Psychic Power, Psychic, 1,450 MP, 810,000 Gold) +805 Magical Attack, 800 MIN Damage, 30% inflicts Confusion
Daemonic Curative- (Spell, Healer Magic, Darkness, 7,000 MP, 380,000 Gold) Cures any two minor status effects, Cures all minor status effects from affected Daemons
Dampen- (Spell, Wizard Magic, Magic, 6,000 MP, 480,000 Gold) Choose a base element, target's abilities that contain said element cost 10% more MP (to a max of 1,000,000,000 more) and deal 10% less damage (to a max of 10,000,000 less), only affects targets below Level 40, lasts 5 rounds, does not stack
3 Dark Allure- (Spell, Dark Magic, Darkness, 1,100 MP, 690,000 Gold) 30% inflicts Charm, 400% inflicts Charm on targets below Level 20 if caster is above Level 40
Demilich Creation Ritual- (Spell, Necromancy, Darkness & Magic & Astral, 2,000,000 Gold, 150,000,000 Gold) Target summoned Lich or Lich Lord is transformed into a Demilich from the Enemy List, Casting this spell costs 60,000,000 Gold, Caster must be Level 79 or greater and must possess the ability 'Adept Necromancer'
Demon Fire- (Spell, Dark Magic, Fire, 800 MP, 780,000 Gold) +825 Magical Attack, 30% inflicts Burning, 10% may inflict Voidstruck and also gain the element Darkness
12 Deweave- (Spell, Enchantment, Magic, 2,000 MP, 2,000,000 Gold) Removes all stacked copies of target buff or debuff from a source below Level 60 that is not 5 or more Levels greater than caster
Dodge Into Fake Timeline- (Spell, Illusion Magic, Time & Illusion, 2,000,000 MP, 180,000,000 Gold) Caster gains +90% Dodge against individuals who have not scanned possessor's stats who are not 10 or more Levels greater than caster, does not stack, lasts 5 rounds, Caster must be Level 40 or greater
Dormuraggha- (Spell, Dark Magic, Darkness & Psychic, 13,000 MP, 6,875,000 Gold) +7,133 Magical Attack, 20% causes target to perform an action determined by caster immediately after this action provided that target is either non-unique and below Level 40 or below Level 20
Empower Spirit- (Spell, Spirit Magic, Magic & Light & Darkness, 17,000 MP, 8,200,000 Gold) +4,000 to all stats, does not stack, lasts 5 rounds, Only affects Spirits
Escape Into the Spirit World- (Spell, Spirit Magic, Magic & Light & Darkness, 30,000 MP, 3,500,000 Gold) Caster and caster’s allies may immediately leave a random quest they are currently in as an effect that may not be blocked by sources below Level 20
Etherialize Shadow- (Spell, Ethereal Magic, Light & Darkness & Magic, 500 MP, 160,000 Gold) Attempts to check caster's status on prior rounds of battle to re-apply negative effects which affected or were effecting caster on those rounds by sources below Level 40 fail, lasts 3 rounds, does not stack
Fading Call: Hound of Galbrecht- (Spell, Summoner Magic, Air, 90 MP, 120,000 Gold) 3,900 Air Damage, Does half damage to Psychic element foes, 5 hits against 4
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Fake Hit- (Spell, Illusion Magic, Physical, 2,100 MP, 67,000 Gold) +55 Melee Attack, Attacks this spell is involved in deal no damage, but the damage they would have done is calculated and they possess a percent chance for each target of inflicting Confusion equal to the percent of each target's HP they would have dealt to that target, rounded up
Fake Out- (Spell, Illusion Magic, Physical, 200 MP, 47,000 Gold) +1 Melee Attack, Attacks this spell is involved in automatically miss, but any target that they miss gains a debuff that decreases their Dodge against caster by 5% that lasts 10 rounds and does not stack
False World's Reflection- (Spell, Illusion Magic, Illusion & Spatial, 6,800,000 MP, 140,000,000 Gold) Whenever an individual below Level 80 that is not greater Level than caster attempts to leave the battlespace that this spell is cast in without caster's permission, said individual, unless it is Immune to, Reflects, or Absorbs Illusion, is afflicted with Vanished, Caster must be Level 40 or greater
Flow of Unconquered Life- (Spell, Necromancy, Life & Glory, 2,000,000 MP, 200,000,000 Gold) +2,000,000 Magical Attack, Heals, 1 hit against 50,000,000, Caster obtains a non-stacking buff that causes its possessor's dead allies to be resurrected (gaining the subtype Undead and the element Life in the process) at the start of each round, provided that they have been dead for at least 3 rounds and were not killed by sources greater than Level 80 that are not either Level 85 or greater or greater Level than caster, Caster must be Level 40 or greater
Footsteps of Another Land- (Spell, Other: Spatial Magic, Earth, 12,000 MP, 12,000,000 Gold) Target acquires a buff that stacks 20 times that causes its possessor to not count as being inside target terrain or phantom terrain that was created by caster, an ally of caster, or (an entity below caster's Level that is below Level 60)
Forced Passing- (Spell, Spirit Magic, Light, 5,000 MP, 5,900,000 Gold) +12,000 Magical Attack, Only affects Undead, Target may not be ressurected by sources below Level 40 if killed by an attack including this spell
Form Mob of Shadows- (Spell, Shadow Magic, Darkness, 15,000 MP, 10,000,000 Gold) Summons 1 Mob of Shadows from the Enemy List, Max 3 summoned
745 Gates of the Necropolis- (Spell, Necromancy, Darkness, 65,000 MP, 8,300,000 Gold) +8,100 Magical Attack, 95% inflicts Voidstruck, May deal no damage to Undead, May avoid afflicting negative status effects on Undead, May give target Undead +2,500 to all stats as a non-stacking buff, 1 hit against 30, deals 1/4 damage, May only be cast by individuals above Level 29
2,625 Greater Bolster Undead- (Spell, Necromancy, Darkness, 30,000 MP, 8,690,000 Gold) Caster's Undead pets and summons gain +3,100 to all stats, does not stack, lasts 5 rounds
Greater Heal Spirit- (Spell, Spirit Magic, Light, 5,000 MP, 6,500,000 Gold) +7,000 Magical Attack, Heals HP, Only affects Spirits
Greater Spiritual Shielding- (Spell, Spirit Magic, Magic & Light, 50 MP, 5,385,000 Gold) +5,390 Defense, +5,390 Defense against SPI Damage, +53,000 HP, +53,000 MP, Does not stack
Heal Spirit- (Spell, Spirit Magic, Magic & Light, 50 MP, 90,000 Gold) +90 Magical Attack, Heals HP, Only affects Spirits
Heed My Words, For They Are Truth- (Spell, Illusion Magic, Illusion, 80,000 MP, 80,000,000 Gold) Caster controls the next action of target lower-Level individual below Level 60, Caster must be Level 40 or greater and must possess the abilities 'Adept Illusionist' and 'Adept Unreality Coordinator'
Hide the Truth in the Past- (Spell, Illusion Magic, Air & Time, 60,000 MP, 7,855,210 Gold) Buffs with target as a source may not be removed or altered by non-unique individuals below Level 30 or unique individuals below Level 20 who do not count the current round's number as a lower number than caster does
Holy Smite- (Spell, Holy Magic, Light, 4,000 MP, 2,200,000 Gold) +2,500 Magical Attack, Demons, Daemons, Devils, Darkspawn, and Undead killed by this attack may not be resurrected by sources below Level 50, Pierces 5,000 Defense, 30% inflicts Awestruck
1,572 Illusory World- (Spell, Illusion Magic, Illusion, 400,000,000 MP, 215,000,000 Gold) Caster creates a Battlespace and moves any number of individuals below caster's Level who are below Level 70 and do not possess the ability 'Adept Diviner' into it, The actions of all individuals below Level 60 in said Battlespace fail, Caster may target individuals in said Battlespace, Caster must be Level 60 or greater, Can sculpt worlds of illusions in RP threads
43 Incite Umbrals- (Spell, Leadership, Darkness, 400 MP, 600,000 Gold) Caster's Umbral allies gain +6,000 Damage to the Damage values of their abilities and are cured of Charm, does not stack
Lanzah Bahum- (Spell, Illusion Magic, Darkness & Physical & Air & Illusion, 900,000 MP, 90,000,000 Gold) +90,000 Ranged Attack, +90,000 Magical Attack, this action counts as involving 200 additional Illusion-element Spear weapons, 1 hit against 20,000,000, this action gains +100% To Hit unless caster's stats have been scanned, Caster must be Level 40 or greater
Lanzah Rahham- (Spell, Illusion Magic, Darkness & Physical & Air & Illusion, 3,200,000 MP, 160,000,000 Gold) +160,000 Ranged Attack, +160,000 Magical Attack, this action counts as involving 200 additional Illusion-element Spear weapons, 1 hit against 200,000,000, this action gains +100% To Hit unless caster's stats have been scanned, This action repeats itself against the same targets at the start of each round that none of its performer's other actions already repeated themselves on, Caster must be Level 40 or greater and must possess the ability 'Adept Illusion Magic Attunement'
Lesser Spirit Shield- (Spell, Spirit Magic, Magic & Light, 50 MP, 85,000 Gold) +90 Defense, +90 Defense against SPI Damage, stacks 4 times
Mask Terrain- (Spell, Illusion Magic, Earth & Air, 5,000 MP, 110,000 Gold) The presence of target Terrain or Phantom Terrain created by a source below Level 20 is ignored by individuals below Level 20, with said effect excluding caster and up to two of caster's allies should caster desire such
4 Mass Confuse- (Spell, Wizard Magic, Magic, 70 MP, 20,000 Gold) +2 Magical Attack, 15% Confusion, 1 hit against 19
Meditation of the Undying Void- (Spell, Necromancy, Void, 500,000 MP, 50,000,000 Gold) Caster suffers no effects from debuffs from sources below Level 60 if caster is an Undead, Caster must be Level 40 or greater
Mind-Dulling Fire- (Spell, Dark Magic, Darkness & Fire & Psychic, 8,500 MP, 5,765,000 Gold) +5,870 Magical Attack, -200 MIN, removes, as part of the same debuff as the MIN reduction, any one minor or moderate status effect resistance or immunity from non-unique targets below Level 40, stacks 4 times
Minor Blur- (Spell, Illusion Magic, Air & Magic, 300 MP, 40,000 Gold) Target gains 5% Dodge
Minor Illusion- (Spell, Illusion Magic, Magic, 300 MP, 30,000 Gold) 30% inflicts Confusion, Only affects targets with under 1,000 MIN
Minor Masking- (Spell, Illusion Magic, Air & Darkness & Magic, 250 MP, 35,000 Gold) Target is considered 1 Level higher for purposes of determining the success of attempts by sources below Level 40 who have below 2,000 MIN, to scan its stats, to a max of Level 40, does not stack
Motion Screen- (Spell, Illusion Magic, Air & Magic, 300 MP, 70,000 Gold) Target gains 10% Dodge and has a 5% chance of cancelling any attempted counter by individuals below Level 20 as a non-stacking buff
Nurturing Light of Spirits (Spell, Spirit Magic, 6,500 MP, 315,000 Gold) Creates a buff that sits on caster that stacks 5 times, This buff heals up to 30 Spirits for 5,000 HP and 500 stat damage divided up in any manner across the stats Strength, Constitution, Agility, Spirit, and Mind, and has a 30% chance of curing each of said Spirits of one minor status effect that was inflicted by a source below Level 60 at the start of each round
3 Open Gate to Nexus: Top Disc- (Spell, Gate Magic, Magic, 5,000 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
3 Open Gate to Standard Timeline- (Spell, Gate Magic, Time, 5,000 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
Open Gate to the Graveyard of Fiends that Never Were- (Spell, Gate Magic, Darkness & Illusion & Time, 65,000 MP, 8,300,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
Phantom Pain- (Spell, Illusion Magic, Psychic, 10 MP, 40,000 Gold) +30 Magical Attack, 5% inflcits Pain, All damage dealt by this action and all minor negative status effects it inflicts are removed from its targets in 5 rounds if they are not considered 'Dead' or unless this spell's caster is above Level 80 and desires otherwise at the time of casting, Actions involving this spell may not deal damage to targets with more than 2,000 MIN or 2,000 SPI unless this spell's caster is above Level 80 and desires such
9 Purifying Blade- (Spell, Holy Magic, Light, 3,000 MP, 2,100,000 Gold) +2,200 Melee Attack, Demons, Daemons, Devils, Darkspawn, and Undead killed by this attack may not be resurrected by sources below Level 50
Reality Strider's Procession- (Spell, Other: Spatial Magic, Spatial, 140,000 MP, 70,000,000 Gold) Targets acquire a non-stacking buff that allows its possessor to choose to not count as being inside Zones, Terrains, or Phantom Terrains created by sources below Level 80 (with choices being made on a per-Zone/Terrain/Phantom Terrain basis), 1 hit against 50,000, Caster must be Level 40 or greater and must possess the ability 'Spatial Mage'
Relaxant- (Spell, Healer Magic, Physical & Light & Technology, 1,000 MP, 100,000 Gold) Cures Paralysis
Restore Spirit- (Spell, Spirit Magic, Light, 8,000 MP, 7,100,000 Gold) Cures all Minor and Modearate Status Effects with sources below Level 60, Only affects Spirits
Return Spirit to the World of the Living- (Spell, Spirit Magic, Life & Light & Darkness, 300,000 MP, 30,000,000 Gold) Resurrects target individual, to a max of once per thread per individual, who was killed by a source below Level 80 that is not 20 or more Levels greater than caster and changes said target's subtype to be solely Spirit if said resurrection is successfully performed
17 Shade Restore- (Spell, Healer Magic, Darkness, 35 MP, 2,000 Gold) +30 Magic Attack, Heals target
4 Skull-Moon's Laughter- (Spell, Necromancy, Darkness, 600,000 MP, 125,000,000 Gold) +125,000 Magical Attack, 100% inflicts Confusion: Overcome with Laughter, 5% inflicts Instant Death, target obtains a debuff that provides -3,500 to all stats as a non-stacking effect, May gain '1 hit against 5' and deal 1/10 Damage, Caster must be Level 40 or greater and must possess the ability 'Adept Necromancer' or the ability 'Astronomer of the Dead-Realms'
4 Skull Moon's Omen- (Spell, Necromancy, Darkess & Fate, 850,000 MP, 90,000,000 Gold) 50% inflicts Instant Death: Doomed on all opponents, Caster must be Level 60 or greater and must possess the ability 'Adept Necromancy Attunement'
Soul Arrow- (Spell, Spirit Magic, Light & Darkness, 300 MP, 365,000 Gold) +370 Ranged Attack, Ranged Attack actions that include this spell may use SPI as their Prime Attribute
Spatial Jaunt- (Spell, Other: Spatial Magic, Spatial, 2,000 MP, 2,000,000 Gold) Caster enters another existing battlespace so long as no entity of Level 60 or greater or that is 5 or more Levels greater than caster that is in either the battlespace caster is entering or the battlespace caster is leaving objects
Spirit Blast- (Spell, Spirit Magic, Magic, 50 MP, 90,000 Gold) +90 Magical Attack
Spirit Lash- (Spell, Spirit Magic, Magic & Light, 5 MP, 15,000 Gold) +17 Magical Attack
Spiritual Purification- (Spell, Spirit Magic, Light, 9,000 MP, 6,000,000 Gold) Removes a single debuff from target that comes from a source below Level 40
Spiritual Shielding- (Spell, Spirit Magic, Magic & Light, 50 MP, 285,000 Gold) +290 Defense, +290 Defense against SPI Damage, +2,000 HP, +2,000 MP, Does not stack
Stand Apart- (Spell, Other: Spatial Magic, Spatial, 11,000 MP, 11,000,000 Gold) Target acquires a buff that stacks 20 times that causes its possessor to not count as being inside target zone that was created by caster, an ally of caster, or (an entity below caster's Level that is below Level 60)
Steal Old Lady- (Spell, Thief Arts, Darkness & Light, 500,000 MP, 30,000,000 Gold) Shifts target's row to caster's row if caster is equal or greater Level than target, if target is below Level 80, and if target is afflicted with Fatigued: Elderly, Target, if these conditionals are met, is afflicted with a debuff named 'Quantum Uncertainty: Might Be In Drag'; any individual in the same battle as the possessor of said debuff may spend an action to turn it into a buff named either 'Is Definitely In Drag' or 'Is Definitely Not In Drag'
Summon the Whiskered Tortoise (Spell, Spirit Magic, Water & Magic, 6,500 MP, 598,000 Gold) Summons 1 Spirit of the Whiskered Tortoise, Max 1 Summoned
Telefrag- (Spell, Other: Spatial Magic, Spatial & Physical & Earth, 90,000 MP, 90,000,000 Gold) +90,000 Magical Attack, 30% inflicts Instant Death, Caster must be Level 40 or greater
Thief God's Mask- (Spell, Illusion Magic, Darkness & Illusion, 2,150,000 MP, 215,000,000 Gold) Caster's obtains a non-stacking buff that causes its possessor's stats to be unable to be scanned by entities below Level 80 that are not 20 or more Levels greater than caster, that causes its possessor's stats to be unable to be scanned by entities below Level 60, that causes its possessor to optionally (chosen at the time of the buff's creation) gain any combination of base subtypes (chosen at the time of the buff's creation) instead of or in addition to (chosen at the time of the buff's creation) its possessor's existing subtypes, that provides 80% Dodge, that provides +40% Dodge, that provdies +43,000 AGI, that optionally (chosen at the time of the buff's creation) gives its possessor the subtype Planetary or removes the subtype Planetary from its possessor, Caster must be Level 40 or greater and must possess the ability 'Adept Illusion Magic Attunement' or the ability 'Adept Divine Magic Attunement'
Timestream-Breaking Riftpunch- (Spell, Unarmed Technique, Time, 910,000 MP, 61,000,000 Gold) +61,000 Melee Attack, 100% inflicts Suffocation: No Future, 15% inflicts Petrified: Time Stop, Target is unsummoned if below Level 80, Up to 200,000 entities in the same battlespace as target that are below Level 60 may be unsummoned, Caster may destroy a Zone of Time, Caster must be Level 40 or greater
Totemic Magic: Flame Cloak- (Spell, Shaman Magic, Fire & Magic, 11,000 MP, 6,500,000 Gold) Places a buff on caster that deals 80,000 Flat Fire element damage to up to 30 targets at the start of each round, does not stack
Totemic Magic: Hurricane Shield- (Spell, Shaman Magic, Air & Magic, 11,000 MP, 6,500,000 Gold) Places a buff on caster that deals 80,000 Flat Air element damage to up to 30 targets at the start of each round, does not stack
5 Totemic Magic: Regeneration- (Spell, Shaman Magic, Light & Magic, 11,000 MP, 6,500,000 Gold) Places a buff on caster that heals all of caster's allies for 40,000 HP at the start of each round, does not stack on caster but stacks 10 times across healing effects
10 Totemic Magic: Ward Barrier- (Spell, Shaman Magic, Magic, 11,000 MP, 6,500,000 Gold) Places a buff on caster that provides +500 Defense and 10% Base Element Resistance to all of caster's allies, does not stack on caster, stacks 5 times across other targets
Touch Which Confers Bodily Wholeness- (Spell, Holy Magic, Light, 5,000 MP, 2,600,000 Gold) Target cannot be afflicted with Minor Status effects coming from sources below Level 30, May only be cast by individuals above Level 20
Transpose Timeline- (Spell, Other: Time Magic, Time, 60,000 MP, 60,000,000 Gold) Caster destroys target non-Universe-element Zone created by a source of equal or lower Level that is either caster or below Level 80, and, if said Zone's destruction is successful, deals (50,000 * that Zone's creator's Level) Flat Time element Damage to up to (that Zone's creator's Level * 100) targets, Caster must be Level 20 or greater and must possess the ability 'Time Mage'
2 Treat Debuff- (Spell, Healer Magic, Light, 5,000 MP, 450,000 Gold) Removes any one debuff from a source below Level 50
White Spiritual Blast- (Spell, Spirit Magic, Light, 5,000 MP, 6,100,000 Gold) +6,355 Magical Attack, Cast may not have a Black Spiritual Mark
World Conversion: Farming Sim- (Spell, Geomancy, Earth & Life & Hax, 5,000,000 MP, 500,000,000 Gold) Has the RP effect of turning some worlds into farming sims, This is a Persistent Ritual and follows general rules for those, but is RP specific about it, casting it in battle threads just costs you a lot of MP and doesn't do much

