Lili's Shielding Golem (Wriggle Nightsparrow)
Level 79
Golem, Universe
HP- 242,825
MP- 49,400 67150
STR- 1,561 (20)
AGI- 1,561 (20)
CON- 9,713 2686 (107)
MIN- 1,346 (10) (rolled 4/17)
SPI- 1,580 (12) (rolled 4/17)
XP- 11,228,447,320
XP Required- 25,820,000, Holy Imperial Seal of Triumph
Gold- 35,115,075,324
Fame- 100
Bonus Weeks: 444, 1 Weirdworker Bonus Weeks, 7 Botanist Bonus weeks, 2 Astromancer bonus weeks, 5 Transmuter Bonus Weeks, 5 Diviner, 13 Matrix Keeper Bonus weeks, 13 Card Mystic Bonus weeks, 19 Combatant Bonus weeks, 13 Controller Bonus weeks, 13 Crusher Bonus weeks, 13 Musician Bonus weeks, 13 Shadow Blade Bonus weeks, 13 Lawbringer Bonus weeks, 13 Magus Bonus weeks, 13 Dragoon Bonus weeks, 13 Reaper Bonus weeks, 13 Defender Bonus weeks, 13 Enslaver Bonus weeks, 13 Sage Bonus weeks, 13 Ioun Master Bonus weeks, 13 Swordsman Bonus weeks, 13 Assassin Bonus weeks, 13 Sorceress Bonus weeks, 13 Dominator Bonus weeks, 30 Gunner Bonus weeks, 5 Bonus Weeks that can be used for Walker From Beyond or Anarchomancer (each), 4 Bonus Weeks that can be used for Crafter, Smith, or Magewright (Each)
50 Ward Crafter, 100 Reality Arranger, 2 Fated One Type bonus weeks (starting 2/13)
Will Learn:
Track A:
Misc. Stuff:
Pets/Transformations:
Secret Formulas:
Old Character Build:
Base Abilities:
Non Base Abilities:
Regular Character Build:
Special Exploit Weakness Build:
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Quote:
Bascaradine Corp. Sunfire Autorifle Version 7- (Weapon, Gun, Light & Fire, 270,000 Gold) +340 Ranged Attack, 3% Inflicts Impaired: Blind
Terrain Spell of the Space: Feel the Cold, Dark Vastness- (Spell, Geomancy, Earth, 600 MP, 99,000 Gold) 50% inflicts Voidstruck, 50% inflicts Suffocation, 50% inflicts Frozen, 50% inflicts Impaired: Deafened, The terrain or phantom terrain must be Space to cast this spell
Wind Leap- (Spell, Ninjutsu, Air, 560 MP, 150,000 Gold) +120 AGI per caster level to a max of +2,400, lasts 2 turns, does not stack
Go Fast, Young One!- (Spell, Leadership, Air & Earth & Water, 400 mp, 155,000 Gold) +200 AGI, stacks 5 times, spells that reduce the cost of Wizard Magic spells reduce this spell's cost
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Weapons-
Weapon - Assault Matrix
*The Annihilation Procedure Matrix- (Weapon, Assault Matrix, Destruction & Technology, 1,800,000,000 Gold) +1,800,000 Ranged Attack, Wielder's 'Ranged Attack', 'Ranged Overdrive', 'Point Blank Shot', and 'Snipe' actions may each remove up to 5 buffs or positive status effects from sources below Level 95 that are not 5 or more Levels greater than wielder from each of their targets, Wielder's offensive actions may unsummon targets below Level 95, Wielder's 'Ranged Attack', 'Ranged Overdrive', 'Point Blank Shot', and 'Snipe' actions use Mind as their Prime Attribute, Wielder's Ranged Attack bonsus capping is based on Mind, Wielder must be Level 60 or greater and must possess the ability 'Expert Assault Matrix Training'
*The Chaos-Quantifier Titan Matrix- (Weapon, Assault Matrix, Glory & Law & Astral, 1,800,000,000 Gold) +1,800,000 Ranged Attack, Wielder's 'Ranged Attack', 'Ranged Overdrive', 'Point Blank Shot', and 'Snipe' actions gain '1 hit against 2,000,000,000', Wielder's 'Ranged Attack', 'Ranged Overdrive', 'Point Blank Shot', and 'Snipe' actions may apply a non-stacking debuff to targets below Level 95 that changes the element Chaos into the element Law in Damage its possessor deals and in the elements of its possessor, its possessor's items, and its possessor's actions, and that prevents its possessor from