Permanent Consumables-
1 Book of 1,000 Treatments- (Permanent Consumable, Grimoire, Physical & Light, 1 Charge, 10,000,000 Gold) Teaches user "Doctor"
2 Book of the Blade- (Permanent Consumable, Grimoire, Physical & Magic, 1 Charge, 10,000,000 Gold) Teaches user "Practiced Swordsman"
Book of Mystic Infusion- (Permanent Consumable, Grimoire, Physical & Magic, 1 Charge, 10,000,000 Gold) Teaches user "Infused Casting"
Empowered Holy Festival Bundt Cake- (Permanent Consumable, Empowered Item, Earth & Magic, 1 Charge, 75,000 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Empowered Holy Festival Bundt Cake"", Cannot be used if # is already 5 or greater
Phantom Shell Grain- (Permanent Consumable, Empowered Item, Fire & Ice, 90,000 Gold) Target Animal pet or summon that is level 5 or greater gains the ability ‘Phantom Shell’
Phantom Shell-Possessor gains 5% Physical Resistance and +150 Defense, Constant Effect
22 Premier Health Supplement- (Permanent Consumable, Empowered Item, Earth & Technology & Light, 1 Charge, 50,000 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Premier Health Supplement"", Cannot be used if # is already 100 or greater
5 Premier Mana Supplement- (Permanent Consumable, Empowered Item, Magic & Technology & Light, 1 Charge, 50,000 Gold) Teaches user "Has Consumed X = # of the Permanent Consumable "Premier Mana Supplement"", Cannot be used if # is already 100 or greater

Pets-
*The Pumpkin King- (Pet, Plant, Earth & Darkness & Hope & Glory, Lv.65, 200,000,000 Gold)
HP- 12,000,000
MP- 8,000,000
STR- 80,000
AGI- 80,000
CON- 80,000
MIN- 80,000
SPI- 80,000
XP- 0
XP Needed- 38,460,000 (Standard Multiplier x3)
Minimum Level- 40
Defense- 38,500
Defense against Stat Damage- 13,000
Critical Chance- 95%
Resilience- 95%
To Hit- 195%
Dodge- 95%
Resistances and Immunities- Absorbs Earth, Absorbs Fire, Darkness Immunity, 90% Hope Resistance, 90% Air Resistance, 90% Ice Resistance, 50% Physical Weakness, Charm Immunity, Awestruck Immunity, Zealblasted Immunity, Voidstruck Immunity, Entombed Immunity, 130% Minor Status Effect Resistance, 65% Moderate Status Effect Resistance, 20% Major Status Effect Resistance
Prime Attribute- Constitution + Spirit
Constant Effects-
Massive- Possessor obtains +80,000 STR, +80,000 CON, and +12,000,000 HP, Constant Effect
Pumpkin King- Possessor's Plant allies gain +30,000 to all stats as a non-stacking bonus, Constant Effect
Regal Power- Possessor may become solely the element Nobility at the start of any round, with said effect lasting until the end of the round, Possessor is Immune to individuals below Level 20, Constant Effect
Lactates the Emerald Vital Milk- This pet may, up to a max of once per year, produce, via a post in the Shop, 1 'Vital Milk (Emerald)', Chimeric Husbandry
Lactates the Jet Vital Milk- This pet may, up to a max of once per year, produce, via a post in the Shop, 1 'Vital Milk (Jet)', Chimeric Husbandry
Lactates the Pearl Vital Milk- This pet may, up to a max of once per year, produce, via a post in the Shop, 1 'Vital Milk (Pearl)', Chimeric Husbandry
Lactates the Sapphire Vital Milk- This pet may, up to a max of once per year, produce, via a post in the Shop, 1 'Vital Milk (Sapphire)', Chimeric Husbandry
Lactates the Ruby Vital Milk- This pet may, up to a max of once per year, produce, via a post in the Shop, 1 'Vital Milk (Ruby)', Chimeric Husbandry
Can next be milked 2024.
Abilities-
Pumpkin Bomb- 95,000 Damage, 2 hits against 15, deals 1/2 Damage, Fire & Earth or Fire & Hope or Darkness & Hope or Darkness & Psychic, 0 MP
Vine Assault- 66,000 Damage, 100% inflicts Paralyzed, 100% inflicts Entombed, 1 hit against 15,000, Earth, 0 MP
Trick- -8,000 to all stats, inflicts any three minor negative status effects, stacks 5 times, Darkness, 0 MP
Treat- +12,000 to all stats, cures any three minor or moderate negative status effects or cures any 3 debuffs from sources below Level 80, stacks 5 times, Hope, 0 MP
Pumpkin Dance- +10,000 to all stats or -10,000 to all stats, 200% may inflict Confusion or Elevated, 1 hit against 15,000, does not stack, Hope & Earth, 250,000 MP
All-Hallows-Flame- 120,000 Damage, 26,000 SPI Damage, 200% inflicts Burning, 100% inflicts Burning: Vaporized Spirit, 100% inflicts Voidstruck: Black Cleansing, Fire & Darkness & Hope, 200,000 MP
Mass Direct Plants- Each target Plant obtains an action immediately after this action, Caster may not take any actions after this action this round, 1 hit against 500, Air & Earth, 100,000 MP
Mass Direct Undead- Each target Undead obtains an action immediately after this action, Caster may not take any actions after this action this round, 1 hit against 500, Air & Darkness, 100,000 MP
Mass Direct Monsters- Each target Monster obtains an action immediately after this action, Caster may not take any actions after this action this round, 1 hit against 500, Air & Darkness, 100,000 MP
Nocturnal Laughter- 10,000 MIN Damage, May deal MIN Healing, 1 hit against 5,000,000, Air & Darkness, 60,000 MP
Festival of Candy and Pumpkins- 500,000 Damage, 25,000 CON Damage, Heals, Deals stat healing, 1 hit against 5,000,000, Earth & Hope, 500,000 MP
The Pumpkin King Rises- Caster gains +13,000 to all stats, +2,500,000 HP, and +2,500,000 MP, stacks 15 times, Earth & Glory, 4,000,000 MP
Darkest Mist- -65% To Hit, This action may destroy up to 1 Zone of Light, debuffs with this action as a source may not be removed by individuals below Level 60, Does Not Stack, 1 hit against 5,000, Darkness, 500,000 MP

Basic Magewright's Seal (2)- (Pet, Aquatic, Magic, Lv. 1, 30,000 Gold)
HP- 450
MP- 215
STR- 27
AGI- 12
CON-33
MIN- 28
SPI- 17
XP- 0
XP Needed- 1,000 (Standard Multiplier x1)
Minimum Level- 1
Defense- 11
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 2%
To Hit- 100%
Dodge- 0%
Resistances and Immunities- 30% Magic Resistance, 30% Technology Resistance, 50% Drowning Resistance
Prime Attribute- Spirit
Constant Effects-
None
Abilities-
Fin Pound- 41 Damage, Physical, 0 MP
Body Slam- 55 Damage, 5% inflicts Fatigued: Stun, Physical, 140 MP
Magus Calculation- 250 MP Damage, Heals, +25 MIN, stacks 4 times, Magic, 30 MP

Illusory Obsessive Stalker with an Interest in BA Members (Summoned)
Level 19
Magic Being, Illusion
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x2)
Minimum Level- 19
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities-
Prime Attribute-
Constant Effects-
Insubstantial Illusion- Any opponent may spend an action to apply half its MIN to attempt to destroy all opposing entities who possess a constant effect named 'Insubstantial Illusion' or apply their whole MIN to destroy possessor, To destroy possessor, the MIN value applied must be at least #, Constant Effect
Relentless Pursuit- Opponents below Level 20 may not leave battle while possessor is present, Constant Effect
I'm Such a Fan!- Possessor deals double damage (including Healing) to targets with 10 or more Fame, to a max of 2,000,000 additional Damage, Constant Effect
I Live For You and Only You and Always You- When possessor is summoned, possessor's summoner chooses an individual, if possessor's controller ever ceases to be either said individual or the individual who summoned possessor (with said second individual being recorded at the time of possessor's summoning and not changing if the identity of the individual who summoned possessor is changed), possessor is immediately unsummoned; Possessor's Damage-dealing actions (including those that deal Healing) deal an additional # points of Damage to said chosen individual and possessor's offensive Damage-dealing actions deal an additional # Damage to individuals who have targeted said chosen individual with offensive actions, Constant Effect
Abilities-
'Friendly' Knife- # Damage, Physical or Psychic & Light, 0 MP
Clandestine Photos- Scans target's stats, Technology & Light & Darkness, # MP
Refresh- # Damage, Heals HP, 50% Cures Fatigued, Darkness & Psychic & Physical, # MP
Unexpected Mind-Caress- # MIN Damage, May deal MIN Healing, 30% may inflict Confusion: Fear, Psychic & Air or Psychic & Darkness, # MP
Take Body Parts as Mementos of Love!- # Damage, 60% inflicts Wounded, 20% inflicts Wounded: Maimed, Darkness & Physical, # MP

Magpuff- (Pet, Animal, Light, Lv.1, 10,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- 1,000 (Standard Multiplier- x1)
Minimum Level- 1
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 5% Light Resistance, 5% Air Resistance, 5% Earth Resistance, Animal Traits
Prime Attribute- Strength
Constant Effects-
None
Abilities-
Fluffy Rush!- # Damage, Light, 0 MP
Giant Pompuff Hop- # Damage, Physical & Air, 0 MP
Summon Pomfdumf- Summons 1 Level 1 Pomfdumf from the Zoo Record, Max 5 summoned, Air & Light, # MP

Pomfdumf- (Pet, Animal, Light, Lv.1, 100 Gold)
HP- 1
MP- 1
STR- 1
AGI- 2
CON- 1
MIN- 1
SPI- 4
XP- 0
XP Needed- 1,000
Level Adjustment- -15
Defense- 1
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Spirit
Constant Effects-
None
Abilities-
Fluffy Attack!- 1 Damage, 95% does no damage, Light, 0 MP

Spirit of the Whiskered Tortoise (Summoned)
Level 7
Spirit, Water & Magic
HP- 22,000
MP- 19,000
STR- 370
AGI- 110
CON- 450
MIN- 465
SPI- 405
XP- 0
Xp Needed- 22,500 (Standard Multiplier x 1.5)
Minimum Level- 7
Defense- 900, +1,800 Against Water, +1,800 against Magic, +1,800 against Light, +1,800 against Darkness
Defense against Stat Damage- 25
Critical Chance- 3%
Resilience- 13%
To Hit- 105%
Dodge- 2%
Resistances and Immunities- 50% Magic Resistance, 40% Water Resistance, 30% Light Resistance, 30% Darkness Resistance, 30% Electrical Resistance, 30% Earth Resistance, Immune to Pain, Confusion, Impaired, Hexed, Charm, Poison, and Diseased, Drowning Immunity
Prime Attribute- Strength
Constant Effects-
Aura of the Whiskered Tortoise- Possessor's allies who are Spirits gain +100 to all stats as a non-stacking buff, Constant Effect
Abilities-
Spiritual Tide- 750 Damage, 1 hit against 5, Water & Magic, 0 MP
Bolster Spirit- +100 to all stats, affects Spirits only, stacks 10 times, Water & Magic, 800 MP
Guard Spirit- +350 Defense, affects Spirits only, stacks 5 times, Earth & Physical & Magic, 1,000 MP
Wisdom of the Whiskered Tortoise- +150 MIN, affects Spirits only, stacks 15 times, 1 hit against 30, Magic & Water & Air, 1,500 MP


Tasks-


Secret Formulas-

Secret Formula- Assault Teapot
Requires:
None
Consumes:
1 Tea Kettle
5 Elemental Air Blast
Produces:
Assault Teapot- (Weapon, Other: Teapot, Air & Water & Fire, 5,000,000 Gold) +5,000 Ranged Attack, 30% may inflict Burning, Drink consumables wielder uses deal 50,000 additional Damage

Secret Formula- Blood Tea
Requires:
1 Tea Kettle
Consumes:
1 Empty Teacup
2 Tea Leaves
5 Blood
Produces:
Blood Tea- (Consumable, Drink, Darkness, 1 Charge, 600 Gold) Deals 60 Flat Darkness element HP Healing, +6 MIN, +6 CON, stacks 30 times

Secret Formula- BOOST! Cherry
Requires:
None
Consumes:
50 Cherry
1 Energy Mana Oil
1 Tall Metal Can
Produces:
BOOST! Cherry- (Consumable, Drink, Energy, 1 Charge, 50,000 Gold) +50 SPI, +50 AGI, +500 MP, Inflicts Invigorated, Inflicts Stat Boost: AGI Boost

Secret Formula- Brain Glue
Requires:
Mental Bowl
Level 20
'Doctor' OR 'Architect'
Consumes:
60 Glue
1 Treat Debuff
1 Biowarp
Produces:
Brain Glue- (Consumable, Medicine, Psychic & Physical, 1 Charge, 5,000,000 Gold) +5,000 MIN, Cures Confusion, Deals 500 Flat Psychic & Physical element MIN Healing, Cures Stat Drain: MIN Drain, Target gains Stat Drain: MIN Drain Immunity, Target gains +1,000 Defense against MIN Damage, does not stack

Secret Formula- Businessman's Coffee
Requires:
1 Coffee Pot
Consumes:
1 Coffee Beans
1 Coffee Mug
1 Coffee Filter
500 Gold
Produces:
Businessman's Coffee- (Consumable, Drink, Technology & Air, 1 Charge, 900 Gold) +2 to all stats, +90 Defense against Gold Damage, 30% cures Fatigued, 20% Inflicts Invigorated

Secret Formula- Comically Huge Cup Of Coffee
Requires:
1 Coffee Pot
Consumes:
60 Coffee Beans
1 HUGE Coffee Mug
1 Coffee Filter
Produces:
Comically Huge Cup Of Coffee- (Consumable, Drink, Water & Fire & Earth, 60 Charges, 12,000 Gold) +2 to all stats, 20% Inflicts Invigorated

Secret Formula- Cuppa Joe
Requires:
1 Coffee Pot
1 Black Fine-Point Marker
Consumes:
1 Coffee Beans
1 Styrofoam Cup
1 Coffee Filter
1 Name Tag
Produces:
Cuppa Joe- (Consumable, Drink, Water & Fire & Earth, 1 Charge, 5,000 Gold) +5 to all stats, 20% Inflicts Invigorated, target may choose to obtain a buff that causes target's name to change to 'Joe', lasts 25 rounds, stacks 3 times

Secret Formula- Dad's Weird Coffee That Has A Tie On The Mug
Requires:
None
Consumes:
1 Coffee
1 Necktie
Produces:
Dad's Weird Coffee That Has A Tie On The Mug- (Consumable, Drink, Technology & Water, 1 Charge, 900 Gold) +2 to all stats, 30% inflicts Elevated, 20% Inflicts Invigorated

Secret Formula- Demon's Scythe of Fire and Ice
Requires:
None
Consumes:
60 Coffee Beans
1 Demon's Ice Sickle
1 Demon’s Flaming Sickle
Produces:
Demon's Scythe of Fire and Ice- (Weaponx2, Scythe, Fire & Ice & Darkness, 1,900,000 Gold) +3,600 Melee Attack, +3,600 STR, +3,600 AGI, +3,600 SPI, Wielder's per-item Melee Attack bonus is doubled for this item if wielder is a Demon, 30% inflicts Burning, 30% inflicts Frozen, 30% inflicts Voidstruck, 30% inflicts Wounded, 45% Critical

Secret Formula- Dragon Master Roast
Requires:
1 Dragontech Coffee Pot
Consumes:
15 Expensive Coffee Beans
5 Force of Fire (2)
2 Ash Dragon's Gem
2 Core Dragon's Gem
1 Grid Dragon's Gem
50 Fire Mana Oil
Level 20
Produces:
Dragon Master Roast- (Consumable, Drink, Fire, 1 Charge, 15,000,000 Gold) +1,500 to all stats as a non-stacking bonus, Inflicts Invigorated, Inflicts Stat Boost: SPI Boost or Stat Boost: CON Boost, target is automatically cured of Frozen at the start of every round, lasts 500 rounds, This item's name counts as including 'Coffee'

Secret Formula- Mystic Figurine: Golden Goat
Requires:
None
Consumes:
20,000,000 Gold
Produces:
Mystic Figurine: Golden Goat- (Consumable, Summoning Stone, Earth, Unlimited Charges, 20,000,000 Gold) Generates an attack with Strength as its Prime Attribute, a Damage value of 55,000, and a 115% chance of inflicting Fatigued: Stun, This action counts as being performed by a Level 35 Animal with a Strength stat of 15,500, This item's user must be Level 20 or greater

Secret Formula- Mystic Figurine: Mirage Diamond Butterfly
Requires:
None
Consumes:
5 Mirage Diamond
Produces:
Mystic Figurine: Mirage Diamond Butterfly- (Consumable, Summoning Stone, Illusion, Unlimited Charges, 36,000,000 Gold) Up to 5 target individualsgains +25% Dodge for 1 round as a non-stacking buff, This action counts as being performed by a Level 60 Insect, This item's user must be Level 40 or greater

Secret Formula- Mystic Figurine: Sand Diamond Camel
Requires:
None
Consumes:
5 Sand Diamond
Produces:
Mystic Figurine: Sand Diamond Camel- (Consumable, Summoning Stone, Earth, Unlimited Charges, 36,000,000 Gold) Up to 5 target individuals who are either willing or below Level 50 are removed from a Zone of Earth or Fire created by a source below Level 65, This action counts as being performed by a Level 45 Animal, This item's user must be Level 40 or greater

Secret Formula- Shadow City Roast
Requires:
1 Coffee Pot
Consumes:
5 Exotic Coffee Beans
5 Darkness Mana Oil
1 Ectoplasm
1 Sugar Cube
Produces:
Shadow City Roast- (Consumable, Drink, Darkness, 1 Charge, 5,000,000 Gold) +500 MIN, +500 AGI, 25% Darkness Resistance, 30% inflicts Invigorated, Stacks 10 times, this item's name counts as including 'Coffee'

Secret Formula- Tall, Half-Skinny, Half-One-Percent, Extra-Hot: 203-Degree, Quad Shot (Two Shots Decaf, One Shot Regular, One Shot Regular With Hazelnut) Latte With Double-Whip And Dome Lid In Extra-Tall Cup
Requires:
1 Coffee Pot
1 Thermometer
3 Shot-Measure
Consumes:
1 Coffee Beans
1 Extra-Tall Coffee Cup
1 Coffee Filter
1 Hazelnut Extract
1 Skinny Milk
1 One-Percent Milk
2 Decaf Coffee
1 Whipped Cream
1 Dome Lid
Produces:
Tall, Half-Skinny, Half-One-Percent, Extra-Hot: 203-Degree, Quad Shot (Two Shots Decaf, One Shot Regular, One Shot Regular With Hazelnut) Latte With Double-Whip And Dome Lid In Extra-Tall Cup- (Consumable, Drink, Water & Fire & Earth, 1 Charge, 6,000 Gold) +6 to all stats, 30% Inflicts Invigorated

Secret Formula- Tea
Requires:
1 Tea Kettle
Consumes:
1 Empty Teacup
1 Tea Leaves
Produces:
Tea- (Consumable, Drink, Earth, 1 Charge, 300 Gold) +5 CON, +15 MIN

Secret Formula- The Roast With The Ghost
Requires:
1 Coffee Pot
Consumes:
5 Expensive Coffee Beans
2 Sphere of Necromantic Energy
20 Ectoplasm
1 Coffee Mug
Level 20
Produces:
The Roast With The Ghost- (Consumable, Drink, Darkness, 1 Charge, 6,000,000 Gold) +600 to all stats as a non-stacking bonus, Inflicts Invigorated, Target obtains a non-stacking buff that allows it to summon a single Ghost from the Enemy List at the start or end of a round, with said buff disappearing when said Ghost is summoned, Max 3 summoned

Secret Formula- Thousand-Stories Tea
Requires:
1 Tea Kettle
Consumes:
10 Empty Teacup
1 Ostracon
10 Web of Stories
10 Exotic Tea Leaves
1 Water
Produces:
Thousand-Stories Tea- (Consumable, Drink, Magic & Earth & Air & Water, 10 Charges, 4,000,000 Gold) +20,000 MP, +2,000 MIN, +1,000 SPI, Target gains 50% Entombed, Mindblasted, and Antimatter Resistance, stacks 5 times

Secret Formula- Ultrastrong Coffee
Requires:
1 Coffee Pot
Consumes:
3 Expensive Coffee Beans
5 Cordial of Increased Potency
1 Empty Mug
Produces:
Ultrastrong Coffee- (Consumable, Drink, Water & Fire & Earth, 1 Charge, 3,000,000 Gold) +1,500 to all stats, 60% Inflicts Invigorated, does not stack

Secret Formula- Wake the Dead
Requires:
1 Coffee Pot
Consumes:
2 Exotic Coffee Beans
1 Massive Sphere of Necromantic Energy
1 Empty Mug
Produces:
Wake the Dead- (Consumable, Drink, Darkness, 1 Charge, 8,900,000 Gold) Resurrects target individual killed by a source below Level 60 and applies a buff to said individual that changes its subtype to Undead, with said resurrection being cancelled if said buff leaves target or target ceases to count as the subtype Undead, 100% inflicts Invigorated, this item's name counts as including 'Coffee'

Secret Formula- Skilled Necromancer's Staff
Requires:
Any Weaponsmith's Tools (worth at least 90,000 Gold)
Consumes:
Orlumais Staff
100 Darkness Mana Oil
50 Sphere of Necromantic Energy
Necromancer's Staff
Necromancer's Book
Necromancer's Command Rod
Produces:
Skilled Necromancer's Staff- (Weapon, Staff, Darkness & Magic, 5,415,000 Gold) +4,750 Melee Attack, +5,680 Magical Attack, +4,000 MIN, +4,000 SPI, Wielder's Necromancy spells that provide a Magical Attack Bonus gain +4,500 additional Magical Attack, Wielder's Necromancy summons gain +400 to all stats as a non-stacking effect, Wielder's Necromancy spells cost 3,000 less MP, +16,000 MP that may only be used for Necromancy spells, Wielder may equip 5 additional Necromancy spells, provided wielder has no non-Necromancy spells equipped, 30% inflicts Charm on Undead, 20% Undead Resistance if wielder has the ability Necromancer

Secret Formula- Skilled Purifier's Staff
Requires:
Any Weaponsmith's Tools (worth at least 90,000 Gold)
Consumes:
Orlumais Staff
100 Light Mana Oil
50 Sphere of Brilliant Energy
Purifier's Staff
Purifier's Book
Produces:
Skilled Purifier's Staff- (Weapon, Staff, Light & Magic, 5,415,000 Gold) +4,750 Melee Attack, +5,680 Magical Attack, +4,000 MIN, +4,000 SPI, Wielder's spells that provide a Magical Attack Bonus gain +4,500 additional Magical Attack when targetting Undead offensively, Undead opposing wielder suffer -400 to all stats as a non-stacking effect, Wielder's Holy Magic, Divine Magic, Spirit Magic, Healer Magic, and Celestial Magic spells cost 3,000 less MP, 15% Critical against Undead, 135% To Hit against Undead, 15% inflicts Awestruck: Sealed on Undead, 10% Undead Resistance, Wielder may not equip or cast Necromancy spells

Secret Formula- Worldwalker's Unreality Globe
Point Value- 10
Requires:
Adept Illusion Synchronization
Adept Gate Magic Attunement
Consumes:
25 Elemental Domain Core: Air
25 Elemental Domain Core: Earth
25 Elemental Domain Core: Fire
25 Elemental Domain Core: Water
15 Chart of Alien Stars
1 Necklace that Holds the Void at its Center
1 Unbroken Core
1 Illusion Crystal
Produces:
Worldwalker's Unreality Globe- (Weapon, Orb, Illusion, 225,000,000 Gold) +225,000 Magical Attack, +225,000 Defense, 80% Dodge, 260% To Hit, Wielder may ignore effects attached to Zones by sources below Level 80, Wielder must be Level 40 or greater


Awards-
Is a Time Clone
May Enter the Stormkeeper's Estate as Though the Proper Quest Were Completed
Attempted to Fight The Bartender at the Holy Festival (While He Was Holding Back)
Eliminated in Round Two of the Brass Disc Tournament
First Person to Enter the Lands of Simmereth and Vyersnath in Over 3,000 Years
Trained Under Ryan the Bowling Wizard
Was involved in a Temporal Adventure in El Bazril
Became a Spirit-Binding Mage through the Powers of the Liar's Gate
Ate a Hotdog
Owes a Certain Magus 5 Favors
Has Beaten 29 Bosses in Boss Rush Mode
Has Completed the First Holy Imperial Challenge of Worth: Test of Fortune
Has Completed the Second Holy Imperial Challenge of Worth: Test of Skill
Has Completed the Third Holy Imperial Challenge of Worth: Test of War
Has Completed the Fourth Holy Imperial Challenge of Worth: Test of Seeking
Has Completed the Fifth Holy Imperial Challenge of Worth: Test of Mastery
Has Completed the Sixth Holy Imperial Challenge of Worth: Test of Stamina
Has Completed the Seventh Holy Imperial Challenge of Worth: Test of Echoes
Has Completed the Eighth Holy Imperial Challenge of Worth: Test of Time
Has Completed the Ninth Holy Imperial Challenge of Worth: Test of Collecting
Has Completed the Tenth Holy Imperial Challenge of Worth: Test of Combat
Has Completed the Eleventh Holy Imperial Challenge of Worth: Test of Remembrance
Has Completed the Twefth Holy Imperial Challenge of Worth: Test of Choices
Watched the Entirety of the Film 'The Arrest and Untimely Demise of Hossus Broon (with Commentary)'
Has used 2 Skillbanks
Has Used 12 Grandmaster's Texts
Has Won the "Adventurers!" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the "Winter's Grasp" Event Match
Has Won the "First of the Arcane Spirits" Event Match
Has Won the "Pillar of Self-Doubt" Event Match
Has Won the "First Test Against The Adversary's Forces" Event Match
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "Fight Against the Storm" Event Match
Has Won the "Four Elementals" Event Match
Has Won the "Necromancer Lord Practice Bout" Event Match
Has Won the "An Infamous Gang of Thieves!" Event Match
Has Won the "A Massive Condor Appears" Event Match
Has Won the "The Broken-Winged Dragon" Event Match
Has Some Basic Practice Focusing Mana In Decorated Holiday Conditions
Listened to the Muttered Names of Sinners
Was Defeated and Consumed By Hadjbalaum, and, in the Process, Purified of Sins
Visited the 10th Holy Festival
Had a Really, Really Weird Dream
Has used 10 Manual of A Thousand Arts
'Defeated Shining Genesis-Egg in a Special Arena Match'
Killed Aloysius Gullroyal the Illusionist on the Great Bone Dais of Broken Forms in the Outermost Layer of the Graveyard of Fiends that Never Were
Cracked the Cypher on Gullroyal's Codex
Participated In The Quest 'A Phonecall from Donna'
Fought the Ascendants of the Fourth Ascension as Part of the Three of Swords Corporation
Obtained a Commendation from Donna for his Actions Fighting Against the Fourth Group of Ascendants
Full PC (No Longer a Subcharacter)
Has Reached Round 41 in an Endurance Match
Has Completed the First Holy Imperial Challenge of Power: Test of Wealth
Has Completed the Third Holy Imperial Challenge of Power: Test of Slaying
Has Completed the Fifth Holy Imperial Challenge of Power: Test of Opposition
Has Completed the Sixth Holy Imperial Challenge of Power: Test of Tenacity
Has Completed the Seventh Holy Imperial Challenge of Power: Test of Essence
Has Completed the Ninth Holy Imperial Challenge of Power: Test of Fame and Fortune
Has Completed the Tenth Holy Imperial Challenge of Power: Test of Versatility
Has Completed the Eleventh Holy Imperial Challenge of Power: Test of Memories
Has Completed the Twelfth Holy Imperial Challenge of Power: Test of Options
Learned the Dragon Master Roast Formula From Carl
Learned the The Roast With The Ghost Formula From Vivian
Learned the Cuppa Joe Formula From Carl
Learned the Tall, Half-Skinny, Half-One-Percent, Extra-Hot: 203-Degree, Quad Shot (Two Shots Decaf, One Shot Regular, One Shot Regular With Hazelnut) Latte With Double-Whip And Dome Lid In Extra-Tall Cup Formula from Carl
Learned the Brain Glue Formula from Doctor Toad
Learned the Ultrastrong Coffee Formula from Carl
Learned the Shadow City Roast Formula from Vivian
Learned the Wake The Dead Formula from Vivian
Learned the Businessman's Coffee Formula from Carl
Learned the Dad's Weird Coffee That Has A Tie On The Mug Formula from Carl
Learned the Comically Huge Cup Of Coffee Formula from Carl
Learned the Demon's Scythe of Fire and Ice Formula from Forgemaster Themannon
Learned the Blood Tea Formula from Vivian
Learned the Tea Formula from Vivian
Learned the Thousand-Stories Tea Formula from Larry
Learned the Assault Teapot Formula from Larry
Learned the Mystic Figurine: Sand Diamond Camel Formula from Idamyiir Luthos
Learned the Mystic Figurine: Mirage Diamond Butterfly Formula from Idamyiir Luthos
Learned the Mystic Figurine: Golden Goat Formula from Idamyiir Luthos
Learned the BOOST! Cherry Formula from Carl
Has Completed 20 Frequent Formula Tasks
Defeated Nega-Cael in an Arena Match
Trained in Illusion-Crafting with Lilian
Has Completed the Mini Quest 'Trial of Versatility'
Has Saved Stopped the Menhir of Ooze for the Society of Magical Inquiry
250 Society of Magical Inquiry Reputation Points
Has Saved Imbelsberg from the Bluewar Ministry
Has Saved the Sea of Lindric Grass from the Bluewar Ministry
Saved a Bank From the Traps of Hank S. Mayor in the "The Deadly Bank"
Helped Kit Defeat Nega-Kit in an Arena Match
Was in the Walrusfest Secret Santa
Successfully guessed his Secret Santa
Has Won the "Evergarden Defense Test" Event Match
Has Won the "Surprise in the Gift Shop" Event Match
Killed Blodwig and Dorog on Noix
Lost a Battle Against Nazril, High Warlock of Roriana that Incerated the Town of Elkie and Most of the Immediate Countryside On Noix
Defeated Zeo In The Sultan's Arena On Noix
Was Briefly Directly-Controlled by Lord Gadigan
Defeated Roy Selim In The Sultan's Arena On Noix
Explored The Mayline On Noix
Created Eclasiam Within The Mayline With The Help Of The All-Being (Mod-Run World Award)
Deified As The Creator In Eclasiam (Mod-Run World Award)
Defeated By The Cardmaster In The Darkness Branch Of The Eight Arm Dungeon On Noix And Trapped Forever In The Realms Of Shadow (Until They Respawned Several Hours Later)
Tasked to Heal by the Light in the Darkness (Mod-Run World Award)
Member of the Enigma Men
Founding Member of the Enigma Men
Defeated Noel the Altverse Santa-Self of Nole in a Special Walrusfest Fight
Has Completed the Task "First Holy Imperial Challenge of Glory: Test of Expertise"
Has Completed the Task "Second Holy Imperial Challenge of Glory: Test of Esoterica"
Has Completed the Task "Third Holy Imperial Challenge of Glory: Test of Superiority"
Has Completed the Task "Fourth Holy Imperial Challenge of Glory: Test of War"
Has Completed the Task "Fifth Holy Imperial Challenge of Glory: Test of Performance"
Has Completed the Task "Sixth Holy Imperial Challenge of Glory: Test of Ages"
Has Completed the Task "Seventh Holy Imperial Challenge of Glory: Test of Cataloging"
Has Completed the Task "Eighth Holy Imperial Challenge of Glory: Test of Effortlessness"
Has Completed the Task "Ninth Holy Imperial Challenge of Glory: Test of Bloodshed"
Has Completed the Task "Tenth Holy Imperial Challenge of Glory: Test of Versatility"
Has Completed the Task "Eleventh Holy Imperial Challenge of Glory: Test of Legacy"
Has Completed the Task "Twelfth Holy Imperial Challenge of Glory: Test of Focus"
Has Won the "You'll Never Get Me Pot o' Gold!" Event Match
Has Won the 'Seizing the Center' Event Match
Established a Tag-Team Connection with The Quartermaster at Walrusfest
Tried to win the Big Quilt
Saved Alternate Timeline Adventurers in the Library
Wrote a Book of Poetry, But You Know, Not Really


Has Consumed 5 Essence Sphere: Druid
Has Consumed 5 Improved Sphere: Druid
Has Consumed 5 Greater Essence Sphere: Druid
Has Consumed 5 Essence Sphere: Temporal Primarch
Has Consumed 5 Improved Sphere: Temporal Primarch
Has Consumed 5 Greater Essence Sphere: Temporal Primarch
Has Consumed 5 Essence Sphere: Abjurer
Has Consumed 5 Improved Essence Sphere: Abjurer
Has Consumed 5 Greater Essence Sphere: Abjurer
Has Consumed 5 Essence Sphere: Alchemist
Has Consumed 5 Improved Essence Sphere: Alchemist
Has Consumed 5 Greater Essence Sphere: Alchemist
Has Consumed 5 Essence Sphere: Arcane Vizier
Has Consumed 5 Improved Essence Sphere: Arcane Vizier
Has Consumed 5 Greater Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Artificer
Has Consumed 5 Improved Essence Sphere: Artificer
Has Consumed 5 Greater Essence Sphere: Artificer
Has Consumed 5 Essence Sphere: Astromancer
Has Consumed 5 Improved Essence Sphere: Astromancer
Has Consumed 5 Greater Essence Sphere: Astromancer
Has Consumed 5 Essence Sphere: Bard
Has Consumed 5 Improved Essence Sphere: Bard
Has Consumed 5 Greater Essence Sphere: Bard
Has Consumed 5 Essence Sphere: Beastmaster
Has Consumed 5 Improved Essence Sphere: Beastmaster
Has Consumed 5 Greater Essence Sphere: Beastmaster
Has Consumed 5 Improved Essence Sphere: Binder
Has Consumed 5 Greater Essence Sphere: Binder
Has Consumed 5 Greater Essence Sphere: Binder
Has Consumed 5 Essence Sphere: Blazing Sultan
Has Consumed 5 Improved Essence Sphere: Blazing Sultan
Has Consumed 5 Greater Essence Sphere: Blazing Sultan
Has Consumed 5 Essence Sphere: Botanist
Has Consumed 5 Improved Essence Sphere: Botanist
Has Consumed 5 Greater Essence Sphere: Botanist
Has Consumed 5 Essence Sphere: Captain
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Has Consumed 5 Greater Essence Sphere: Channeler
Has Consumed 5 Essence Sphere: Chef
Has Consumed 5 Improved Essence Sphere: Chef
Has Consumed 5 Greater Essence Sphere: Chef
Has Consumed 5 Essence Sphere: Commander
Has Consumed 5 Improved Essence Sphere: Commander
Has Consumed 5 Greater Essence Sphere: Commander
Has Consumed 5 Essence Sphere: Counselor of Faerie
Has Consumed 5 Essence Sphere: Countess of Power
Has Consumed 5 Improved Essence Sphere: Countess of Power
Has Consumed 5 Essence Sphere: Crafter
Has Consumed 5 Improved Essence Sphere: Crafter
Has Consumed 5 Greater Essence Sphere: Crafter
Has Consumed 5 Essence Sphere: Dancer
Has Consumed 5 Improved Essence Sphere: Dancer
Has Consumed 5 Greater Essence Sphere: Dancer
Has Consumed 5 Essence Sphere: Defender
Has Consumed 5 Improved Essence Sphere: Defender
Has Consumed 5 Greater Essence Sphere: Defender
Has Consumed 5 Essence Sphere: Diplomat
Has Consumed 5 Improved Essence Sphere: Diplomat
Has Consumed 5 Greater Essence Sphere: Diplomat
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Superior Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Elementalist
Has Consumed 5 Improved Essence Sphere: Elementalist
Has Consumed 5 Greater Essence Sphere: Elementalist
Has Consumed 5 Essence Sphere: Enchanter
Has Consumed 5 Improved Essence Sphere: Enchanter
Has Consumed 5 Greater Essence Sphere: Enchanter
Has Consumed 5 Essence Sphere: Flux Baron
Has Consumed 5 Improved Essence Sphere: Flux Baron
Has Consumed 5 Greater Essence Sphere: Flux Baron
Has Consumed 5 Essence Sphere: Genesis Architect
Has Consumed 5 Improved Essence Sphere: Genesis Architect
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Greater Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Guardian
Has Consumed 5 Improved Essence Sphere: Guardian
Has Consumed 5 Greater Essence Sphere: Guardian
Has Consumed 5 Essence Sphere: Gunner
Has Consumed 5 Essence Sphere: Healer
Has Consumed 5 Improved Essence Sphere: Healer
Has Consumed 5 Greater Essence Sphere: Healer
Has Consumed 5 Essence Sphere: Heir to the Future
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 5 Improved Essence Sphere: Illusionist
Has Consumed 5 Greater Essence Sphere: Illusionist
Has Consumed 5 Essence Sphere: Magus
Has Consumed 5 Improved Essence Sphere: Magus
Has Consumed 5 Greater Essence Sphere: Magus
Has Consumed 5 Essence Sphere: Merchant
Has Consumed 5 Improved Essence Sphere: Merchant
Has Consumed 5 Greater Essence Sphere: Merchant
Has Consumed 5 Essence Sphere: Mentalist
Has Consumed 5 Improved Essence Sphere: Mentalist
Has Consumed 5 Greater Essence Sphere: Mentalist
Has Consumed 5 Essence Sphere: Mountain King
Has Consumed 5 Improved Essence Sphere: Mountain King
Has Consumed 5 Greater Essence Sphere: Mountain King
Has Consumed 5 Essence Sphere: Musician
Has Consumed 5 Improved Essence Sphere: Musician
Has Consumed 5 Greater Essence Sphere: Musician
Has Consumed 5 Essence Sphere: Ninja
Has Consumed 5 Improved Essence Sphere: Ninja
Has Consumed 5 Essence Sphere: Ocean Prince
Has Consumed 5 Improved Essence Sphere: Ocean Prince
Has Consumed 5 Greater Essence Sphere: Ocean Prince
Has Consumed 5 Essence Sphere: Ritualist
Has Consumed 5 Improved Essence Sphere: Ritualist
Has Consumed 5 Greater Essence Sphere: Ritualist
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Scientist
Has Consumed 5 Improved Essence Sphere: Scientist
Has Consumed 5 Greater Essence Sphere: Scientist
Has Consumed 5 Essence Sphere: Seer
Has Consumed 5 Improved Essence Sphere: Seer
Has Consumed 5 Greater Essence Sphere: Seer
Has Consumed 5 Essence Sphere: Shrine Maiden
Has Consumed 5 Improved Essence Sphere: Shrine Maiden
Has Consumed 5 Greater Essence Sphere: Shrine Maiden
Has Consumed 5 Essence Sphere: Skykeeper
Has Consumed 5 Improved Essence Sphere: Skykeeper
Has Consumed 5 Essence Sphere: Slayer
Has Consumed 5 Improved Essence Sphere: Slayer
Has Consumed 5 Greater Essence Sphere: Slayer
Has Consumed 2 Essence Sphere: Smith
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Greater Essence Sphere: Summoner
Has Consumed 5 Essence Sphere: Thief
Has Consumed 5 Improved Essence Sphere: Thief
Has Consumed 5 Greater Essence Sphere: Thief
Has Consumed 5 Essence Sphere: Thunder Czar
Has Consumed 5 Improved Essence Sphere: Thunder Czar
Has Consumed 5 Greater Essence Sphere: Thunder Czar
Has Consumed 5 Essence Sphere: Transmuter
Has Consumed 5 Improved Essence Sphere: Transmuter
Has Consumed 5 Greater Essence Sphere: Transmuter
Has Consumed 5 Essence Sphere: Unreality Coordinator
Has Consumed 2 Improved Essence Sphere: Unreality Coordinator
Has Consumed 5 Improved Essence Sphere: Unreality Coordinator
Has Consumed 5 Greater Essence Sphere: Unreality Coordinator
Has Consumed 5 Superior Essence Sphere: Unreality Coordinator
Has Consumed 5 Essence Sphere: Veilwalker
Has Consumed 5 Improved Essence Sphere: Veilwalker
Has Consumed 5 Greater Essence Sphere: Veilwalker Spheres
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wanderer Spheres
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Consumed 5 Essence Sphere: Wind Duke
Has Consumed 5 Improved Essence Sphere: Wind Duke
Has Consumed 5 Greater Essence Sphere: Wind Duke
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Wizard
Has Consumed 5 Essence Sphere: Time Mage
Has Consumed 5 Improved Essence Sphere: Time Mage
Has Consumed 5 Greater Essence Sphere: Time Mage
Has Consumed 5 Greater Essence Sphere: Wizard
Has Consumed 5 Essence Sphere: Analyst of the Absolute
Has Consumed 5 Improved Essence Sphere: Analyst of the Absolute
Has Consumed 5 Greater Essence Sphere: Analyst of the Absolute
Has Consumed 5 Essence Sphere: Radiant Hierophant
Has Consumed 5 Improved Essence Sphere: Radiant Hierophant
Has Consumed 5 Greater Essence Sphere: Radiant Hierophant
Has Consumed 5 Essence Sphere: Warmaster
Has Consumed 5 Improved Essence Sphere: Warmaster
Has Consumed 5 Greater Essence Sphere: Warmaster
Has Used 5 Attunement Book: Druid
Has Used 5 Attunement Book: Analyst of the Absolute
Has Used 5 Attunement Book: Radiant Hierophant
Has Used 5 Attunement Book: Warmaster
Has Used 5 Attunement Book: Abjurer
Has Used 5 Attunement Book: Alchemist
Has Used 5 Attunement Book: Arcane Vizier
Has Used 5 Attunement Book: Artificer
Has Used 5 Attunement Book: Astromancer
Has Used 5 Attunement Book: Scientist
Has Used 5 Attunement Book: Bard
Has Used 5 Attunement Book: Blazing Sultan
Has Used 5 Attunement Book: Commander
Has Used 5 Attunement Book: Dancer
Has Used 5 Attunement Book: Diviner
Has Used 5 Attunement Book: Elementalist
Has Used 5 Attunement Book: Enchanter
Has Used 5 Attunement Book: Geomancer
Has Used 5 Attunement Book: Healer
Has used 5 Attunement Book: Illusionist
Has Used 5 Attunement Book: Mentalist
Has Used 5 Attunement Book: Mountain King
Has Used 5 Attunement Book: Ocean Prince
Has Used 5 Attunement Book: Ritualist
Has Used 5 Attunement Book: Shrine Maiden
Has Used 5 Attunement Book: Summoner
Has Used 5 Attunement Book: Thief
Has Used 5 Attunement Book: Thunder Czar
Has Used 5 Attunement Book: Transmuter
Has Used 5 Attunement Book: Veilwalker
Has Used 5 Attunement Book: Wanderer
Has Used 5 Attunement Book: Wind Duke
Has Consumed 5 Essence Sphere: Architect
Has Consumed 5 Improved Essence Sphere: Architect
Has Consumed 5 Greater Essence Sphere: Architect
Has Consumed 5 Essence Sphere: Card Mystic
Has Consumed 5 Improved Essence Sphere: Card Mystic
Has Consumed 5 Greater Essence Sphere: Card Mystic
Has Consumed 5 Greater Essence Sphere: Genesis Architect
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Spatial Mage
Has Consumed 5 Improved Essence Sphere: Spatial Mage
Has Consumed 5 Greater Essence Sphere: Spatial Mage
Has Consumed 5 Essence Sphere: Subspace Architect
Has Consumed 5 Improved Essence Sphere: Subspace Architect
Has Consumed 5 Greater Essence Sphere: Subspace Architect
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Modrageball
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Re: Caelum Aetherius (Time Cloned Spirit Binder)

Post by Modrageball »

Fortune from Arisina:

"The forgetfulness will kick in at the worst possible time.
Treasure Swamp is just a great big deathtrap; it has too many hydras.
Paul wins at horse racing because he cheats.
Closing the black-flower-covered door will disrupt the world's balance more than anyone suspects.
The bomb's results will leave you conflicted and at least slightly distressed if you drop it, though there are upsides."