casting Anarchomancy spells, benefitting from Fortune element buffs, or randomizing non-random values, Wielder may choose for the Randomized Attribute Multiplier in wielder's attacks that are part of wielder's 'Ranged Attack', 'Ranged Overdrive', 'Point Blank Shot', and 'Snipe' actions to be set to '2', Wielder's 'Ranged Attack', 'Ranged Overdrive', 'Point Blank Shot', and 'Snipe' actions use Mind as their Prime Attribute, Wielder's Ranged Attack bonsus capping is based on Mind, Wielder must be Level 60 or greater and must possess the ability 'Expert Assault Matrix Training'
*The Crimson Experimental Reality Matrix- (Weapon, Assault Matrix, Formus & War & Blood & Spatial & Numerals, 1,800,000,000 Gold) +1,800,000 Ranged Attack, Wielder's 'Ranged Attack', 'Ranged Overdrive', 'Point Blank Shot', and 'Snipe' actions may apply a debuff to their targets that are below Level 95 that are below wielder's Level, that changes its possessor's battle system to the 'Red Ways' battle system, Wielder's 'Ranged Attack', 'Ranged Overdrive', 'Point Blank Shot', and 'Snipe' actions use Mind as their Prime Attribute, Wielder's Ranged Attack bonsus capping is based on Mind, Wielder must be Level 60 or greater and must possess the ability 'Expert Assault Matrix Training'
Red Ways Battle System:
* Entities suffer a constantly-applied percentage reduction to their stats equal to the percent of their Max HP that they have lost
* Entities use their lowest stat as their Prime Attribute
* Damage from the status effect Wounded: Bleeding and its sub-status effects may not be reduced or ignored by non-Blood, non-Numerals, non-Formus element entities
* Entities Critical Damage Multipliers are increased by 1, with this effect not increasing damage against Blood, Numerals, or Formus element entities
*The Rational Essence Dissector Matrix- (Weapon, Assault Matrix, Knowledge & Law & Destruction & Agony, 1,800,000,000 Gold) +1,800,000 Ranged Attack, Wielder's 'Ranged Attack', 'Ranged Overdrive', 'Point Blank Shot', and 'Snipe' actions may scan the stats of each of their targets, Wielder's 'Ranged Attack', 'Ranged Overdrive', 'Point Blank Shot', and 'Snipe' actions may scan the stats of each of their targets that successfully scan their targets' stats may apply a non-stacking debuff to those targets that allows wielder to, at the start of each round, remove up to 3 buffs or positive status effects from sources below Level 95 from said debuff's possessor, Wielder's 'Ranged Attack', 'Ranged Overdrive', 'Point Blank Shot', and 'Snipe' actions use Mind as their Prime Attribute, Wielder's Ranged Attack bonsus capping is based on Mind, Wielder must be Level 60 or greater and must possess the ability 'Expert Assault Matrix Training'
*Tremarris Pistol- (Weapon, Assault Matrix, Technology & Spatial & Knowledge, 1,800,000,000 Gold) +1,800,000 Ranged Attack, +1,800,000 AGI, +1,800,000 MIN, 200% inflicts any three minor negative status effects, At the start of each of wielder's 'Ranged Attack', 'Ranged Overdrive', 'Point Blank Shot', and 'Snipe' actions, wielder may create 5 Temporary Gun weapons that are in stock in the Shop and cost under 400,000,000 Gold, and acquire benefits from those weapons as though they were equipped for the duration of the action, with all such Temporary items vanishing at the end of the action, Wielder must be Level 60 or greater and must possess the ability 'Expert Gun Training'
1 | For Love of Bronze- (Weapon, Assault Matrix, Metal, 275,000,000 Gold) +275,000 Ranged Attack, +275,000 CON, +275,000 MIN, Wielder's 'Ranged Attack' actions may use Mind as their Prime Attribute, 200% To Hit, Wielder's equipped items all become solely Metal element