Illusory Thing Templates

Each Illusory Thing lasts 511 Rounds.
Illusory Things may occupy spaces in row formation and switch rows at the beginning of each round.
Have a 5% chance of cancelling the actions of possessor's opponents that are below Level 20, have under 500 MIN, and are not Immune to Insanity (once/round across all Illusory Things).
Have a 5% chance of automatically being selected as targets by possessor's opponents that are below Level 20, have under 500 MIN, and are not Immune to Insanity.
Have a 5% chance of inflicting Confusion to possessor's opponents that are below Level 20, have under 500 MIN, and are not Immune to Insanity at the start of each round.
May be granted up to 25 weeks' worth of abilities possessor knows that are in stock
Require 1,700 MIN to destroy by a level 20+ individual (one destroyed per action spent doing so)


Utility Build wrote:HP- 30,500
MP- 0
STR: 0
AGI: 0
CON: 0
MIN: 0
SPI: 0

Abilities:
Magical Attack
Cast A Spell
Defend
Guard Back Rank
Trade

Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Predict Future with a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb equipped to scan a target's stats

Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast

Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.



Steadfast Iron Pillar wrote:HP- 30,500
MP- 0
STR: 0
AGI: 0
CON: 0
MIN: 0
SPI: 0

Abilities:
Defend
Guard Back Rank

-Abjurer-
Apprentice Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Protection Magic spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Protection Magic spells cost 200 less MP
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Essence of the Wholly Defensive Wall- (Stance Ability, Abjurer) +50 Defense per level, you may not take any offensive action

-Defender-
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Basic Shield Deflection- (Passive Ability, Defender) Possessor has a 1% chance of optionally reflecting attacks from individuals level 5 or lower targeting possessor while possessor has a Shield equipped
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Clock Block- (Technique Ability, Defender) Possessor may use Clock Block in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. The next offensive action targetting user from an opposing source that is below Level 20 is delayed for 1 round. This effect may not stack.
Host a Block Party- (Technique Ability, Defender) Possessor may use Host a Block Party in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. Up to 5 allies of user may immediate perform a Defend action provided that they have not already performed a Defend action this round. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Iron Column- (Active Ability, Defender) This character may use Iron Column in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +170 Defense added to the result of the Defend action.
Turtle's Shell- (Active Ability, Defender) This character may use Turtle Shell in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +140 Defense added to the result of the Defend action, and has both a 15% Water resistance and a 15% Ranged Attack resistance for the duration of the Defend action's results.




Convergent Lens Array wrote:HP- 30,500
MP- 0
STR: 0
AGI: 0
CON: 0
MIN: 0
SPI: 0

-Channeler-
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Improved Chain Casting Attunement- (Passive Ability, Channeler) Spells possessor casts through 'Basic Chain Casting Attunement' cost possessor 500 less MP to cast
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Offensively Channel Spells- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used.





Illusionary Thing Notes

Illusionary Things can be carried between battles in buff slots.
If the same thing is making them (eg, same source), they can be stacked in one slot.
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Re: Caelum Aetherius (Time Cloned Spirit Binder)

Post by Aeromage »

Quick Statblock
Caelum Aetherius (Time Cloned Spirit Binder) (Aeromage)
Human, Life
Level 79
HP- 10,875
MP- 42,725
STR: 396 (5)
AGI: 555 (7)
CON: 435 (5)
MIN: 1,709 (21)
SPI: 2,504 (23)

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

-Abjurer-
Ablative Self-Screen- (Passive Ability, Abjurer) Up to 20 times per thread when possessor would acquire a debuff that reduces possessor's stats, possessor may choose for that instance of the debuff to reduce the amount it reduces each of possessor's by by 500, to a minimum of 0
Apprentice Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Protection Magic spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Protection Magic spells cost 200 less MP
Basic Defensive Arts Training- (Passive Ability, Abjurer) +20 Defense
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Essence of the Wholly Defensive Wall- (Stance Ability, Abjurer) +50 Defense per level, you may not take any offensive action
Warded Skin- (Passive Ability, Abjurer) +200 Defense

-Alchemist-
Apprentice Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells possessor casts cost 500 less Gold and 500 less XP
Basic Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells cost 10 less Gold and 10 less XP
Infuse Acid- (Technique Ability, Alchemist) Possessor may use Infuse Acid in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Acid element damage.
Infuse Air- (Technique Ability, Alchemist) Possessor may use Infuse Air in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Air element damage.
Infuse Earth- (Technique Ability, Alchemist) Possessor may use Infuse Earth in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Earth element damage.
Infuse Electrical- (Technique Ability, Alchemist) Possessor may use Infuse Electrical in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Electrical element damage.
Infuse Fire- (Technique Ability, Alchemist) Possessor may use Infuse Fire in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Fire element damage.
Infuse Ice- (Technique Ability, Alchemist) Possessor may use Infuse Ice in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Ice element damage.
Infuse Magic- (Technique Ability, Alchemist) Possessor may use Infuse Magic in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Magic element damage.
Infuse Water- (Technique Ability, Alchemist) Possessor may use Infuse Water in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Water element damage.

-Analyst of the Absolute-
Apprentice Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats for each Truth element item equipped, Possessor's Truth element pets and summons gain +250 to all stats
Apprentice Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Truth's Dominion- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Truth
Basic Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to all stats if possessor is Truth element
Basic Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats while in a Zone of Truth
Control of Truth- (Passive Ability, Analyst of the Absolute) Possessor has a 20% chance of being able to cancel the actions of Truth element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +1% To Hit against Truth element targets
Improved Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 5,000 points
Truth Manipulation- (Passive Ability, Analyst of the Absolute) Possessor may choose one of the following at the beginning of each round if Truth element: Create a Zone of Truth, Remove a Zone of Truth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Truth by either possessor or a source below Level 20, Add Truth 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 Truth element on a Truth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Truth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Truth, 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 Truth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Truth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Truth, 5% Truth Resistance, or +50 Defense against Truth and 1% Truth Resistance until the end of the round as a non-stacking buff

-Arcane Vizier-
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Basic Acceleration Within Magic's Dominion- (Passive Ability, Arcane Vizier) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Magic
Basic Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +50 to all stats
Basic Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 Defense against Magic
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
Control of Magic- (Passive Ability, Arcane Vizier) Possessor has a 20% chance of being able to cancel the actions of Magic element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Magic- (Passive Ability, Arcane Vizier) Possessor gains +1% To Hit against Magic element targets
Magic Manipulation- (Passive Ability, Arcane Vizier) Possessor may choose one of the following at the beginning of each round if Magic element: Create a Zone of Magic, Remove a Zone of Magic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Magic by either possessor or a source below Level 20, Add Magic to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Magic element on a Magic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Magic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Magic, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Magic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Magic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Magic, 5% Magic Resistance, or +50 Defense against Magic and 1% Magic Resistance until the end of the round as a non-stacking buff

-Architect-
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Architect- (Passive Ability, Architect) Possessor gains +(500 + 10 * Possessor Level) Melee Attack and +(100 + 10 * Possessor Level) to all stats when possessor has a Tool equipped
Basic Drill Training- (Passive Ability, Architect) Possessor gains +7 Melee Attack if possessor has a Drill equipped, Possessor counts Tool weapons with 'Drill' in their name as Drill weapons, Possessor counts Drill weapons as Tool weapons with 'Drill' in their name
Combat Drill-Wielding- (Passive Ability, Architect) Possessor gains +200 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 150 Defense if possessor has a Tool with 'Drill' in its name equipped
Drill Usage- (Passive Ability, Architect) Possessor gains +20 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 20 Defense if possessor has a Tool with 'Drill' in its name equipped
Improved Painful Implementation- (Passive Ability, Architect) Possessor's 'Painful Implementation' technique has its chance of inflicting Pain increased to 30%
Lifepulse Implementation- (Technique Ability, Architect) Possessor may use 'Lifepulse Implementation' in conjunction with a 'Melee Attack', so long as no other technique is used and possessor has a Tool equipped. Said attack gains +200 Melee Attack and becomes solely Life element, and gains ‘15% inflicts Awestruck: Lifeforce Overload’.
Living Implementation- (Technique Ability, Architect) Possessor may use 'Lifepulse Implementation' in conjunction with a 'Melee Attack', so long as no other technique is used and possessor has a Tool equipped. Said attack gains +100 Melee Attack and becomes solely Life element.
Make Bricks- (Passive Ability, Architect) All Property items owned by possessor are worth 5,000 more Gold (if already worth at least 20,000) for Guild purposes
Painful Implementation- (Technique Ability, Architect) Possessor may use 'Painful Implementation' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains a 20% chance of inflicting Pain.

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

-Astromancer-
Apprentice Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, All Astral Magic spells cost possessor 50 less MP to cast
Astral Magic Casting I- (Passive Ability, Astromancer) Astral Magic spells cost possessor 20 less MP to cast
Astral Magic Casting II- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast
Attuned to Constellations- (Passive Ability, Astromancer) Possessor gains +50 to all stats while possessor has at least 1 Empowered Constellation set
Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells gain +10 Magical Attack and cost 10 less MP
Beneath an Astral Sign- (Passive Ability, Astromancer) Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation
Beneath Favorable Stars- (Passive Ability, Astromancer) Possessor gains +5% To Hit, +5% Critical, +5% Dodge, and +5% Resilieince that may not be used to raise said abilities above 50%, while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Draws Power from the Sky of Night- (Passive Ability, Astromancer) Possessor gains +100 to all stats and gains 2,000 MP that may only be used to cast Astral Magic spells while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Lesser Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 20 points as a non-stacking effect
Star Charter- (Passive Ability, Astromancer) Posessor gains +20 MIN while in a Zone of Darkness, a Zone of Light, or a Zone of Astral Magic or while possessor has at least one Empowered Constellation set

-Bard-
Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Bardic Music Casting I- (Passive Ability, Bard) Bardic Music spells cost possessor 20 less MP to cast
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Creative- (Passive Ability, Bard) Possessor gains +100 unmodified MIN and +100 unmodified SPI
Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points
Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast
Rev Up Crowd- (Technique Ability, Bard) Possessor may use Rev Up Crowd in conjunction with a Magical Attack action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Weaponized Voice- (Passive Ability, Bard) Possessor may, at the beginning of a thread, choose to count as having an additional Instrument weapon equipped

-Beastmaster-
Animal Researcher- (Passive Ability, Beastmaster) Possessor counts as being 2 Levels higher for stat-scanning purposes against Animals, to a max of Level 40, Possessor's Animal pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Animals in this thread successfully
Animal Training I- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +20 to all stats
Animal Training II- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 to all stats
Animal Traits- (Passive Ability, Beastmaster) Possessor gains +1 to all stats so long as possessor is a Animal
Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Form of Ox- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +100 STR, +100 CON, and +5,000 HP
Formshift: Animal- (Stance Ability, Beastmaster) Possessor's subtype becomes Animal
♢Incredulous Yak's Steely, Uncompromising Glare- (Passive Ability, Beastmaster) If possessor is an Animal, possessor's opponents' actions have a (Possessor's Level - Action's Source' Level)% chance of being cancelled if their sources are in the same battlespace as possessor
Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares
♢Lordmaster of Yaks- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains 1 Base CON and 1 Base MIN, If possessor is an Animal, possessor's Animal pets and summons gain Charm Immunity, If possessor is an Animal, possessor's Animal pets and summons gain +(50 * possessor Level) to all stats and an additional +(50 * possessor Level) to all stats if their name includes 'Yak'

-Binder-
Apprentice Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Spirit- (Passive Ability, Binder) Possessor may, at the beginning of a thread, choose to become the subtype Spirit
Basic Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Formshift: Spirit- (Stance Ability, Binder) Possessor's subtype becomes Spirit
Guider of Spirits- (Passive Ability, Binder) Possessor's Spirit allies gain +25 AGI and 4% Dodge, Possessor may skip an action to change the row an allied Spirit is in
Self-Based Spirit Magic Channeling- (Passive Ability, Binder) Possessor's Spirit Magic spells cost 200 less MP, Possessor's Spirit Magic spells with a Magical Attack bonus gain +40 to said bonus, and Possessor's Spirit Magic summons have a 5% less chance of being uncontrolled, This ability only functions while possessor is a Spirit
Spirit Traits- (Passive Ability, Binder) Possessor gains Diseased Immunity so long as possessor is a Spirit

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

-Blessing-
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Aldriel's Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Temporal Assassin- (Passive Ability, Gentleman Assassin) Possessor deals 60,000 additional Damage to individuals who count the current round's number as a different number than possessor does
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combattable on the enemy list that is neither Elite nor a Boss.
Seirudiel's Grace- (Passive Ability, Blessing) Possessor gains 15% Dodge, +300 AGI, and has a 30% chance of inflicting Charm on any individual whose action was Dodged by possessor

-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
Herb Lore- (Passive Ability, Botanist) Possessor’s Medicine consumables that heal HP heal an additional 40 points.
Knowledge of Forest Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Forest
Knowledge of Jungle Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Jungle
Knowledge of Marsh Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Marsh
Plant Researcher- (Passive Ability, Botanist) Possessor counts as being 2 Levels higher for stat-scanning purposes against Plants, to a max of Level 40, Possessor's Plant pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Plants in this thread successfully
Researched Methods to Prevent the Exploitation of Plant Weaknesses- (Passive Ability, Botanist) Possessor's Plant pets and summons count as having no weaknesses to individuals below Level 20

-Card Mystic-
Apprentice Card Training- (Passive Ability, Card Mystic) Possessor gains +50 Magical Attack and +50 Ranged Attack if possessor has a Card equipped, Possessor gains +20 to all stats if possessor has a Card equipped
Basic Card Training- (Passive Ability, Card Mystic) This character gains +6 Magical Attack when a Card is equipped.
Card Mystic- (Passive Ability, Card Mystic) Possessor gains +(50 * Possessor Level) Magical Attack and +(50 * Possessor Level) Ranged Attack if possessor has a Card equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Card equipped
Dud Deal- (Technique Ability, Card Mystic) Possessor may use 'Dud Deal' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Card Mystic equipped. Said attack gains -1,000 Magical Attack and -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Enchanted Deal- (Technique Ability, Card Mystic) Possessor may use 'Enchanted Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Magic element.
Flame Deal- (Technique Ability, Card Mystic) Possessor may use 'Flame Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Fire element.
Hexing Deal- (Technique Ability, Card Mystic) Possessor may use 'Hexing Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains a 20% chance of inflicting Hexed.
Impairing Deal- (Technique Ability, Card Mystic) Possessor may use 'Impairing Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains a 20% chance of inflicting Impaired.
Painful Deal- (Technique Ability, Card Mystic) Possessor may use 'Painful Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains a 20% chance of inflicting Pain.
Stone Deal- (Technique Ability, Card Mystic) Possessor may use 'Stone Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Earth element.
Wind Deal- (Technique Ability, Card Mystic) Possessor may use 'Wind Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Air element.

-Channeler-
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Improved Chain Casting Attunement- (Passive Ability, Channeler) Spells possessor casts through 'Basic Chain Casting Attunement' cost possessor 500 less MP to cast
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Offensively Channel Spells- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used.

-Chef-
Apprentice Chef Proficiency- (Passive Ability, Chef) Possessor gains +50 to all stats for each Food or Drink equipped, Possessor's Food and Drink consumables that heal HP or MP heal 5,000 more points of each type that they already heal
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Bussboy- (Passive Ability, Chef) Whenever one of possessor's allies uses a charge from a Food or Drink consumable, possessor may, up to once per round, if said ally is willing, unequip said item from said individual and begin carrying said item
Candy Maker's Apprentice- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 200 points, Food consumables used by possessor that increase AGI or SPI increase it by an additional 10 points per charge as an effect that stacks 50 times across all consumable applications on said target
Delicious Cooking- (Passive Ability, Chef) Food consumables used by possessor that buff any stat do so by an additional 30 points per charge as an effect that stacks 20 times per target across all consumable applications on said target
Food Taster- (Passive Ability, Chef) Any Food consumable worth below 500,000 Gold that is used on one of possessor's allies that has been used earlier in a thread on possessor has a 50% chance of being unable to generate negative effects for said target or affect said target in a negative manner
Has Attended Omni Cook-o-Tron Training Course- (Passive Ability, Chef) This character may substitute Omni Cook-o-Trons for Ovens and Stoves, Cooking Implements, Frypans, Woks, Kettles, Refrigerators, Drink Bars, Cutting Boards, Blenders, Basters, Knives, Mixers, Bowls, Grills, Flavor Injectors, Toasters, Waffle Irons, and Juicers when utilizing Secret Formulas
Waitress- (Passive Ability, Chef) At the start of each round or whenever one of possessor's allies uses a charge from a Food or Drink consumable, possessor may, up to once per round, if said ally is willing, equip a Food or Drink consumable that possessor is carrying onto said ally

-Chronicler of Eternity-
Apprentice Chronicler of Eternity Knowledge- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain +5,000 HP, +5,000 MP, +1,000 to damage dealt, and +500 to all stats
Base Immortal Synchronicity- (Passive Ability, Chronicler of Eternity) Possessor may treat Immortal as a base subtype
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 Immortal Loyalty Instruction- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain 20% Charm Resistance
Chronicler of Eternity- (Passive Ability, Chronicler of Eternity) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Immortal pet only, This ability provides +500 HP and +100 to all stats of possessor's Immortal pets and summons per Level of possessor
Chronomancer- (Passive Ability, Other: Chronicler of Eternity) Possessor may select any stat, out of STR, AGI, CON, MIN, and SPI, to use for determining possessor's turn order and number of extra actions, Possessor may delay the effects of Chronomancy spells that have a built-in or selectable delay as part of the spell for either one more round or one less round, and possessor's Chronomancy spells cost 50 less MP per level possessor possesses
Defensive Immortal Instruction I- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain +50 Defense
Defensive Immortal Instruction II- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain +250 Defense
Immortal Instruction I- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain +20 to all stats
Immortal Instruction II- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain +100 to all stats
Immortal Loyalty Instruction- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain 40% Charm Resistance
Offensive Immortal Instruction I- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons have the Damage values of their abilities increased by 50 points
Offensive Immortal Instruction II- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons have the Damage values of their abilities increased by 500 points

-Commander-
'Follow Me!' Stance- (Stance Ability, Commander) Whenever possessor performs a 'Switch Rows' action while in this stance, each of possessor's allies may move to the row that possessor entered if it is either the front row of the back row
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Commander- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Director- (Passive Ability, Commander) Possessor's allies gain +100 MIN as a non-stacking effect
Focused Leadership Casting- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Leadership
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
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
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

-Controller-
Bascaradine Soulsculpture-Variant Tsayyikproofing- (Passive Ability, Controller) Possessor may use SPI in place of SAN, INF, and RES and may choose to take SPI Damage instead of SAN Damage, INF Damage, or RES Damage

-Counselor of Faerie-
Fae Traits- (Passive Ability, Counselor of Faerie) Possessor gains +1 to all stats so long as possessor is a Fae
Formshift: Fae- (Stance Ability, Counselor of Faerie) Possessor's subtype becomes Fae

-Countess of Power-
Basic Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +50 Defense against Energy
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 50 points
Defenses that Utilize Energy- (Passive Ability, Countess of Power) Possessor gains +500 Defense if possessor has any Energy-element items equipped that provide a Defense bonus

-Crafter-
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use
Basic Enchanted Item Charge Preservation- (Passive Ability, Crafter) Enchanted Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Medicine Charge Preservation- (Passive Ability, Crafter) Medicine Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Potion Charge Preservation- (Passive Ability, Crafter) Potion Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Makeup Artist- (Passive Ability, Crafter) Disguises equipped by possessor and possessor's allies that provide a Defense or stat bonus provide an additional +5 points as an effect that does not stack across multiple instances of this ability and that does stack across 200 Disguises on the same wearer

-Crossrealm Storyteller-
Basic Stage Training- (Passive Ability, Other: Crossrealm Storyteller) Possessor gains +6 Melee Attack, +6 Ranged Attack, and +6 Magical Attack if possessor has a Stage equipped

-Dancer-
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
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
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
Has Practiced Dancing with Partners- (Passive Ability, Dancer) Possessor gains +50 AGI if possessor has any allies who possess Dancer abilities
Knowledge of Ballet- (Passive Ability, Dancer) Possessor gains +25 AGI and +50 MIN
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

-Defender-
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Basic Shield Deflection- (Passive Ability, Defender) Possessor has a 1% chance of optionally reflecting attacks from individuals level 5 or lower targeting possessor while possessor has a Shield equipped
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Clock Block- (Technique Ability, Defender) Possessor may use Clock Block in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. The next offensive action targetting user from an opposing source that is below Level 20 is delayed for 1 round. This effect may not stack.
Host a Block Party- (Technique Ability, Defender) Possessor may use Host a Block Party in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. Up to 5 allies of user may immediate perform a Defend action provided that they have not already performed a Defend action this round. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Iron Column- (Active Ability, Defender) This character may use Iron Column in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +170 Defense added to the result of the Defend action.
Turtle's Shell- (Active Ability, Defender) This character may use Turtle Shell in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +140 Defense added to the result of the Defend action, and has both a 15% Water resistance and a 15% Ranged Attack resistance for the duration of the Defend action's results.

-Diplomat-
Apprentice Clothing Mastery- (Passive Ability, Diplomat) Possessor gains +25 Defense and +25 to all stats if possessor has a Clothing equipped
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Maid (2)- (Passive Ability, Diplomat) Possessor may remove one debuff from a source below Level 10 from any one target at the start of each round
Polite- (Passive Ability, Diplomant) Possessor's actions may not be countered by individuals below Level 5
Sexy- (Passive Ability, Diplomat) Possessor's actions may gain 15% inflicts Charm
Snappy Dresser- (Passive Ability, Diplomat) +50 Defense for each Clothing equipped
Snazzy Dresser- (Passive Ability, Diplomat) +20 to all stats for each Clothing equipped

-Diviner-
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Auto-Translate- (Passive Ability, Diviner) Possessor gains +200 MIN if any individual of a different subtype is present, Translates to and from common languages (both orally and in written form) as an RP effect
Auto Zonescan- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the base entity encounter table of the current area of any random quest that possessor is in provided no enemies on said table are above Level 40 or more than double caster's Level
Can Percieve Standard Portal Destinations- (Passive Ability, Diviner) Possessor gains +10 MIN, Possessor gains +10% Dodge on any round that possessor enters a battle from another battle, not counting the first round of battle, as a non-stacking bonus
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
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Landsense- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the full tables for any random quest or encounter area that possessor is in, provided that no enemies on said tables are above Level 40 or more than double caster's Level
Limited Personal Precognition- (Passive Ability, Diviner) Possessor gains 2% Dodge
Predict Future with a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb equipped to scan a target's stats
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Zonal Perception- (Passive Ability, Diviner) Possessor gains +100 MIN for each Zone, Terrain, or Phantom Terrain present, to a max of +500, Possessor may, in RP threads, generally know the name of the area possessor is in

-Druid-
Accustomed to the Wild- (Passive Ability, Druid) Possessor gains +50 to all stats if in an Encounter Area
Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP
Attuned to the Environment- (Passive Ability, Druid) Whenever possessor is in a Zone of any base element or combination of base elements, possessor gains 1% Resistance to said element or elements
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Basic Druid Weather Control- (Passive Ability, Druid) At the start of each round, possessor may attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Druid- (Passive Ability, Druid) Druid Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, Druid Magic spells cost possessor (50 + Possessor Level) less MP to cast, Possessor's Plant, Animal, Aerial, Insect, Cthonian, and Aquatic pets and summons gain +(50 * Possessor Level) to all stats as a non-stacking bonus
Forest's Shelter- (Passive Ability, Druid) Possessor is Immune to individuals below Level 20 if the terrain or phantom terrain is Forest
Friend of the Trees- (Passive Ability, Druid) All allied Plants gain +20 to all stats, Possessor's Charm-inflicting attacks have a +5% chance of inflicting Charm if used against Plants of a level lower than possessor
Influence Weather- (Active Ability, Druid) Possessor may spend an action to attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Inscribe Bark With Protective Magic- (Passive Ability, Druid) Possessor's Plant pets and summons gain +2,000 Defense as a non-stacking effect
Protector of the Land- (Active Ability, Druid) Possessor may choose, at the start of any of possessor's actions, to have any Zone effect or Phantom Terrain count as 5 levels higher for purposes of removal, this effect does not stack with any other active abilities that provide a similar bonus or itself
Understand Natural Disruptions- (Passive Ability, Druid) Possessor is given the full text of all effects present on Zones or Terrains (but not Phantom Terrains) that come from sources that are not 20 or more Levels above possessor that are not above Level 60

-Elementalist-
Aeromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Air element Elemental Magic spells, All Air element Elemental Magic spells cost 50 less MP, all Air element Elemental Magic summons gain +200 to all stats, Air element Elemental Magic spells that provide an AGI boost that only affect turn order boost it by 50 points further, Air element Elemental Magic spells that have a chance of inflicting Stun have a 5% greater chance
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Aura of Air- (Passive Ability, Elementalist) 5% Air Resistance, 5% Dodge if an Air element Elemental Magic spell is equipped
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Caller of the Air Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Air element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Suffocation have a 1% higher chance, said summons cost 150 less MP to summon
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Envoy of Air- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Air
Envoy of Fall- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Fall
Envoy of Spring- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Spring
Envoy of Summer- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Summer
Envoy of Winter- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Winter
Float Upon the Levitating Wind- (Stance Ability, Elementalist) User must have at least 3 Air element Elemental Magic spells equipped, +100 Defense, +200 AGI
Hand of Blustering Wind- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Air element elemental magic spell is equipped, melee attacks may be solely Air element if no weapon is equipped
Hand of Cloud- (Passive Ability, Elementalist) +20 Magical Attack and +1% Dodge for each Air element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Suffocation
Hand of Open Sky- (Passive Ability, Elementalist) Air element Elemental Magic spells that increase AGI increase it by 25 more points, +25 AGI if an Air element Elemental Magic spell is equipped
Heart of Air- (Passive Ability, Elementalist) +10 Magical Attack for Air element Elemental Magic, 5% Air Resistance
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Project Mini Tornados- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 200 Air element damage per user level that hits 4 targets that still has a chance of missing as though it was not a flat-damage attack so long as possessor has an Air element Elemental Magic spell equipped, +40 Magical Attack for Air element Elemental Magic spells
Purity of Air- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Air element may deal solely Air element damage, Air element Elemental Magic spells gain +50 Magical Attack and if they have a chance of providing positive status effect beneifits for allies have a 3% greater chance
Speak the Tongue of Skies- (Passive Ability, Elementalist) Air element spells gain +5 Magical Attack

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

-Enigmatic Stranger-
Basic Mystery Synchronization- (Passive Ability, Other: Enigmatic Stranger) Possessor gains +125 to all stats if possessor is Mystery element

-Flux Baron-
Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Fluxoid Armament Mastery- (Passive Ability, Flux Baron) +25 to Melee, Magical, and Ranged Attack and Defense bonuses granted by equipped Fluxoids
Flux Claws- (Passive Ability, Flux Baron) +50 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Fluxoid Armament Mastery- (Active Ability, Flux Baron) Possessor may skip an action to use the ability of an equipped Fluxoid
Fluxoid Wielder- (Passive Ability, Flux Baron) +20 to all Melee, Magical, and Ranged Attack and Defense bonuses provided by equipped Fluxoids, +15 to stat bonuses provided by equipped Fluxoids, +5 to stat damage granted by equipped Fluxoids
Giver of Flux Regeneration- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters may skip a turn to heal 500 HP
Giver of Regenerative Metamorphosis- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters regenerate 30 HP per round

-Friendship-
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Acquaintances With 1,000 Elementalist Masters- (Passive Ability, Friendship) +200 to all stats while in battle on same side as The Stormkeeper, an individual with the ability Master Elementalist Attunement, or one of the monsters Master of Airs, Master of Earths, Master of Fires, Master of Waters, and Master Elementalist, Possessor may purchase Elementalist abilities from the Ability Shop for 100,000 Gold less
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Good Friend of Caelum "Cael" Aetherius- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Caelum "Cael" Aetherius', Whenever possessor heals an individual named 'Caelum "Cael" Aetherius' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Caelum "Cael" Aetherius'
Good Friend of Lady Rosaline Fabrice- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lady Rosaline Fabrice', Whenever possessor heals an individual named 'Lady Rosaline Fabrice' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Lady Rosaline Fabrice'
Good Friend of the Leadership of Volatilis- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'The Floating Isle of Volatilis', Whenever possessor heals an individual named 'The Floating Isle of Volatilis' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'The Floating Isle of Volatilis'
Tag-Team Connection with The Quartermaster- (Active Ability, Friendship) Spend an action in an RP thread to tag-out! Only works once!

-Genesis Architect-
Absorb Life- (Passive Ability, Other: Genesis Architect) Possessor Absorbs Life against sources below Level 20 if Level 20 or greater
Adept Life Synchronization- (Passive Ability, Other: Genesis Architect) Amounts of Life element Damage possessor deals are increased by 10,000 points, Life element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Life element Spells, and may not be converted into other types of slots by individuals below Level 100
Animal-Vitalizing Life Force- (Passive Ability, Other: Genesis Architect) Possessor's Animal allies gain +5,000 HP
Apprentice Affinity to Healing Via Life- (Passive Ability, Other: Genesis Architect) Whenever possessor obtains Life element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life 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 Life- (Passive Ability, Other: Genesis Architect) Possessor gains +500 Defense against Life
Apprentice Life Resistance- (Passive Ability, Other: Genesis Architect) Possessor gains 5% Life Resistance
Apprentice Life Synchronization- (Passive Ability, Genesis Architect) Possessor gains +50 to all stats for each Life element item equipped, Possessor's Life element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element allies gain +100 to all stats
Apprentice Weaponization of Life- (Passive Ability, Other: Genesis Architect) Quantities of Life element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Life- (Passive Ability, Other: Genesis Architect) Possessor gains +500 to all stats while in a Zone of Life
Basic Acceleration Within Life's Dominion- (Passive Ability, Other: Genesis Architect) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Life
Basic Affinity to Healing Via Life- (Passive Ability, Other: Genesis Architect) Whenever possessor obtains Life element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element pets and summons gain +50 to all stats
Basic Defenses Against Life- (Passive Ability, Other: Genesis Architect) Possessor gains +50 Defense against Life
Basic Life Resistance- (Passive Ability, Other: Genesis Architect) Possessor gains 1% Life Resistance
Basic Life Synchronization- (Passive Ability, Other: Genesis Architect) Possessor gains +25 to all stats if Life element
Basic Understanding of the Heart of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element allies gain +10 to all stats
Basic Weaponization of Life- (Passive Ability, Other: Genesis Architect) Quantities of Life element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Life- (Passive Ability, Other: Genesis Architect) Possessor gains +50 to all stats while in a Zone of Life
Control of Life- (Passive Ability, Other: Genesis Architect) Possessor has a 20% chance of being able to cancel the actions of Life element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Life- (Passive Ability, Other: Genesis Architect) Possessor gains +500 Defense if possessor has any Life-element items equipped that provide a Defense bonus
Detect Life- (Passive Ability, Genesis Architect) Possessor gains +1% To Hit against Life element targets
Elemental Attack-Conversion: Life- (Technique Ability, Other: Genesis Architect) Possessor may use 'Elemental Attack-Conversion: Life' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Life element and no other technique is used. Said action becomes solely the element Life.
Emanate Life- (Passive Ability, Other: Genesis Architect) Whenever possessor absorbs Damage that is Life element Damage, Possessor may choose to deal 10,000 Flat Life element Damage to up to 10 targets
Filled with Life- (Passive Ability, Other: Genesis Architect) If possessor is Life element, possessor is afflicted with Rejuvenation at the start of every round
First Genesis- (Passive Ability, Other: Genesis Architect) Possessor may, at the start of each round, if possessor is Life element, summon one individual who is below Level 20 and is normally fightable for drops on the Enemy List, Max 20 summoned
Font of Life- (Passive Ability, Other: Genesis Architect) If possessor is Life element, up to 30 of possessor's allies regenerate 5,000 HP at the start of each round
Genesis Architect- (Passive Ability, Other: Genesis Architect) Possessor ignores (1 * (Possessor Level/5), rounded down)% Life Resistance, Possessor ignores Life Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Greater Weaponization of Life- (Passive Ability, Other: Genesis Architect) Quantities of Life element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Life- (Passive Ability, Other: Genesis Architect) Whenever possessor obtains Life element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life 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 Life- (Passive Ability, Other: Genesis Architect) Possessor gains +5,000 Defense against Life
Improved Life Resistance- (Passive Ability, Other: Genesis Architect) Possessor gains 10% Life Resistance
Improved Understanding of the Heart of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element allies gain +250 to all stats
Improved Weaponization of Life- (Passive Ability, Other: Genesis Architect) Quantities of Life element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Life- (Passive Ability, Other: Genesis Architect) Possessor gains +1,000 to all stats while in a Zone of Life
Life Immunity- (Passive Ability, Other: Genesis Architect) Possessor gains Life Immunity against sources below Level 20 if Level 20 or greater
Life Manipulation- (Passive Ability, Other: Genesis Architect) Possessor may choose one of the following at the beginning of each round if Life element: Create a Zone of Life, Remove a Zone of Life created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Life by either possessor or a source below Level 20, Add Life to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Life element on a Life element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Life, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Life, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Life element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Life to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Life, 5% Life Resistance, or +50 Defense against Life and 1% Life Resistance until the end of the round as a non-stacking buff
Meditative Assumption of Life- (Passive Ability, Other: Genesis Architect) Possessor may choose, at the beginning of a thread, to become solely Life element
Naturally Resistant to Death- (Passive Ability, Other: Genesis Architect) If possessor is Life element, possessor gains 20% Instant Death Resistance against sources below Level 80
Nonsynchronous Elemental Attack-Conversion: Life- (Passive Ability, Other: Genesis Architect) Possessor may use the Technique 'Elemental Attack-Conversion: Life' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Life element.
Nourish Life- (Passive Ability, Other: Genesis Architect) Whenever possessor deals HP or MP healing to an Life element individual, possessor deals 300 additional points
Nourished By Life- (Passive Ability, Genesis Architect) If possessor is Life element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Life
Nullify Life- (Passive Ability, Other: Genesis Architect) Possessor may remove the element Life from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Life-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Life-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Life from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Overflowing with Life- (Passive Ability, Other: Genesis Architect) If possessor is Life element, up to 30 of possessor's allies are afflicted with Rejuvenation at the start of every round
Plant-Vitalizing Life Force- (Passive Ability, Other: Genesis Architect) Possessor's Plant allies gain +5,000 HP
Second Genesis- (Passive Ability, Other: Genesis Architect) Possessor may, at the start of each round, if possessor is Life element, summon one individual who is below Level 40 and is normally fightable for drops on the Enemy List, Max 20 summoned
Soothing Life Emanation- (Passive Ability, Other: Genesis Architect) Whenever possessor absorbs Damage that is Life element Damage, Possessor may choose to deal 10,000 Flat Life element HP Healing to up to 10 targets that are Life element
Through Life, Rebirth- (Passive Ability, Other: Genesis Architect) If possessor is Life element, once per thread, when possessor dies to a source that is below Level 60 and is no more than 19 Levels greater than possessor, possessor is immediately resurrected, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 60 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-ressurection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect
Through Life, Regeneration- (Passive Ability, Other: Genesis Architect) If possessor is Life element, possessor regenerates 5,000 HP at the start of every round
Vitalizing Life Force- (Passive Ability, Other: Genesis Architect) Possessor's allies gain +5,000 HP
Vivfiying Zone Creation- (Passive Ability, Other: Genesis Architect) Whenever possessor creates a Zone, possessor may attach an effect to it that gives all of possessor's allies (including possessor) that are in said zone +10,000 HP, with said effect stacking 5 times across zones and not stacking on the same Zone

-Geomancer-
Adept Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor 10,000 less MP to cast, Geomancy spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Attuned to Terrain: Beach - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Beach
Attuned to Terrain: Boneyard- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard
Attuned to Terrain: Caverns - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns
Attuned to Terrain: Cliffside - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cliffside
Attuned to Terrain: Conifer Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Conifer Forest
Attuned to Terrain: Dark Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dark Forest
Attuned to Terrain: Desert- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert
Attuned to Terrain: Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Forest
Attuned to Terrain: Frozen Waste - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Frozen Waste
Attuned to Terrain: Graveyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Graveyard
Attuned to Terrain: Hills - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Hills
Attuned to Terrain: Jungle - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Jungle
Attuned to Terrain: Junkyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Junkyard
Attuned to Terrain: Lake - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Lake
Attuned to Terrain: Marsh - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Marsh
Attuned to Terrain: Meadow - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Meadow
Attuned to Terrain: Mountains- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mountains
Attuned to Terrain: Ocean - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Ocean
Basic Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Empowered by Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Night
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Beach- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Beach
Phantom Terrain Link Established: Boneyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Boneyard
Phantom Terrain Link Established: Caverns- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Caverns
Phantom Terrain Link Established: Cliffside- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cliffside
Phantom Terrain Link Established: Conifer Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Conifer Forest
Phantom Terrain Link Established: Dark Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dark Forest
Phantom Terrain Link Established: Desert- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Desert
Phantom Terrain Link Established: Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Forest
Phantom Terrain Link Established: Frozen Waste- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Frozen Waste
Phantom Terrain Link Established: Graveyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Graveyard
Phantom Terrain Link Established: Hills- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Hills
Phantom Terrain Link Established: Jungle- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Jungle
Phantom Terrain Link Established: Junkyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Junkyard
Phantom Terrain Link Established: Lake- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Lake
Phantom Terrain Link Established: Marsh- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Marsh
Phantom Terrain Link Established: Meadow- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Meadow
Phantom Terrain Link Established: Mountains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mountains
Phantom Terrain Link Established: Ocean- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ocean
Terrain Mastery- (Passive Ability, Geomancer) Abilities from the Geomancer class whose name includes 'Phantom Terrain Link Established', 'Attuned to Terrain', and 'Improved Terrain Attunement' cost possessor 1 less week (to a minimum of 1), 200,000 less Gold (to a minimum of 0), and 3 fewer Square Mile items of each type required (that are worth under 500,000,000 Gold each, to a minimum of 0), to learn from ability shops.
Weatherman- (Passive Ability, Geomancer) Possessor gains +5,000 Defense against damage sources attached to Zones
Zonal Link Established: Zone of Air- (Passive Ability, Geomancer) Possessor may create a Zone of Air at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Earth- (Passive Ability, Geomancer) Possessor may create a Zone of Earth at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Electrical- (Passive Ability, Geomancer) Possessor may create a Zone of Electrical at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Fire- (Passive Ability, Geomancer) Possessor may create a Zone of Fire at the beginning of battle if no other Zones are present

-Guardian-
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Bulwark Stance- (Stance Ability, Guaridan) 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
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
Security of Iron- (Passive Ability, Guardian) Possessor gains 15% Fear resistance while wearing Heavy Armor

-Healer-
Apprentice Healer Attunement- (Passive Ability, Healer) All Healer Magic Spells cost possessor and possessor's allies 20 less MP to cast
Apprentice Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 50 less MP to cast, Possessor's actions that Heal HP heal an additional 500 points
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster Defense- (Technique Ability, Healer) Possessor may use Bolster Defense in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Defense which stacks to a max of (20 x Possessor Level) Defense.
Bolster Health- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max HP which stacks to a max of (20 x Possessor Level) Max HP.
Bolster Magic- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max MP which stacks to a max of (20 x Possessor Level) Max MP.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Power- (Technique Ability, Healer) Possessor may use Bolster Power in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Magical Attack, +20 Melee Attack, or +20 Ranged Attack, which stacks to a max of (20 x Possessor Level) of each type of attack bonus.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
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.
Greater Healing- (Passive Ability, Healer) Wehanever possessor would Heal HP, possessor Heals an additional 2,500 points
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast,
Improved Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 500 points