Weapon - Axe
23 | Drauger's Axe- (Weapon, Axe, Darkness & Ice & Physical & Water, 45,000,000 Gold) +45,000 Melee Attack, +45,000 STR, +45,000 CON, +45,000 SPI, +450,000 HP as a non-stacking bonus, 60% inflicts Wounded, 60% inflicts Voidstruck, 50% may inflict Frozen or Drowning
1 | Minotaur's Axe- (Weapon, Axe, Physical, 5,400,000 Gold) +5,645 Melee Attack, +5,000 STR, +5,000 CON
Weapon - Bailartix
1 | Disc of Great Charity- (Weapon, Bailartix, Light, 43,000,000 Gold) +44,300 Ranged Attack, 5% May Heal, +41,000 to all stats, 1% Healing Resistance against sources below Level 60, Wielder's allies gain +1,000 to all stats an an effect that does not stack with itself more than 10 times
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
w/ Miserly- Provides an additional (Item Value) / 10,000 bonus to all Attack Bonuses this item already provides, Affects Weapons, Enchantment
Weapon - Bladecane
1 | Green Goose Umbrella- (Weapon, Bladecane, Earth & Magic, 140,000 Gold) +170 Melee Attack, +4% Dodge
10 | Mindslicer Cane- (Weapon, Bladecane, Darkness & Psychic, 398,000 Gold) +390 Melee Attack, Deals 35 MIN Damage on hit, +5% Critical
Weapon - Book
1 | Book of Streeblos- (Weapon, Book, Water, 7,000 Gold) +15 Magic Attack, +3 Optional Water Damage on hit
28 | Text of Al Azif- (Weapon, Book, Darkness & Mystic, 85,000,000 Gold) +85,000 Magical Attack, +85,000 MIN, +85,000 SPI, +425,000 MP as a non-stacking bonus, Forbidden Magic spells cost wielder 850,000 less MP to cast, 5% inflicts Insanity, 20% Darkspawn Resistance
Weapon - Bow
1 | Failing Wind Bow - (Weapon, Bow, Air, 600 Gold) +7 Ranged Attack, 50% to Hit
123 | Planetary of Love's Bow- (Weaponx2, Bow, Light & Fire, 160,000,000 Gold) +320,000 Ranged Attack, +1,500,000 HP as a non-stacking bonus, +320,000 AGI, +320,000 SPI, 260% To Hit, Wielder's allies gain +12,000 to all stats as a non-stacking bonus, 100% inflicts Charm or Charm: Lovestruck, Wielder must be Level 40 or greater
2,750,000,000 | Rimedead Deathbow- (Weaponx2, Bow, Darkness & Ice, 7,500,000 Gold) +15,000 Ranged Attack, +15,000 AGI, +15,000 MIN, 60% inflicts Frozen, 60% inflicts Voidstruck, 50% inflicts Frozen: Frostbite, 1% inflicts Instant Death
Weapon - Deadly Item
1 | Clock Which Signals the Great One's End- (Weapon, Deadly Item, Time & Destruction, 250,000,000 Gold) +250,000 Magical Attack, +250,000 SPI, Wielder deals 25,000,000 Flat Time & Destruction element Damage to all unique opponents at the start of each round as a non-stacking effect, Wielder must be Level 60 or greater
1 | Contingency Weapon from the Worldstone War (Lili Variant)- (Weapon, Deadly Item, Innovation, 1,500,000,000 Gold) +1,650,000 Ranged Attack, +152,500 Magical Attack, +1,500,000 MIN, +2,100 SPI, Wielder may, at the beginning of each thread, select one entity from the Enemy List that is normally fightable for drops, one of its listed abilities, and one active ability that wielder possesses, and, once per thread after an entity of the chosen type performs the chosen action, wielder may choose to gain an action after said action that may only be used to perform the chosen active ability, Wielder may, as an action, convert this weapon's STR, CON, AGI, MIN, or SPI bonus into an equivalent STR, CON, AGI, MIN, or SPI bonus, Wielder may, at the beginning of each round, choose one individual in the same battle as wielder, and, immediately after the first offensive action from said individual that is targets wielder, deal 1,500,000 Flat damage of any