-Illusionist-
Adept Illusion Magic Attunement- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 10,000 less MP to cast, Illusion 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 Illusion Magic Spells, and may not be converted into other types of slots by individuals below Level 100
♢And Illusion as the Firmament- (Passive Ability, Illusionist) Possessor's Illusion Magic summons may not be unsummoned by individuals who are not higher Level than possessor if either said individuals or possessor treat Illusion as a base element, Possessor may treat Zones of Illusion as Zones of Earth
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Basic Illusion Duration-Extending- (Passive Ability, Illusionist) Possessor's Illusion Magic buffs, debuffs, and summons that already last at least 2 rounds last 1 additional round. Possessor's Illusionary Things last 1 additional round.
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Basic Illusory Reality Manipulation- (Passive Ability, Illusionist) Once per round per Illusory Thing, to a max of 200 times per round across all of possessor's Illusory Things, after one of possessor's actions completes, each of possessor's Illusory Things may replicate an an action performable by any entity on the Enemy List of Level 20 or Lower that is of equal Level to or lower Level than possessor that is normally fightable for drops on the Enemy List as though an instance of said entity were performing said action
Basic Self-Veiling- (Passive Ability, Illusionist) Possessor's stats cannot be scanned by individuals below Level 10
Basic Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 1,000 more HP, 100 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Can Delude Self About Health Conditions- (Passive Ability, Illusionist) Possessor has a 50% chance per effect of suffering no negative effects from minor negative status effects from sources below Level 10
Can Make Things Up On the Fly- (Passive Ability, Illusionist) Possessor gains +200 MIN while performing counters
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Create Ambulatory Illlusions- (Passive Ability, Illusionist) Illusionary Things created by possessor may, if occupying a space in a row-order formation, move to the front row or back row of that row-order formation at the start of each round. Illusionary Things created by possessor gain +1,000 HP and the required MIN to destroy them is increased by 100 points.
Create Auditory Illusions- (Passive Ability, Illusionist) Illusionary Things created by possessor have a 5% chance of cancelling the actions of possessor's opponents that are below Level 20, have under 500 MIN, and are not Immune to Confusion that triggers a max of once across all of possessor's Illusionary TThings per round per opponent. Illusionary Things created by possessor gain +500 HP and the required MIN to destroy them is increased by 100 points.
Create Convincing Illusions- (Passive Ability, Illusionist) Possessor's Illusionary Things' effects that have 'are not Immune to Confusion' as a conditional have said conditional replaced with 'are not Immune to Insanity'. Possessor's Illusionary Things have the Level required of an individual to perform an action to destroy them raised to 20 if under 20. Illusionary Things created by possessor gain +5,000 HP and the required MIN to destroy them is increased by 500 points.
Create Gustatory Illusions- (Passive Ability, Illusionist) HP Drain dealt to Illusionary Things created by possessor by possessor's opponents that are below Level 20, have under 500 MIN, and are not Immune to Confusion does not provide said individuals with HP. Illusionary Things created by possessor gain +500 HP and the required MIN to destroy them is increased by 100 points.
Create Illusion- (Active Ability, Illusionist) Possessor may spend an action to create an Illusonary Thing. Said Illusionary Thing has 500 HP, may be targetted with attacks, is destroyed if it reaches 0 HP, and may be destroyed if an individual with 200 or more MIN or an individual who is Level 5 or greater spends an action to do so. A max of 5 Illusionary Things may be created at once, and Illusionary Things created by possessor last 5 rounds.
Create Illusionary Companion- (Passive Ability, Illusionist) Possessor gains +300 Defense and +100 MIN when possessor has at least one Illusionary Thing that possessor created present. Illusionary Things created by possessor gain +5,000 HP and the required MIN to destroy them is increased by 100 points.
Create Long-Lasting Illusions- (Passive Ability, Illusionist) Possessor's Illusion Magic buffs, debuffs, and summons that already last at least 2 rounds last 50 additional rounds. Possessor's Illusionary Things last 500 additional rounds.
Create Olfactory Illusions- (Passive Ability, Illusionist) Illusionary Things created by possessor have a 5% chance of inflicting Confusion on each of possessor's opponents that are below Level 20, have under 500 MIN, and are not Immune to Confusion. Illusionary Things created by possessor gain +500 HP and the required MIN to destroy them is increased by 100 points.
Create Tactile Illusions- (Passive Ability, Illusionist) Illusionary Things created by possessor may occupy spaces in possessor's row-order formation. Illusionary Things created by possessor gain +5,000 HP and the required MIN to destroy them is increased by 100 points.
Create Visual Illusions- (Passive Ability, Illusionist) Illusionary Things created by possessor have a 5% chance of automatically being selected as targets for the attacks of possessor's opponents that are below Level 20, have under 500 MIN, and are not Immune to Confusion. Illusionary Things created by possessor gain +500 HP and the required MIN to destroy them is increased by 100 points.
Expert Illusion Magic Attunement- (Passive Ability, Illusionist) Illusion Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Illusion Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Extend Illusion Duration- (Passive Ability, Illusionist) Possessor's Illusion Magic buffs, debuffs, and summons that already last at least 2 rounds last 5 additional rounds. Possessor's Illusionary Things last 5 additional rounds.
Fake Agility- (Passive Ability, Illusionist) Possessor gains +250 AGI if possessor's stats have not been scanned yet during this thread by any opponent
Fake Constitution- (Passive Ability, Illusionist) Possessor gains +250 CON if possessor's stats have not been scanned yet during this thread by any opponent
Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Fake Mind- (Passive Ability, Illusionist) Possessor gains +250 MIN if possessor's stats have not been scanned yet during this thread by any opponent
Fake Spirit- (Passive Ability, Illusionist) Possessor gains +250 SPI if possessor's stats have not been scanned yet during this thread by any opponent
Fake Stat Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent
Fake Strength- (Passive Ability, Illusionist) Possessor gains +250 STR if possessor's stats have not been scanned yet during this thread by any opponent
False Kindness- (Passive Ability, Illusionist) Possessor may choose for individuals below Level 20 to treat possessor's offensive actions as being non-offensive actions
Form-Blurring Stance- (Stance Ability, Illusionist) Possessor gains +10% Dodge while in this stance
Grant Illusions Knowledge- (Passive Ability, Illusionist) When possessor creates an Illusionary Thing, possessor may choose up to 15 weeks worth of abilities that possessor possesses (obeying prerequisite abilities but not other prerequisites when assigning said abilities) that are for sale in the Ability Shop; said Illusionary Thing counts as possessing abilities with those names. Illusionary Things created by possessor gain +3,000 HP and the required MIN to destroy them is increased by 100 points.
Honeyed Words- (Passive Ability, Illusionist) Possessor's Magical Attack actions may gain 15% inflicts Charm if possessor's stats have not been scanned by an opponent
Hypecasting- (Technique Ability, Illusionist) Possessor may, once per thread, use 'Hypecasting' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as an Illusion Magic spell is cast, caster's stats have not be scanned, and no other technique is used. Said action is delayed for 5 rounds. Caster counts as 1 Level higher, to a max of Level 80, during said action.
Illusionary Entourage- (Passive Ability, Illusionist) If possessor has at least 5 allies who are Illusionary Things that possessor created, possessor gains a 10% chance of cancelling any action performed by an opponent below Level 20. Possessor's allies who are Illusionary Things provide their allies with +200 MIN as a non-stacking effect. Possessor gains +500 Defense and +300 MIN when possessor has at least five Illusionary Things that possessor created present. Possessor may create up to 25 more Illusionary Things at one time. Illusionary Things created by possessor gain +5,000 HP and the required MIN to destroy them is increased by 100 points
Illuosory Squid-Caster Maneuver- (Technique Ability, Illusionist) Possessor may use 'Illusory Squid-Caster Maneuver' in conjunction with a 'Magical Attack' action so long as an Illusion Magic spell is cast and no other technique is used. Said action trats its caster's subtype as being solely Aquatic..
Illusionist- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have (500 * Possessor Level) more HP, (50 * Possessor Level) more of each stat, last (Possessor Level) rounds longer if they last over 1 round already, and require (50 * Possessor Level) more of the relevant stats to dispel
Invest Illusions With Personality- (Passive Ability, Illusionist) When possessor creates an Illusionary Thing, possessor may choose up to 10 weeks worth of abilities that possessor possesses (obeying prerequisite abilities but not other prerequisites when assigning said abilities) that are for sale in the Ability Shop; said Illusionary Thing counts as possessing abilities with those names. Illusionary Things created by possessor gain +3,000 HP and the required MIN to destroy them is increased by 100 points.
May Create Life-Imparted Illusions- (Passive Ability, Illusionist) If possessor is Life element, possessor's Illusion Magic summons may gain the element Life and may not be unsummoned by individuals below Level 80
♢Primacy of Lies- (Passive Ability, Illusionist) At the start of each battle, possessor may choose a base element; if possessor does so, possessor obtains a buff that causes other individuals in the same battlespace to treat said element as a nonbase element and to treat Illusion as a base element; Possessor's Illusory Things may not be destroyed by individuals below Level 20 without possessor's permission
Sea-Mirage-Guarded Spell- (Technique Ability, Illusionist) Possessor may use 'Sea Mirage Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as an Illusion Magic spell is cast, caster is in a Zone of Water, and no other technique is used. Said action becomes solely Water element, may not be countered by individuals below Level 40, and gains +20% to Hit against individuals who are not specifically Immune to Drowning.
Shrouded in Illusion- (Passive Ability, Illusionist) Possessor counts as being 5 Levels higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Skilled at Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 5,000 more HP, 200 more of each stat, last 1 round longer if they last over 1 round already, and require 500 more of the relevant stats to dispel
Skilled Liar- (Passive Ability, Illusionist) 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 MIN, and said foes have not yet acted twice, +200 MIN
Spell Delivered by Phantom Stalker- (Technique Ability, Illusionist) Possessor may use 'Spell Delivered by Phantom Stalker' in conjunction with a 'Magical Attack' action so long as an Illusion Magic spell is cast and no other technique is used. Said action gains +10% To Hit, counts as coming from a source that scanned its target's stats, and has a 50% chance of inflicting Confusion: Fear: Disconcerted.
Spell that Already Targeted Your Weaker Self- Possessor may use 'Spell that Already Targeted Your Weaker Self' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as an Illusion Magic spell is cast and no other technique is used. Said action ignores buffs present on target that come from sources below Level 60 that were applied within the last 500 rounds.
Spell that Named the Lightning Wind- (Technique Ability, Illusionist) Possessor may use 'Spell that Named the Lightning Wind' in conjunction with a 'Magical Attack' action so long as an Illusion Magic spell is cast and no other technique is used. Any Electrical element counter to said action has the element Electrical in the action of the counter or Damage dealt by the counter changed to Air.
Spoof Fire- (Technique Ability, Illusionist) Possessor may use 'Spoof Fire' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as an Illusion Magic spell is cast and no other technique is used. Caster may choose whether individuals below Level 20 count said action as being Fire element if it is not actually Fire element.
The Man Who Lied to Time- (Passive Ability, Illusionist) If possessor is Illusion element and Level 40 or greater, possessor may choose to count as being Time element to individuals who have not scanned possessor's stats, Has RP effects

-Magus-
Add Orb Shell: Demonic Tar- (Technique Ability, Magus) Possessor may use 'Add Orb Shell: Demonic Tar' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor has an Orb equipped. One hit of said action against each target gains +1,600 Magical Attack, counts as coming from a source with the subtype Demon, gains the elements Darkness, Earth, and Water, and gains '80% inflicts Paralyzed'
Apprentice Orb Training- (Passive Ability, Magus) Possessor gains +50 Magical Attack if possessor has an Orb equipped, Possessor gains +20 to all stats if possessor has an Orb equipped
Basic Bowling Skills- (Passive Ability, Magus) Possessor gains 105% To Hit when an Orb is equipped.
Basic Bowling Wizard Skills- (Passive Ability, Magus) Possessor's Orb weapons that provide a Ranged Attack bonus greater than their Magical Attack bonus may provide an additional Magical Attack bonus equal to half their Ranged Attack bonus that cannot be greater than the difference between their original Ranged Attack bonus and Magical Attack bonus, to a max of 50,000 points
Basic Orb Training- (Passive Ability, Magus) Possessor gains +6 Magical Attack when an Orb is equipped.
Bowl 'Em Over!- (Technique Ability, Magus) Possessor may use Bowl 'Em Over! in conjunction with a Ranged Attack, so long as no other technique is used and an Orb is equipped. Said Ranged Attack action gains +80 Ranged Attack and a 5% chance of inflicting Fatigued: Stun
Enchanted Sphere- (Technique Ability, Magus) Possessor may use 'Enchanted Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Magic element.
Enchanting Sphere- (Technique Ability, Magus) Possessor may use 'Enchanting Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Focused Beam- (Technique Ability, Magus) Possessor may use Focused Beam in conjunction with a Magical Attack, so long as no other technique is used and an Orb is equipped. Said Magical Attack action gains +90 Magical Attack
League-Caliber Bowling Skills- (Passive Ability, Magus) Possessor gains 125% To Hit when an Orb is equipped, Possessor's Orbs that provide a Ranged Attack bonus provide an additional +50 such points.
Magus- (Passive Ability, Magus) Possessor gains +(100 * Possessor Level) Magical Attack if possessor has an Orb equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Orb equipped
Orb-Based Defense Field- (Passive Ability, Magus) Possessor gains +50 Defense when an Orb is equipped
Orb-Based Vision- (Passive Ability, Magus) If possessor has at least one Orb equipped, possessor has a 50% chance per round of ignoring the negative effects of the status effect Impaired: Blind; if possessor has at least two Orbs equipped, possessor has a 100% chance per round of ignoring the negative effects of the status effect Impaired: Blind
Orb Element Override- (Active Ability, Magus) Possessor may spend an action to change the element of 1 equipped, non-unique Orb worth under 2,000,000 Gold to possessor's element
Orb Element Override Array Access- (Passive Ability, Magus) Possessor's Orb Element Override actions may change the element of Orbs they may be applied to into any one Base Element
Orb Element Override Array-Based Merger- (Passive Ability, Magus) Possessor's Orb Element Override actions may change the element of Orbs they may be applied to into any two Base Elements
Pitch Orb- (Technique Ability, Magus) Possessor may use 'Pitch Orb' in conjunction with a 'Ranged Attack' or 'Magical Attack' action so long as no other technique is used and possessor has an Orb equipped. Said action gains +15 Ranged Attack, +15 Magical Attack, and +10% To Hit as a non-stacking effect.
Vampiric Bowling- (Passive Ability, Magus) Possessor, while in the Stance Controlled Vampire Form, gains +15% To Hit provided an Orb weapon is equipped, Possessor may inflict Drain with Ranged Attack actions while an Orb is equipped

-Mentalist-
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Clairvoyance Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when using a Psychic Power spell to do said scanning
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
Mental Focus- (Passive Ability, Mentalist) All Psychic Power spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance
Mind-Grab- (Passive Ability, Mentalist) Whenever possessor conducts a 'Meditate' action, possessor may obtain one item from a willing ally
Spoon Bending- (Passive Ability, Mentalist) At the beginning of each round, possessor may destroy any one item that possessor has equipped that is non-unique and worth under 10,000 Gold

-Merchant-
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Consumable Salesman- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Consumables
Food Vendor- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Food consumables
Gift Wrapper- (Passive Ability, Merchant) Possessor chooses on month of the year upon acquring this ability; possessor's per-item half-price sell cap is increased by 5,000 Gold during that month
Item Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Items (as in the type Item, which most Materials and Antiquities have, not all items)
Material Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Materials
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.

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

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

-Musician-
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Can Play the Bell- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bell' in its name equipped
Can Play the Drum- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Drum' in its name equipped
Can Play the Flute- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Flute' in its name equipped
Can Play the Harp- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Harp' in its name equipped
Can Play the Horn- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Horn' in its name equipped
Can Play the Organ- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Organ' in its name equipped
Can Play the Piano- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piano' in its name equipped
Can Play the Violin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Violin' in its name equipped
Debilitating Note- (Technique Ability, Musician) Possessor may use 'Debilitating Note' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Instrument equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Improved Debilitating Note- (Passive Ability, Musician) Possessor's 'Debilitating Note' technique has its chance of inflicting Stat Drain increased to 30%
Musician- (Passive Ability, Musician) Possessor gains +(50 * Possessor Level) Magical Attack if possessor has an Instrument equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Instrument equipped

-Ninja-
Apprentice Ninjutsu Attunement- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Ninjutsu spells that buff caster's stats do so by 50 more points per such stat
Basic Ninja Combat Training- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Melee Attack bonus gain +10 additional Melee Attack, and all Ninjutsu spells possessor casts that possess a Ranged Attack bonus gain +10 additional Ranged Attack, Possessor gains +50 AGI
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
Smoke Trick Training- (Passive Ability, Ninja) Dodge buffs granted by Ninjutsu spells give possessor an additional +1% Dodge against sources below Level 20 as an effect that stacks 5 times
Trick Body Swap- (Passive Ability, Ninja) Once per round, when possessor is the target of an offensive action with a lower-Level source that is below Level 20, possessor may, with a 20% chance of success, choose to change the target of said action to a willing ally

-Ocean Prince-
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Basic Acceleration Within Water's Dominion- (Passive Ability, Ocean Prince) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Water
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Defenses Against Water- (Passive Ability, Ocean Prince) Possessor gains +50 Defense against Water
Basic Water Resistance- (Passive Ability, Ocean Prince) Possessor gains 1% Water Resistance
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Control of Water- (Passive Ability, Ocean Prince) Possessor has a 20% chance of being able to cancel the actions of Water element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Water- (Passive Ability, Ocean Prince) Possessor gains +1% To Hit against Water element targets
Water Manipulation- (Passive Ability, Ocean Prince) Possessor may choose one of the following at the beginning of each round if Water element: Create a Zone of Water, Remove a Zone of Water created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Water by either possessor or a source below Level 20, Add Water 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 Water element on a Water element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Water, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Water, 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 Water element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Water to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Water, 5% Water Resistance, or +50 Defense against Water and 1% Water Resistance until the end of the round as a non-stacking buff

-Power Trooper-
Apprentice Power Armor Mastery- (Passive Ability, Power Trooper) Possessor gains +100 Defense if possessor has a Power Armor equipped
Basic Power Armor Mastery- (Passive Ability, Power Trooper) All Power Armor worn by possessor provide +20 additional Defense
Hazmat Suit Proficiency- (Passive Ability, Power Trooper) Possessor gains +15% Poison Resistance and +30% Diseased Resistance if possessor is wearing a Power Armor
Power Armor Wearer I- (Passive Ability, Power Trooper) Possessor gains +5 to all stats when possessor has a Power Armor equipped
Power Armor Wearer II- (Passive Ability, Power Trooper) Possessor gains +25 to all stats when possessor has a Power Armor equipped, Possessor gains +50 Defense when possessor has a Power Armor equipped

-Radiant Hierophant-
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
Basic Acceleration Within Light's Dominion- (Passive Ability, Radiant Hierophant) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Light
Basic Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 Defense against Light
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats while in a Zone of Light
Control of Light- (Passive Ability, Radiant Hierophant) Possessor has a 20% chance of being able to cancel the actions of Light element individuals below Level 20, with things that would occur before and after said actions still occurring
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Light Manipulation- (Passive Ability, Radiant Hierophant) Possessor may choose one of the following at the beginning of each round if Light element: Create a Zone of Light, Remove a Zone of Light created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Light by either possessor or a source below Level 20, Add Light to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Light element on a Light element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Light, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Light, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Light element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Light to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Light, 5% Light Resistance, or +50 Defense against Light and 1% Light Resistance until the end of the round as a non-stacking buff

-Ritualist-
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Enchantment- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that give items Enhancements that are Enchantments cost 200 less MP and 200 less XP
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Ritual Enchantment- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that give items Enhancements that are Enchantments cost 200 less MP and 200 less XP
Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Knowledge of Common Ritual Chants- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 300 less MP to cast
Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast
Ritualist's Mana-Channeling Stance- (Stance Ability, Ritualist) Each turn possessor spends casting Ritual Magic spells counts as 2, but it cost 25 XP per turn casting until the number of turns required to cast the spell is reached

-Scholar-
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Dream Realms- (Passive Ability, Scholar) Possessor gains +300 MIN if in a Zone of Magic & Psychic or a Zone of Dream
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Improved Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present
Improved Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 MIN
Knowledge of History- (Passive Ability, Scholar) Possessor gains +400 MIN
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Dimensions- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 500 less MP to cast