one base element to said individual as an effect that does not stack, Wielder may, at the beginning of each round, select a minor or moderate negative status effect, and, during said round, be immediately cured of said chosen status effect the first time that wielder is afflicted with said status effect during said round, Wielder may, as an action, convert this weapon's Defense bonus into an equivalent Melee Attack, Magical Attack, or Ranged Attack bonus, Wielder may, as an action, place a buff on itself that allows wielder to, before or after any of wielder's actions or at the begging or end of any round, convert this weapon's Melee Attack, Magical Attack, or Ranged Attack bonus into an equivalent Melee Attack, Magical Attack, or Ranged Attack bonus once, with said buff stacking 4 times, Wielder may, as a pre-emptive counter, change this weapon's Melee Attack, Magical Attack, or Ranged Attack bonus into an equivalent Defense bonus, Wielder may remove any base, non-Universe element from wielder's actions that any of wielder's targets are Resistant to, Immune to, Reflect, or Absorb, Wielder may, as an action, place a buff on itself that allows wielder to, before or after any of wielder's actions or at the beginning or end of any round, change this weapon's subtype to any base subtype one time, with said buff stacking 50 times, Wielder may, at the beginning of each thread, select one ally whose name includes the word 'Lili', Whenever wielder is afflicted with Charm or Confusion by a source below Level 100, said ally may choose to veto any of wielder's actions, causing them to skip said actions, Wielder is Immune to individuals below Level 20 if wielder is Level 40 or higher, Wielder is Immune to individuals below Level 40 if wielder is Level 70 or higher, Wielder is Immune to individuals below Level 60 if wielder is Level 99 or higher, Wielder must be Level 20 or higher to equip this item, There is a 90% chance per round that this item becomes inactive for the round, losing all of its natural text until the round's end, if its wielder is below Level 40 and does not possess an ally (including wielder) whose name includes the word 'Lili'
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
w/ Coated in Asmalaung Oil- +2,500 Magical Attack, +2,100 SPI, 5% Magic Resistance, Affects Weapons, Smithing Technique
w/ Miserly- Provides an additional (Item Value) / 10,000 bonus to all Attack Bonuses this item already provides, Affects Weapons, Enchantment
1 | Dangermode Golfclubs- (Weaponx2, Deadly Item, Glory & Destruction, 30,000,000 Gold) +15,500 Melee Attack, +30,000 Ranged Attack, At the start of each round, possessor may give any one opponent below Level 60 a debuff named 'Golf Weakness', Possessor's 'Ranged Attack' actions gain '20% inflicts Instant Death' against individuals who possess a debuff named 'Golf Weakness'
6 | Doom Juggernaut Spines- (Weaponx2, Deadly Item, Darkness & War & Ice & Physical, 75,000,000 Gold) +150,000 Melee Attack, 300% inflicts Wounded, 150% inflicts Frozen: Frostbite, 160% Critical
1 | Five Hundred Billion Ghost Manatees- (Weapon, Deadly Item, Darkness & Water, 500,000,000 Gold) +500,000 Ranged Attack, 300% inflicts Confusion, 300% inflicts Confusion: Fear, Wielder must possess the ability 'Adept Seakeeper Knowledge'
1 | Hat Full of Piranhas- (Weapon, Deadly Item, Water & Physical, 115,000 Gold) +120 Melee Attack, +110 Defense, 40% inflicts Wounded
10 | Healing Syringe- (Weapon, Deadly Item, Light & Technology, 97,000 Gold) +15 Melee Attack, Heals