-Scientist-
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Analyst- (Passive Ability, Scientist) Possessor counts as being 1 Level higher for stat-scanning purposes, to a max of Level 60, Possessor gains +100 unmodified MIN
Analytical- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 99
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Knowledge of Basic Hyperspace Theory- (Passive Ability, Scientist) Possssor gains +100 MIN if the Terrain or Phantom Terrain is Space
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Has Researched Common Technologies- (Passive Ability, Scientist) Possessor gains +100 MIN for each Upgrade, Bioaugmentation, Gadget, or Invention possessor has equipped, to a max of +1,000 MIN
Has Reasearched Power Armor Development- (Passive Ability, Scientist) Possessor gains +100 MIN for each Power Armor Armor possessor has equipped, to a max of +1,000 MIN, Possessor gains +100 Defense if possessor has Power Armor equipped
Has Reasearched Power Sources- (Passive Ability, Scientist) Possessor gains +500 MP for each Electrical, Energy, or Technology element item possessor has equipped, to a max of +20,000 MP, Possessor's Energy, Technology, and Electrical element Transformations, Pets, and Summons gain +500 MP
Has Reasearched Various Means of Transportation and Common Technologies Related to Them- (Passive Ability, Scientist) Possessor gains +100 MIN for each Vechicle, Vessel, War Machine, or Mech Transformation possessor has equipped, to a max of +1,000 MIN, Possessor's Vechicle, Vessel, Mech, and War Machine Transformations gain +100 to all stats
Has Reasearched Weapons Development- (Passive Ability, Scientist) Possessor gains +100 MIN for each Assault Matrix, Gun, or Tool Weapon possessor has equipped, to a max of +1,000 MIN
Theoretical Scientist- (Passive Ability, Scientist) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage

-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
Predict Direction of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +50 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Direction of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +250 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +50 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +250 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Robe Wearer I- (Passive Ability, Seer) Possessor gains +5 to all stats when possessor has a Robe equipped
Robe Wearer II- (Passive Ability, Seer) Possessor gains +25 to all stats when possessor has a Robe equipped, Possessor gains +50 Defense when possessor has a Robe equipped
Seer- (Passive Ability, Seer) Possessor gains +(50 * Possessor Level) Defense and +(1,000 * Possessor Level) MP if possessor has a Robe equipped
Seer's Vision- (Passive Ability, Seer) Individuals below Level 15 may not counter possessor's actions that scan stats if possessor is wearing a Robe

-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 Charity- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that buff targets and involve Spirit Magic
Spirit that Shines with Diligence- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that cure negative status effects of targets and involve Spirit Magic
Spirit that Shines with Kindness- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that heal targets and involve Spirit Magic
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
Spiritual Infusion- (Active Ability, Shrine Maiden) Possessor may spend an action to give one of possessor's Spirit Magic spells a bonus of +1,000 additional Magical Attack that lasts the remainder of the thread in exchange for a thread-long reduction of 1 Base SPI point as an effect that stacks 200 times, Any Spirit summoned through such a Spirit Magic spell gains +1,000 to all stats as an effect independent of the number of the stackings of said effect, The caster of a spell affected by this effect may choose to make a Magical Attack or Cast a Spell action involving the casting of said spell solely Light or solely Darkness element, Spells that have no Magical Attack bonus may be affected by this effect
Shrine Maiden's Robe Proficiency- (Passive Ability, Shrine Maiden) Possessor gains +80 SPI while possessor has at least one Robe and at least one Spirit Magic spell equipped
Spiritual Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source
Summons Through Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +100 to all stats if summoned while possessor is not afflicted with any negative status effects

-Skykeeper-
Advanced Messenger Bird Training- (Passive Ability, Skykeeper) When possessor trades an Aerial to another individual within the same thread with Messenger Bird Trainer, then the individual who possessor trades the Aerial to may immediately choose to unequip up to one pet and then equip the transferred Aerial, Possessor's Aerial pets and summons gain +25 AGI
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 Researcher- (Passive Ability, Skykeeper) Possessor counts as being 2 Levels higher for stat-scanning purposes against Aerials, to a max of Level 40, Possessor's Aerials pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Aerials in this thread successfully
Carrier Bird Trainer- (Passive Ability, Skykeeper) When possessor transfers the location of an Aerial with Messenger Bird Trainer, then possessor may send any one other non-pet item along with it, Possessor's Aerial pets and summons gain +15 STR
Floaty- (Passive Ability, Skykeeper) Possessor does not count as being in the back row for purposes of the number of people in each row, but may not use this ability to be in the back row when nothing is in the front row unless possessor could do so otherwise
Messenger Bird Trainer- (Active Ability, Skykeeper) Possessor may, once per thread, un-equip an Aerial pet and have it immediately be removed from the thread or have it be traded to an ally who is at a different location in the same thread, Functions differently in RP threads, Possessor's Aerial pets and summons gain +10 AGI

-Slayer-
And With This, I Will Burn You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Fire element may gain '5% inflicts Burning'
And With This, I Will Bury You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Earth element may gain '5% inflicts Entombed'
And With This, I Will Cast You Into Void!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Darkness element may gain '5% inflicts Voidstruck'
And With This, I Will Drown You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Water element may gain '5% inflicts Drowning'
And With This, I Will Strangle You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Air element may gain '5% inflicts Suffocation'
Any Object Is Deadly In My Hands- (Passive Ability, Slayer) Possessor may choose to count Antiquities equipped through possessor's Slayer abilities as weapons as Deadly Items
Apprentice Deadly Item Training- (Passive Ability, Slayer) This character gains +60 Melee Attack, +60 Ranged Attack, +60 Magical Attack, and +5% Critical when a Deadly Item is equipped.
Apprentice Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +5,000
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000
Slayer- (Passive Ability, Slayer) Possessor gains +(500 +(50 * Possessor Level)) Melee Attack, Magical Attack, and Ranged Attack if possessor has a Deadly Item equipped, Possessor gains +5% Critical if possessor has a Deadly Item equipped

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

-Subspace Architect-
Apprentice Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Basic Appreciation of Feng Shui- (Passive Ability, Other: Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Basic Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 20
Basic Spatial Feng Shui Control- (Passive Ability, Other: Subspace Architect) Whenever a Level 1 individual that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 20 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
Basic Spawn Table Design- (Passive Ability, Other: Subspace Architect) Possessor's summons gains +50 to all stats as a bonus that cannot take their stats above 2000% of their natural values
Basic Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Improved Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 40
Knowledge of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +200 MIN, Possessor's Large Structure pets and summons gain +100 CON
Perception of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +5% Critical against Large Structures below Level 60
Six-Second Fortress- (Active Ability, Other: Subspace Architect) Possessor may spend an action to summon a Large Structure from the Enemy List that is below possessor's Level and normally fightable for drops, Max 1 summoned
Subspace Architect- (Passive Ability, Other: Subspace Architect) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Large Structure pet only, This ability provides +250 HP and +50 to all stats of possessor's Large Structure pets and summons per Level of possessor

-Summoner-
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Summoning Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Basic Summon Dodge Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Dodge
Basic Summon HP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 HP
Basic Summon MP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 MP
Basic Summon MP Conservation Augmentation- (Passive Ability, Summoner) All of possessor's summons' abilities cost them 100 less MP to cast
Basic Summon To Hit Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% To Hit
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 Hope-Element Entities- (Passive Ability, Summoner) Possessor's Hope-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Light-Element Entities- (Passive Ability, Summoner) Possessor's Light-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Magic-Element Entities- (Passive Ability, Summoner) Possessor's Magic-element summons gain +100 to all stats
♢Sage Sculpts Primal Sand- (Active Ability, Summoner) If possessor has a Staff equipped, possessor may spend an action while in a Zone of Earth or a terrain or phantom terrain that is Savannah, Badlands, or Desert, to summon up to 20 Animals from the Enemy List that are below possessor's Level
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Well-Versed in Traditional Summoning Techniques- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain +100 to all stats

-Superhero-
Basic Super Power Attunement- (Passive Ability, Other: Superhero) All Super Power spells possessor casts that possess a Magical Attack bonus gain +50 Magical Attack, All Super Power spells possessor casts that possess a Melee Attack bonus gain +50 Melee Attack, All Super Power spells possessor casts that possess a Ranged Attack bonus gain +50 Ranged Attack, All Super Power spells cost possessor 50 less MP to cast, Possessor gains +10 to all unmodified stats
Energy Projection- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) Magical Attack
Fling Building- (Technique Ability, Other: Superhero) Possessor may use 'Fling Building' in conjunction with a 'Ranged Overdrive' action. Said action uses Strength as its Prime Attribute; Its caster may choose one Large Structure that is not a target of the action that is below Level 80 and no more than 20 Levels greater than caster, and, if caster chooses such a structure, both one of the action's other targets and said Large Structure are dealt a quantity of Flat Physical element Damage equal to ten times said action's caster's STR (to a max of 50,000,000 points)
Project Energy Force Field- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) Defense
Shield Allies with Energy Force Field- (Passive Ability, Other: Superhero) Possessor's allies, not counting possessor, gains +(100 * Possessor Level, to a max of +6,000) Defense as a non-stacking effect
Superhero- (Passive Ability, Other: Superhero) Possessor gains +500 unmodified STR, +500 unmodified CON, +500 unmodified AGI, +500 unmodified MIN, and +500 unmodified SPI
Superhuman Reservoirs of Strength- (Passive Ability, Other: Superhero) Possessor obtains +500 unmodified Strength
Superior Intellect- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) MIN
Super Power Casting I- (Passive Ability, Other: Superhero) Super Power spells cost possessor 20 less MP to cast
Super Power Casting II- (Passive Ability, Other: Superhero) Super Power spells cost possessor 200 less MP to cast
Ultra-Strength- (Passive Ability, Other: Superhero) +20,000 STR, +10,000 HP, If possessor's Strength stat is being checked as part of an effect that would allow possessor to shift a target's row, possessor's Strength for said row-shift-allowance-checking is considered to be doubled (to a max of 2,000,000 additional points)

-Technomancer-
Activate Technomagical Device- (Active Ability, Technomancer) Possessor may spend an action to change an item that possessor is carrying or has equipped from being 'Technomagically Inactive' to 'Technomagically Active' should possessor meet any other listed requirements for doing so
Apprentice Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack
Basic Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack
Basic Technomantic Gadgeteering- (Passive Ability, Technomancer) Possessor gains +200 to all stats if possessor has at least 2 Magic-element Gadgets equipped
Knowledge of the Basics of Technomantic Theory- (Passive Ability, Technomancer) +200 MIN
Technomancy Casting I- (Passive Ability, Technomancer) Technomancy spells cost possessor 20 less MP to cast
Technomancy Casting II- (Passive Ability, Technomancer) Technomancy spells cost possessor 200 less MP to cast
Theoretical Mage-Scientist- (Passive Ability, Technomancer) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least one of which is a Hypertech spell, equipped
Understanding of the Connectivity of Electricity and Magic- (Passive Ability, Technomancer) Possessor gains +300 to all stats if possessor is Electrical & Magic element

-Other: Temporal Primarch-
Absorb Time- (Passive Ability, Other: Temporal Primarch) Possessor Absorbs Time against sources below Level 20 if Level 20 or greater
Adept Time Synchronization- (Passive Ability, Other: Temporal Primarch) Amounts of Time element Damage possessor deals are increased by 10,000 points, Time element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Time element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor obtains Time element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 5% Time Resistance
Apprentice Time Synchronization- (Passive Ability, Temporal Primarch) Possessor gains +50 to all stats for each Time element item equipped, Possessor's Time element pets and summons gain +250 to all stats
Apprentice Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 to all stats while in a Zone of Time
Asynchronus Timestream- (Passive Ability, Other: Temporal Primarch) Possessor may, so long as no individual 20 or more Levels greater who is in the same battle objects, choose to count the current round's number as the number of any round that possessor has experienced in the current battle
Bank Actions- (Passive Ability, Temporal Primarch) Possessor may, at the start of any round, choose for possessor's first action of the round to, instead of being placed in turn-order, be placed in possessor's Action Bank. Possessor's Action Bank may hold up to 3 actions and is emptied at the end of each battle. If in a battle where all opponents are lower Level than possessor, possessor may, at the start of any round, choose to remove an action from possessor's Action Bank and gain an additional action that round.
Basic Acceleration Within Time's Dominion- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Time
Basic Affinity to Healing Via Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor obtains Time element HP Healing or MP Healing, said amount is increased by 500 points
Basic Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 Defense against Time
Basic Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 1% Time Resistance
Basic Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to all stats if possessor is Time element
Basic Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +10 to all stats
Basic Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 to all stats while in a Zone of Time
Chrononaut- (Passive Ability, Other: Temporal Primarch) Possessor gains +20,000 Defense against effects attached to Zones of Time, Possessor's 'Establish Temporal Portal' actions may not be countered by individuals below Level 20
Defenses that Utilize Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense if possessor has any Time-element items equipped that provide a Defense bonus
Doublespeed Recovery (Minor)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for minor negative status effects are checked twice per round
Doublespeed Recovery (Moderate)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for moderate negative status effects are checked twice per round
Effect-Resistant, Fixed Personal Timestream- (Passive Ability, Other: Temporal Primarch) Possessor is Immune to entities below Level 20, Possessor is Immune to Time element debuffs from sources below Level 60
Emanate Time- (Passive Ability, Temporal Primarch) Whenever possessor absorbs Damage that is Time element Damage, Possessor may choose to deal 10,000 Flat Time element Damage to up to 10 targets
Empowered By Time- (Passive Ability, Temporal Primarch) If possessor is Time element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Time
Explorer of Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor enters a battlespace thanks to a Time element action, possessor may scan the stats of up to 3 entities in said battlespace, Possessor gains +15,000 Defense against effects attached to Zones of Time
Fast Personal Time Progression- (Passive Ability, Other: Temporal Primarch) Whenever the round number increments, possessor may increment the number of the round that possessor counts the current round as by 2
Gift Actions- (Passive Ability, Temporal Primarch) Possessor may, when removing an action from possessor's action bank, instead of assigning it to possessor, may assign it to one of possessor's willing allies.
Improved Affinity to Healing Via Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor obtains Time element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 10% Time Resistance
Improved Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +1,000 to all stats while in a Zone of Time
Improved Zonal Time Empowerment- (Passive Ability, Temporal Primarch) Possessor gains +500 to all stats while in a Zone of Time, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Time
Nourish Time- (Passive Ability, Temporal Primarch) Whenever possessor deals HP or MP healing to an Time element individual, possessor deals 300 additional points
Nourished By Time- (Passive Ability, Temporal Primarch) If possessor is Time element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Time
Personal Time-Preservation- (Passive Ability, Temporal Primarch) At the start of each round, if possessor is Time element, possessor may choose one debuff that possessor is afflicted with that comes from a source of equal Level to or lower Level than possessor (to a max of Level 60) and ignore said debuffs effects on its possessor's turn-order-determining stat sum for turn-order-determining purposes for the duration of said round
Predict Likely Outcomes Through Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor obtains +1% Dodge and +1% To Hit while Time element
Shielded by Personal History- (Passive Ability, Temporal Primarch) If possessor is Time element, the end of each round, possessor obtains a buff that provides +250 Defense and stacks 20 times
Soothing Time Emanation- (Passive Ability, Temporal Primarch) Whenever possessor absorbs Damage that is Time element Damage, Possessor may choose to deal 10,000 Flat Time element HP Healing to up to 10 targets that are Time element
Supernaturally Good Timing- (Passive Ability, Temporal Primarch) Once per round, if possessor is Time element, possessor may delay an action through the action of a lower-Level opponent
Temporal Primarch- (Passive Ability, Other: Temporal Primarch) Possessor ignores (1 * (Possessor Level/5), rounded down)% Time Resistance, Possessor ignores Time Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Temporal Wisdom- (Passive Ability, Other: Temporal Primarch) Possessor may count Temporal Primarch abilities as Time Mage abilities (including for prerequisite purposes) and may count Time Mage abilities as Temporal Primarch abilities (including for prerequisite purposes)
Temporally Enhanced Speed- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor gains +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Temporally-Disjointed Attack- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporally-Disjointed Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as possessor is Time element and no other technique is used. Said action counts as having been delayed for a number of rounds between 1 and 5 (inclusive) without actually being delayed.
Time Immunity- (Passive Ability, Other: Temporal Primarch) Possessor gains Time Immunity against sources below Level 20 if Level 20 or greater
Time Manipulation- (Passive Ability, Other: Temporal Primarch) Possessor may choose one of the following at the beginning of each round if Time element: Create a Zone of Time, Remove a Zone of Time created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Time by either possessor or a source below Level 20, Add Time to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Time element on a Time element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Time, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Time, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Time element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Time to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Time, 5% Time Resistance, or +50 Defense against Time and 1% Time Resistance until the end of the round as a non-stacking buff
Wind of Seconds- (Passive Ability, Other: Temporal Primarch) Once per thread when possessor is afflicted with Augmented: Haste while possessor is Time element, possessor may choose to regenerate 600,000,000 MP

-Thief-
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Item Theivery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Hard to See in the Fog- (Passive Ability, Thief) Possessor gains +1% Dodge while affected with an Air or Darkness element buff that raises its possessor's Dodge
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Properly Trained in Backstabbing- (Stance Ability, Thief) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +45 Melee Attack
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Steal- (Active Ability, Thief) Possessor may spend an action and select a target. Possessor has a percent chance equal to (Poessessor's Level - Target's Level) of stealing a random item from said target's list of drops if said target would normally be able to provide drops, with said target no longer providing drops as it otherwise would. This ability may only steal one item per target per thread. This ability may not steal items from targets that are not normally fightable for drops on the enemy list. This ability may not steal items from targets that are higher level than its possessor or user. This ability may not steal items from targets that are Level 20 or greater.
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Thief Arts Casting I- (Passive Ability, Thief) Thief Arts spells cost possessor 20 less MP to cast
Thief Arts Casting II- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%

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

-Thunder Czar-
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Basic Acceleration Within Electrical's Dominion- (Passive Ability, Thunder Czar) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Electrical
Basic Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 Defense against Electrical
Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats while in a Zone of Electrical
Control of Electrical- (Passive Ability, Thunder Czar) Possessor has a 20% chance of being able to cancel the actions of Electrical element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Electrical- (Passive Ability, Thunder Czar) Possessor gains +1% To Hit against Electrical element targets
Electrical Manipulation- (Passive Ability, Thunder Czar) Possessor may choose one of the following at the beginning of each round if Electrical element: Create a Zone of Electrical, Remove a Zone of Electrical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Electrical by either possessor or a source below Level 20, Add Electrical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Electrical element on a Electrical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Electrical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Electrical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Electrical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Electrical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Electrical, 5% Electrical Resistance, or +50 Defense against Electrical and 1% Electrical Resistance until the end of the round as a non-stacking buff

-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 Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense, 1 Week
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance

~Unbound Guru~
Two Become One (Merging of Life and Illusion Into Void)- (Passive Ability, Unbound Guru)- Possessor may cause actions that are solely Life and Illusion element to become solely Void element, Possessor's damage-dealing actions that are solely Void element gain the ability to ignore Void Resistance values of up to 50% that are present on individuals who do not Resist, are not Immune to, do not Reflect, and do not Absorb either the element Life or the element Illusion