1 | Supreme Feather of Ticklish Destruction- (Weaponx2, Deadly Item, Light & Air, 6,000,000 Gold) +18,000 Melee Attack, 35% inflicts Pain: Tickle Overload, 15% may inflict Confusion, May only be wielded by individuals with 200 or more STR
Weapon - Fan
10 | Great Tengu's Fan- (Weapon, Fan, Air, 1,250,000 Gold) +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 AGI, 30% Dodge, If wielder's Melee Attack or Ranged Attack action damages an individual who has less than 20% of its Max HP that is below Level 45 at either the start or end of wielder's attack, then wielder may forcibly shift said individual's row, with said individual only being able to be moved for row-number-ordering purposes if no other individual may be moved to correct any imbalances, Wielder gains +1,000 to all stats if a Mask is equipped
Weapon - Fish
2 | Backflip Tuna- (Weapon, Fish, Air & Water & Physical, 700,000 Gold) +700 Melee Attack, Wielder may move to the back row at the end of any action
2 | Hammer-Head Shark- (Weapon, Fish, Physical, 5,000,000 Gold) +5,000 Melee Attack, 20% may inflict Fatigued: Stun, this item counts as possessing the subtype Hammer
2 | Talking Swordfish that Insists Its Wielder's Name Is Richard Pobble Despite All Objections to the Contrary- (Weapon, Fish, Psychic & Physical, 27,000,000 Gold) +27,000 Melee Attack, Wielder's name becomes 'Richard Pobble'
Weapon - Fist Weapon
1 | Clockstopper Fist (Apprentice Version)- (Weapon, Fist Weapon, Time, 5,600,000 Gold) +5,550 Melee Attack, +5,500 CON, +5,500 SPI, 30% inflicts Paralyzed, 50% inflicts Paralyzed: Temporal Stasis on targets below Level 35, target's of wielder's Melee Attack actions, if below Level 36, may not have buffs applied to them by individuals below Level 36
3 | Crypt Guard's Hand- (Weapon, Fist Weapon, Darkness & Acid, 198,000 Gold) +210 Melee Attack, Inflicts 15 AGI damage on hit, 5% Inflicts Paralysis on hit
1 | Moleworm's Crystal Claws- (Weaponx2, Fist Weapon, Magic & Earth, 104,000 Gold) +228 Melee Attack, 7% Critical, +40 CON, Wielder may as an action, change this item's element to Physical & Earth
Weapon - Force
23 | Contained Thermonuclear Sundroplet- (Weapon, Force, Fire & Light & Atomic, 80,000,000 Gold) +80,000 Melee Attack, +80,000 Ranged Attack, +80,000 Magical Attack, 80% inflicts Poison: Irradiated, 60% inflicts Burning, 60% inflicts Awestruck, Wielder must be Level 40 or greater
1 | Cosmic Force- (Weapon, Force, Spatial, 200,000,000 Gold) +200,000 Melee Attack, +200,000 Magical Attack, +200,000 Ranged Attack, Wearer's 'Ranged Attack', 'Melee Attack', 'Magical Attack', 'Overdrive', and 'Powerful Attack' actions are based on wielder's Constitution or Spirit, Wielder's turn-order-determining stat is wielder's Constitution or Spirit, Wielder must be Level 40 or greater
1 | Force of Intellect- (Weapon, Force, Psychic & Technology, 20,000 Gold) +5 Melee Attack, +5 Ranged Attack, +5 Magical Attack, +40 MIN, Melee, Magical, and Ranged attacks use MIN
1 | Force of Life- (Weapon, Force, Earth & Physical, 20,000 Gold) +5 Melee Attack, +5 Ranged Attack, +5 Magical Attack, +40 CON, Melee, Magical, and Ranged attacks use CON
2 | Force of Momentum- (Weapon, Force, Magic & Fire, 160,000 Gold) +100 STR, Wielder’s turn-order-determining stat becomes STR
201 | Force of Power- (Weapon, Force, Magic & Fire, 20,000 Gold) +5 Melee Attack, +5 Ranged Attack, +5 Magical Attack, +40 STR, Melee, Magical, and Ranged attacks use STR
1 | Force of Resolve- (Weapon, Force, Light & Darkness, 160,000 Gold) +100 SPI, Wielder’s turn-order-determining stat becomes SPI