-Unreality Coordinator-
Absorb Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor Absorbs Illusion against sources below Level 20 if Level 20 or greater
Adept Illusion Synchronization- (Passive Ability, Other: Unreality Coordinator) Amounts of Illusion element Damage possessor deals are increased by 10,000 points, Illusion 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 Illusion element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Illusion- (Passive Ability, Other: Unreality Coordinator) Whenever possessor obtains Illusion element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion 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 Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +500 Defense against Illusion
Apprentice Illusion Resistance- (Passive Ability, Other: Unreality Coordinator) Possessor gains 5% Illusion Resistance
Apprentice Illusion Synchronization- (Passive Ability, Unreality Coordinator) Possessor gains +50 to all stats for each Illusion element item equipped, Possessor's Illusion element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element allies gain +100 to all stats
Apprentice Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Illusion's Dominion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Illusion
Basic Affinity to Healing Via Illusion- (Passive Ability, Other: Unreality Coordinator) Whenever possessor obtains Illusion element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element pets and summons gain +50 to all stats
Basic Defenses Against Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +50 Defense against Illusion
Basic Illusion Resistance- (Passive Ability, Other: Unreality Coordinator) Possessor gains 1% Illusion Resistance
Basic Illusion Synchronization- (Passive Ability, Other: Unreality Coordinator) Possessor gains +25 to all stats if Illusion element
Basic Understanding of the Heart of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element allies gain +10 to all stats
Basic Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +50 to all stats while in a Zone of Illusion
Body of Living Lies- (Passive Ability, Unreality Coordinator) Possessor counts as being 20 Levels higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Call Forth the Living Illusion- (Active Ability, Other: Unreality Coordinator) Possessor may spend an action to summon 5 Elementals that are Illusion element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Control of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor has a 20% chance of being able to cancel the actions of Illusion element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +500 Defense if possessor has any Illusion-element items equipped that provide a Defense bonus
Detect Illusion- (Passive Ability, Unreality Coordinator) Possessor gains +1% To Hit against Illusion element targets
Emanate Illusion- (Passive Ability, Other: Unreality Coordinator) Whenever possessor absorbs Damage that is Illusion element Damage, Possessor may choose to deal 10,000 Flat Illusion element Damage to up to 10 targets
Empowered By Illusion- (Passive Ability, Unreality Coordinator) If possessor is Illusion 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 Illusion
Expert Illusion Synchronization- (Passive Ability, Other: Unreality Coordinator) Illusion element Damage dealt to possessor (not including healing) is halved, Illusion 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 Illusion element accessories, and may not be converted into other types of slot by individuals below Level 100
Flickering Everywhere-Hands- (Passive Ability, Other: Unreality Coordinator) Whenever possessor conducts a 'Melee Attack' or 'Melee Overdrive' action, possessor may choose any number of possible targtets below Level 60, each such target must declare what counter (if any, including preemptive counters) it will use against said action, paying the cost of said counter in advance, with possessor choosing which target(s) to actually target after said choice is made and only said declared counters being usable against said action, with individuals below Level 60 who were not chosen as final targets for said action being unable to counter it
Greater Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 25,000 points
Illusion Immunity- (Passive Ability, Other: Unreality Coordinator) Possessor gains Illusion Immunity against sources below Level 20 if Level 20 or greater
Illusion Manipulation- (Passive Ability, Other: Unreality Coordinator) Possessor may choose one of the following at the beginning of each round if Illusion element: Create a Zone of Illusion, Remove a Zone of Illusion created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Illusion by either possessor or a source below Level 20, Add Illusion 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 Illusion element on a Illusion element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Illusion, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Illusion, 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 Illusion element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Illusion to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Illusion, 5% Illusion Resistance, or +50 Defense against Illusion and 1% Illusion Resistance until the end of the round as a non-stacking buff
Illusory Overlaid Casting-Gestures- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, whenever possessor conducts a 'Magical Attack' action, possessor's Level is counted as being 5 higher for purposes of having possessor's stats scanned by counters to said action, with said effect not bypassing 'Immune to Below Level X' effects
Improved Affinity to Healing Via Illusion- (Passive Ability, Other: Unreality Coordinator) Whenever possessor obtains Illusion element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion 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 Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +5,000 Defense against Illusion
Improved Defenses that Utilize Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +2,000 Defense if possessor has any Illusion-element items equipped that provide a Defense bonus
Improved Illusion Elemental Emanation- (Passive Ability, Unreality Coordinator) Possessor's 'Call Forth the Living Illusion' ability may summon entities up to Level 20
Improved Illusion Resistance- (Passive Ability, Other: Unreality Coordinator) Possessor gains 10% Illusion Resistance
Improved Understanding of the Heart of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element allies gain +250 to all stats
Improved Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +1,000 to all stats while in a Zone of Illusion
Invisible Monster Harrying- (Passive Ability, Other: Unreality Coordinator) Possessor's opponents gain the ability to spend an action to 'Search for the Invisible Monsters', If none of possessor's enemies have spent an action to 'Search for the Invisible Monsters' within the last 3 rounds, possessor may, at the start of each round, replicate the ability of a Horror or Monster below Level 40 that is below possessor's Level that is normally fightable for drops on the Enemy List at the start of each round as though an Illusion element version of said entity was performing said action
Master of Unseen Predators- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, whenever an action replicated by possessor's 'Invisible Monster Harrying' ability kills an individual, all of said individual's allies are afflicted with Confusion: Fear, Possessor's 'Invisible Monster Harrying' ability may replicate the abilities of Animals, with said ability replicating said actions as though their performer's subtype were solely 'Monster'
Meditative Assumption of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor may choose, at the beginning of a thread, to become solely Illusion element
Phantasmal Fantasy-Body- (Passive Ability, Unreality Coordinator) If possessor is Illusion element, possessor may choose at the start of each round to gain +2,500 to any one stat as a non-stacking buff until the end of the round, Possessor gains +5% Dodge against non-Conceptual opponents while Illusion element
Principle of Unseen Horror- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, actions replicated by possessor's 'Invisible Monster Harrying' ability deal double Damage, to a max of 5,000,000 additional points, to individuals not Immune to Confusion or Confusion: Fear if possessor's stats have not been scanned
Reflect Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor Reflects Illusion against sources below Level 20 if Level 20 or greater
Shedding Essences Like Glowing Butterflies- (Passive Ability, Other: Unreality Coordinator) Whenever possessor loses a stacked instance of an Illusion Magic buff, possessor may choose to also lose a stacked instance of a debuff from a source of equal or lower Level to the source of said buff, to a max of Level 60
Stability Within Illusion- (Passive Ability, Unreality Coordinator) Possessor gains 25% minor negative status effect resistance while in a Zone of Illusion
Thousand Actors' Phantasmal Puppet Show- (Passive Ability, Other: Unreality Coordinator) Possessor may, at the start of a round, pay 50,000 MP and then choose any number of allies (including possessor) who are either below Level 20 or are willing, Each such chosen entity cannot take any normal actions during the round, but whenever it would have been able to take an action, it may instead replicate the effect of any ability possessed by an entity on the Enemy List that is below Level 20, is below possssor's Level, and is normally fightable for drops as though said entity was performing said action
Thousand Falsely-Shining Spells- (Passive Ability, Other: Unreality Coordinator) Whenever possessor conducts a 'Magical Attack' or 'Overdrive' action, possessor may choose any number of possible targets below Level 60, each such target must declare what counter (if any, including preemptive counters) it will use against said action, paying the cost of said counter in advance, with possessor choosing which target(s) to actually target after said choice is made and only said declared counters being usable against said action, with individuals below Level 60 who were not chosen as final targets for said action being unable to counter it
Unified Knowledge of Illusion and Illusion Magic- (Passive Ability, Other: Unreality Coordinator) Possessor may count Unreality Coordinator abilities possessor possesses as Illusionist abilities (including for prerequisite purposes), Possessor may count Illusionist abilities possessor possesses as Unreality Coordinator abilities (including for prerequisite purposes)
Unreality Coordinator- (Passive Ability, Other: Unreality Coordinator) Possessor ignores (1 * (Possessor Level/5), rounded down)% Illusion Resistance, Possessor ignores Illusion Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Unseen Attendants' Splendid Cleaning Routine- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, at the start of any round that possessor is the only individual in possessor's battlespace, possessor may choose to lose any debuffs or minor or moderate negative status effects from sources below Level 60
Wings of Unreal Color- (Passive Ability, Other: Unreality Coordinator) Possessor gains 40% Dodge, +500 AGI, and +500 SPI, Possessor counts as 1 Level higher for purposes of having its stats scanned, with said effect not bypassing 'Immune to Under Level X' effects
Zonal Illusion Control- (Passive Ability, Other: Unreality Coordinator) Possessor may, at the start of each round, choose one Zone of Illusion 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

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

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

-War Mage-
Apprentice War Magic Attunement- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All War Magic spells cost possessor 500 less MP to cast
Basic War Magic Attunement- (Passive Ability, Other: War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +100 additional Magical Attack, and all War Magic spells cost possessor 100 less MP to cast
Saw-Followed Spell- (Technique Ability, War Mage) Possessor may use 'Saw-Followed Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor casts a War Magic spell as part of said action. Said action deals 60,000 Flat solely Physical element Damage as a separate quantity of Damage from other Damage it deals and gains a 30% chance of inflict Wounded.
Spell of War- (Technique Ability, War Mage) Possessor may use 'Spell of War' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor casts a War Magic spell as part of said action. Said action gains the element War.
Spell Shrapnel- (Passive Ability, War Mage) Whenever possessor casts a spell, up to 10 times per round, possessor may choose up to 10 targets to have a 30% chance of afflicting with Pain and may also choose for all of said targets to take 60,000 Flat Physical element Damage
War Magic Casting I- (Passive Ability, Other: War Mage) War Magic spells cost possessor 20 less MP to cast
War Magic Casting II- (Passive Ability, Other: War Mage) War Magic spells cost possessor 200 less MP to cast

-Warmaster-
Apprentice War Synchronization- (Passive Ability, Warmaster) Possessor gains +50 to all stats for each War element item equipped, Possessor's War element pets and summons gain +250 to all stats
Apprentice Weaponization of War- (Passive Ability, Other: Warmaster) Quantities of War element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within War's Dominion- (Passive Ability, Other: Warmaster) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of War
Basic War Synchronization- (Passive Ability, Other: Warmaster) Possessor gains +25 to all stats if possessor is War element
Basic Weaponization of War- (Passive Ability, Other: Warmaster) Quantities of War element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of War- (Passive Ability, Other: Warmaster) Possessor gains +50 to all stats while in a Zone of War
Control of War- (Passive Ability, Other: Warmaster) Possessor has a 20% chance of being able to cancel the actions of War element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: War- (Technique Ability, Other: Warmaster) Possessor may use 'Elemental Attack-Conversion: War' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is War element and no other technique is used. Said action becomes solely the element War.
Improved Weaponization of War- (Passive Ability, Other: Warmaster) Quantities of War element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: War- (Passive Ability, Other: Warmaster) Possessor may use the Technique 'Elemental Attack-Conversion: War' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not War element.
War Manipulation- (Passive Ability, Other: Warmaster) Possessor may choose one of the following at the beginning of each round if War element: Create a Zone of War, Remove a Zone of War created by either possessor or a source below Level 20, Remove an effect attached to a Zone of War by either possessor or a source below Level 20, Add War 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 War element on a War element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of War, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of War, 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 War element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add War to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against War, 5% War Resistance, or +50 Defense against War and 1% War Resistance until the end of the round as a non-stacking buff
Warmaster- (Passive Ability, Other: Warmaster) Possessor ignores (1 * (Possessor Level/5), rounded down)% War Resistance, Possessor ignores War Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

-Warrior-
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Commanding in a Crisis- (Passive Ability, Warrior) Posessor gains a Summon Slot while in a Crisis Zone
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped

-Wind Duke-
Air Manipulation- (Passive Ability, Wind Duke) Possessor may choose one of the following at the beginning of each round if Air element: Create a Zone of Air, Remove a Zone of Air created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Air by either possessor or a source below Level 20, Add Air 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 Air element on a Air element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Air, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Air, 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 Air element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Air to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Air, 5% Air Resistance, or +50 Defense against Air and 1% Air Resistance until the end of the round as a non-stacking buff
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 Acceleration Within Air's Dominion- (Passive Ability, Wind Duke) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Air
Basic Air Resistance- (Passive Ability, Wind Duke) Possessor gains 1% Air Resistance
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
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
Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while in a Zone of Air
Control of Air- (Passive Ability, Wind Duke) Possessor has a 20% chance of being able to cancel the actions of Air element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Air- (Passive Ability, Wind Duke) Possessor gains +1% To Hit against Air element targets

-Wizard-
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Understanding of Temporal Wizard Magic- (Passive Ability, Wizard) Wizard Magic spells that possessor casts that buff AGI buff it by an additional 20 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that buff an individual's turn-order-determining stat sum for turn-order-determining purposes buff it by an additional 40 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that have a chance of inflicting Augmented: Haste have said chance raised by 1%
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Fast Casting- (Technique Ability, Wizard) Possessor may, at the start of a round, declare that possessor's first action of said round will involve this ability; possessor's first action, should possessor declare such, must include said ability, with possessor being forced to skip actions that do not include this ability if possible until such an action is taken. Should possessor declare such, possessor's first action occurs on a turn-order count 500 points higher than it otherwise would, with possessor's other actions that would be based on a turn-order count occurring at the point at which they would otherwise occur. Possessor may use Fast Casting as part of a 'Magical Attack' action that involves a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic spell equipped.
Fast General Spellcasting- (Passive Ability, Wizard) Possessor may use the technique 'Fast Casting' in conjunction with 'Cast a Spell' actions
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) 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

-Worldbound God-
Lesser Deific Domain: Cats- (Passive Ability, Other: Worldbound God) Possessor and possessor's allies obtain a +(Possessor's Level)% bonus to preexisting Charm infliction chances (including sub-status effects) against Animals whose name includes 'Cat', 'Feline', 'Lion', 'Tiger', 'Cheetah', 'Jaguar', 'Leopard', or 'Panther', Possessor has RP powers connected to this divine domain
Lesser Deific Domain: Illusion- (Passive Ability, Other: Worldbound God) Possessor and possessor's allies obtain (Possessor's Level)% Dodge and may, at the start of each round, obtain a non-stacking buff that makes its possessor solely any one base element or Illusion, Possessor has RP powers connected to this divine domain

-Misc-
Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Basic Dread Banking Attunement- (Passive Ability, Other: Dread Banker) All Dread Banking spells that possessor casts gain +10 Magical Attack if they already possess a Magical Attack bonus and cost possessor 10 less MP to cast
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Mech User- (Passive Ability, Mech Jockey) All Mech transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Basic Vehicle User- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Basic Vessel User- (Passive Ability, Captain) All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Basic War Machine User- (Passive Ability, Lord of War) All War Machine transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Controlled Vampire Form- (Stance Ability, Deathless One) +5 Base STR, +5 Base CON, +5 Base AGI, +5 Base MIN, Pain Immunity, Poison Immunity, Diseased Immunity, Possessor counts as Undead, Possessor's HP-damaging attacks inflict Drain, 400% Light Weakness that cannot be removed or lessened by sources under level 40, 5% possessor fails to execute harmful actions against individuals no less than 5 levels below possessor with a Holy Symbol equipped or 5 Priest abilities unless possessor possesses at least 5 Priest abilities, Possessor may not affect enemy-created Zones or Terrain, The critical multipliers of individuals who get criticals against possessor increases by 1 (example: a critical that does x2 damage instead does x3 damage)
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
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 Mirage Dragon Czar- (Passive Ability, Clearance) Possessor may fight the monster 'Mirage Dragon Czar' 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 The Benjamins- (Passive Ability, Clearance) Possessor may fight the monster 'The Benjamins' for drops, This ability cannot be used in combos
Janus Faces- (Passive Ability, Warlord) Possessor gains +5% To Hit against individuals in the front row of each opposing row-order formation and individuals in the back row of possessor's row-order formation
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Phantasmagorical Self-Warding- (Passive Ability, Other: Ward Crafter) Possessor may, once per thread, choose to not acquire a major negative status effect that would otherwise afflict possessor, provided it is coming from a source that is not Level 99 or 5 or more Levels greater than possessor
Sensei Dracula's First Lesson- (Passive Ability, Monk) +5,000 Melee Attack if no weapons are equipped, +350 STR, CON, and MIN if no weapons are equipped, Possessor's Melee Attacks have a 5% chance of inflicting Impaired if no weapons are equipped
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor


Weapons-


Armour-


Accessories-

1 Illusion Accessory Slot


Spells-

10 Gate Magic Spell Slots
10 Geomancy Spell Slots
10 Spatial Magic Spell Slots
10 Time Magic Spell Slots
30 Illusion Magic Spell Slots
5 Illusion Spell Slots
5 Life Spell Slots
5 Time Spell Slots
Modified Stats wrote: Caelum Aetherius (Time Cloned Spirit Binder) (Aeromage)
Human, Life
Level 79
HP- #
MP- #
STR: # (Capped)
AGI: # (Capped)
CON: # (Capped)
MIN: # (Capped)
SPI: # (Capped) (+1,440 to turn-order) (+500 to turn-order if Time Element) (+200 on first round of battle)
(May select any stat, out of STR, AGI, CON, MIN, and SPI, to use for determining possessor's turn order and number of extra actions)


Defence

79% Dodge
+2% Dodge
+1% Dodge while Time element
+5% Dodge against non-Conceptual opponents while Illusion element

15% Resilience

10% Illusion, Time Resistance
5% Air, Earth, Life Resistance
1% Electrical, Fire, Magic Resistance


May, once per thread, choose to not acquire a major negative status effect that would otherwise afflict possessor, provided it is coming from a source that is not Level 99 or 5 or more Levels greater than possessor
Possessor's per-round auto recovery chances for minor and moderate negative status effects are checked twice per round

Immunity to a chosen minor negative status effect at the start of each thread
Immunities: Fatigued: Sleep
Confusion Immunity against sources below Level 60
10% Fatigued Resistance
20% Instant Death Resistance against sources below Level 80
30% Confusion Resistance

Immune to Time element debuffs from sources below Level 60


Defence- 8,780

+450 Defense Against Stat Damage (-250 if scanned)

Illusion element Damage dealt to possessor (not including healing) is halved
Illusion element Stat Damage (not including healing) dealt to possessor is halved

+5,550 Defense against Illusion
+5,550 Defense against Life
+50 Defense against Fire
+50 Defense against Magic
+50 Defense against Time
+50 Defense against Water

+5,000 Defense against damage sources attached to Zones
+35,000 Defense against effects attached to Zones of Time


May use SPI in place of SAN, INF, and RES and may choose to take SPI Damage instead of SAN Damage, INF Damage, or RES Damage



Up to 20 times per thread when possessor would acquire a debuff that reduces possessor's stats, possessor may choose for that instance of the debuff to reduce the amount it reduces each of possessor's by by 500, to a minimum of 0


Offence

110% To Hit
120% To Hit against targets in the back row
+1% To Hit against Air, Earth, Fire, Illusion, Life, Magic, Truth, Water element targets
+1% To Hit while Time element


+5% Critical against Large Structures below Level 60

Ignores 11% Illusion, Life, Time, War Resistance

15% inflicts Charm
Magical Attack actions may gain 5% inflicts Charm: Wanderlust

Large Structures below Level 60 gain -40% Resilience against possessor


Deals 60,000 additional Damage to individuals who count the current round's number as a different number than possessor does
Quantities of Illusion, Life element Damage dealt by possessor are increased by 30,550 points
Quantities of Light, Time, Truth, War element Damage dealt by possessor are increased by 5,550 points


Whenever possessor conducts a 'Melee Attack', 'Magical Attack', 'Melee Overdrive' or 'Overdrive' action, possessor may choose any number of possible targtets below Level 60, each such target must declare what counter (if any, including preemptive counters) it will use against said action, paying the cost of said counter in advance, with possessor choosing which target(s) to actually target after said choice is made and only said declared counters being usable against said action, with individuals below Level 60 who were not chosen as final targets for said action being unable to counter it

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




Start-of-battle

May choose a base element; if possessor does so, possessor obtains a buff that causes other individuals in the same battlespace to treat said element as a nonbase element and to treat Illusion as a base element

Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation


Start-of-round

Possessor is afflicted with Augmented: Haste at the start of the first round of battle if possessor is either Time element or has 5 Time Magic spells equipped

Manipulations (Air, Earth, Electrical, Fire, Illusion, Life, Light, Magic, Time, Truth, War, Water)

If none of possessor's enemies have spent an action to 'Search for the Invisible Monsters' within the last 3 rounds, possessor may, at the start of each round, replicate the ability of an Animal, Horror or Monster below Level 40 that is below possessor's Level that is normally fightable for drops on the Enemy List at the start of each round as though an Illusion element version of said entity was performing said action




Start-of-action



Other

Once per thread when possessor is afflicted with Augmented: Haste while possessor is Time element, possessor may choose to regenerate 600,000,000 MP

If possessor is Life element, once per thread, when possessor dies to a source that is below Level 60 and is no more than 19 Levels greater than possessor, possessor is immediately resurrected, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 60 or greater is opposing possessor's side of battle

Counts as being 27 Levels higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects

Possessor's Level is counted as 5 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
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

Ignores up to 59 levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned

May treat Immortal as a base subtype
Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression

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.

Possessor's Illusion Magic summons may not be unsummoned by individuals who are not higher Level than possessor if either said individuals or possessor treat Illusion as a base element

Possessor may treat Zones of Illusion as Zones of Earth

Whenever the round number increments, possessor may increment the number of the round that possessor counts the current round as by 2
Possessor may, so long as no individual 20 or more Levels greater who is in the same battle objects, choose to count the current round's number as the number of any round that possessor has experienced in the current battle

Possessor's items may not be stolen by sources below Level 20

If possessor loses a Weapon slot, possessor may, before losing said slot, exchange the item that is in said slot with an item in another slot that could be held in said slot, provided that possessor may hold said item in the other slot, provided that a source of Level 80 or greater did not cause possessor to lose said slot

If another battle is present, possessor may, once per round, re-direct an action from a lower-Level source below Level 60 to any target within any other battle in the same thread


---------------------Defence---------------------



---------------------Offence---------------------



---------------------Healing---------------------


---------------------Start of Thread---------------------


---------------------Start of Battle---------------------


---------------------Start of Round---------------------

May, at the start of each round, move to the Front Row or to the Back Row
Whenever possessor conducts a 'Switch Rows' action, up to 3 chosen allies may also move to either the front row or the back row if they could move to said rows by performing a 'Switch Rows' action


---------------------Start of Action---------------------


---------------------Passive Effects---------------------


---------------------Ally Bonuses---------------------


---------------------Pet, Summon and Transformation Bonuses---------------------


---------------------Zone and Terrain Effects---------------------
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