1 | Force of Skill- (Weapon, Force, Air & Water, 20,000 Gold) +5 Melee Attack, +5 Ranged Attack, +5 Magical Attack, +40 AGI, Melee, Magical, and Ranged attacks use AGI
1 | Force of Soul- (Weapon, Force, Light & Darkness, 20,000 Gold) +5 Melee Attack, +5 Ranged Attack, +5 Magical Attack, +40 SPI, Melee, Magical, and Ranged attacks use SPI
1 | Force of Speed- (Weapon, Force, Air & Water, 160,000 Gold) +100 AGI, Wielder’s turn-order-determining stat becomes AGI
1 | Force of Stamina- (Weapon, Force, Earth & Physical, 160,000 Gold) +100 CON, Wielder’s turn-order-determining stat becomes CON
1 | Force of Thought- (Weapon, Force, Psychic & Technology, 160,000 Gold) +100 MIN, Wielder’s turn-order-determining stat becomes MIN
1 | Greater Force of Seeking- (Weapon, Force, Magic & Air, 2,000,000 Gold) +2,000 Melee Attack, +2,000 Ranged Attack, +2,000 Magical Attack, 125% To Hit, Wielder uses (Wielder's To Hit -100) instead of wielder's Resilience, Dodge, and Critical Chance
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
1 | Magically Weaponized Dream Essence- (Weapon, Force, Dream, 15,000,000 Gold) +15,000 Melee Attack, +15,000 Magical Attack, +15,000 Ranged Attack, +15,000 to all stats, Wielder's 'Melee Attack', 'Ranged Attack', and 'Magical Attack' actions use SPI as their Prime Attribute, Wielder must have the ability Controller or be Dream element
16 | More than Just a Whale of a Problem- (Weapon, Force, Water & Physical & Chaos & Fury, 200,000,000 Gold) +200,000 Melee Attack, +200,000 Ranged Attack, +200,000 Magical Attack, wielder's 'Overdrive', 'Melee Overdrive', and 'Ranged Overdrive' actions may become solely any combination of non-Universe elements that their targets are weak to, Wielder must be level 40 or greater
Weapon - Gun
1 | *Cosmos Darkener- (Weapon, Gun, Progress & Astral & Darkness & Spatial, 47,400,000,000) +47,400,000 Ranged Attack, +47,700,000 AGI, +47,700,000 MIN, Wielder's 'Ranged Attack' and 'Ranged Overdrive' actions may use Mind as their Prime Attribute, Wielder may target individuals below Level 100 in other battlespaces in the same battle, Wielder's 'Ranged Attack' and 'Ranged Overdrive' actions may apply a debuff that auto-reapplies another stacked instance of itself at the start of each round that multiplies its possessor's stats by .75 and stacks 20 times, Wielder must be Level 60 or greater
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
3 | Brainwave Cannon- (Weapon, Gun, Psychic & Technology, 8,765,432 Gold) +7,400 Ranged Attack, deals 15,000 MIN damage, +8,000 MIN, +7,000 MP, 15% inflicts Mindblasted, 15% inflicts Charm, Stops the next action, to a max of 1 per round, of non-unique individuals below Level 30 who have less MIN than possessor, so long as said amount is below 50,000 MIN, Pierces 2,500 Defense and 2,500 Defense against stat damage of non-Psychic-element targets
14 | Dacchenburg Industries Sniper Rifle- (Weaponx2, Gun, Darkness & Air, 50,000 Gold) +1,600 Ranged Attack, 115% To Hit, 15% Critical, +450 AGI, +10% Critical against Humans, +10% Critical for Binding and Rune Magic spells
1 | Demantrius Rifle- (Weapon, Gun, Aether & Time, 157,000,000 Gold) +157,000 Ranged Attack, Wielder's 'Snipe' actions remove one buff from a source below Level 80 from each target, Wielder must be Level 40 or greater and must possess the ability 'Countess of Power'
700 | Doom Reaver's Rifle- (Weapon, Gun, Darkness & Magic, 12,655,000 Gold) +12,670 Ranged Attack, +12,000 AGI, Wielder's Necromancy and Gunslinging spells that provide a Ranged Attack Bonus gain +12,200 additional Ranged Attack, Wielder's Necromancy and Gunslinging spells cost 24,000 less MP to cast
1 | First-Metal Blaster- (Weapon, Gun, Technology & Physical & Metal, 5,000,000 Gold) +5,000 Ranged Attack, +5,000 STR, Wielder's 'Ranged Attack' actions use STR as their Prime Attribute
1 | First-Metal Cannon- (Weaponx2, Gun, Technology & Physical & Metal, 5,000,000 Gold) +10,000 Ranged Attack, +10,000 STR, Wielder's 'Ranged Attack' actions use STR as their Prime Attribute
1 | Fourth-Metal Blaster- (Weapon, Gun, Technology & Psychic & Metal, 5,000,000 Gold) +5,000 Ranged Attack, +5,000 MIN, Wielder's 'Ranged Attack' actions use MIN as their Prime Attribute
1 | Fourth-Metal Cannon- (Weaponx2, Gun, Technology & Psychic & Metal, 5,000,000 Gold) +10,000 Ranged Attack, +10,000 MIN, Wielder's 'Ranged Attack' actions use MIN as their Prime Attribute
1 | Gormenmacha Uberdome- (Weaponx50,000, Gun & Deadly Item, Technology, 70,000,000 Gold) +450,000 Ranged Attack, 135% To Hit, 35% Critical, Wielder may spend an action to convert 5% of this item's To Hit into +5% additional Critical or to convert 5% of this item's Critical into +5% additional To Hit, to a max of 30% total converted at any time, Wielder may spend an action to entirely cancel said conversions, Wielder may spend an action to give this item +15% Critical against Animals on rounds that have numbers that are multiples of 3, Wielder may spend an action to give this item 15% inflicts Antimatter, Burning, or Electrocuted, provided that wielder has not spent an action to give this item one of the other two, with said action being an action allowed by this item, Wielder may spend an action to cancel the effects of spending an action to give this item such an infliction chance, Wielder may spend 3 consective actions to dis-summon up to 15 individuals that are below Level 30, Wielder may spend 5 consecutive actions to remove all buffs from a target below Level 50 that come from sources that are below Level 50, Wielder may Reflect Ranged Attack actions from individuals below Level 60 to have an item that possesses the name 'Gormenmacha Uberdome' equipped, Wielder pierces 45,000 Defense on rounds whose number is a multiple of 8, Wielder may spend 3 consecutive actions to cause wielder to treat whatever the current round is as being 1 higher than its actual value as a buff that stacks 3 times, Wielder may spend 4 consecutive actions to inflict Augmented on target Coded Being, Wielder deals 2x damage to Large Structures as an effect that does not stack with other effects that multiply damage against Large Structures, This item may not be stolen or destroyed by individuals below Level 80, This item requires 7 consecutive actions to voluntarily equip or unequip, Wielder may heal units if this item gains the ability to inflict Healing, Wielder may choose to deal 5,000 MIN damage with Magical Attack actions on even-numbered rounds
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
24 | Hambelstern Prototype Cannon- (Weapon, Gun, Technology, 31,522,355 Gold) +29,830 Ranged Attack, +30,890 AGI, +30,570 MIN, +50,000 MP, 20% Technology Resistance, 15% Electrical Resistance, Damage from wielder pierces an additional 15,000 Defense as an effect that does not stack with itself, May only be equipped by individuals above Level 19
2 | Hambelstern Prototype Drone Cannon- (Weapon, Gun, Technology, 6,999,875 Gold) +7,830 Ranged Attack, +6,890 AGI, +6,570 MIN, +5,000 MP, 20% Technology Resistance, 15% Electrical Resistance, pierces 3,550 Defense
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
w/ Minor Rune of Runic Mastery <+5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP>
w/ Miserly- Provides an additional (Item Value) / 10,000 bonus to all Attack Bonuses this item already provides, Affects Weapons, Enchantment>
1 | Hawk-Faced Sniper's Gun- (Weapon, Gun, Air & Technology, 1,500,000 Gold) +1,500 Ranged Attack, +1,500 AGI, 15% To Hit, Wielder gains 30% To Hit if in the back row
1 | Infinipumkin Megacannon: All the Pumpkins Edition- (Weapon, Gun, Earth, 320,000,000 Gold) +320,000 Ranged Attack, +1,500,000 HP as a non-stacking bonus, +320,000 AGI, +320,000 CON, 260% To Hit, Wielder counts as possessing the subtype Plant when conducting 'Ranged Attack', 'Point Blank', 'Snipe', and 'Ranged Overdrive' actions, Wielder's 'Ranged Attack', 'Point Blank', 'Snipe', and 'Ranged Overdrive' actions may gain 'Heals', Wielder's 'Ranged Attack', 'Point Blank', 'Snipe', and 'Ranged Overdrive' actions may each create 1,000,000 Temporary 'Pumpkin', Wielder must be Level 40 or greater
207 | Marine's Autorifle- (Weaponx2, Gun, Technology, 63,000 Gold) +143 Ranged Attack, +50 AGI, Deals 1.1 times normal damage to Aliens, to a max of 500,000 extra damage
115 | Merc's Gun- (Weapon, Gun, Physical, 45,000 Gold) +49 Ranged Attack, +15 STR
1 | Needle Cannon Mark II- (Weapon, Gun, Physical, 800,000 Gold) +3,200 Ranged Attack, Wielder's attacks deal 1/4 normal damage, 5 hits against 1
1 | Non-Lethal Hambelstern Prototype Cannon- (Weapon, Gun, Technology, 30,221,355 Gold) +29,830 Ranged Attack, +30,890 AGI, +30,570 MIN, +50,000 MP, 20% Technology Resistance, 15% Electrical Resistance, Damage from wielder pierces an additional 15,000 Defense as an effect that does not stack with itself, May only be equipped by individuals above Level 19, Attacks involving this weapon cannot reduce an individual's HP, STR, AGI, CON, SPI, or MIN below 1
1 | Polestar Technologies Pistol- (Weapon, Gun, Technology & Ice, 40,000,000 Gold) +40,000 Ranged Attack, 200% To Hit, 80% inflicts Frozen, Wielder must either be Level 20 or greater or have the ability 'Star Gunner'
1 | Quaddaprapshi Cannon- (Weaponx4, Gun, Technology, 29,000,000 Gold) +80,000 Ranged Attack, 40% inflicts Antimatter, 50% Antimatter Resistance, +80,000 MIN, Wielder's Ranged Attack actions may use Mind as their Prime Attribute, Wielder may treat this Weapon as two weapons for per-weapon capping purposes
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
1 | Reforged Deathangel's Certain-Death Six-Shooter- (Weapon, Gun, Darkness & Fate, 396,242,564 Gold) +396,564 Ranged Attack, +390,000 AGI, +300,000 SPI, +280,000 CON, 160% Critical, 260% To Hit, 40% inflicts Instant Death, 100% inflicts Instant Death on targets of lower Level than wielder who are below Level 60, Wielder cannot miss targets of lower Level than wielder who are below Level 80, Wielder must be Level 40 or greater and must possess the abilities 'Gunner', 'Gunslinger', and 'Slayer'
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
1 | Regular Ray- (Weapon, Gun, Basic, 20,000,000 Gold) +20,000 Ranged Attack, Targets of wielder's 'Ranged Attack' actions who are normally fightable for drops on the enemy list who are solely base elements and solely base subtypes become Basic element
3,000 | Robopirate Gun- (Weapon, Gun, Technology & Water & Darkness, 65,000 Gold) +65 Ranged Attack, +65 AGI, +65 CON, 5% Water Resistance
1 | Second-Metal Blaster- (Weapon, Gun, Technology & Psychic & Metal, 5,000,000 Gold) +5,000 Ranged Attack, +5,000 AGI, Wielder's 'Ranged Attack' actions use AGI as their Prime Attribute
1 | Sonic Fist Grandcannon- (Weapon, Gun, Sonic & Physical, 8,200,000 Gold) +8,200 Ranged Attack, 60% inflicts Fatigued: Stun, 50% Critical
3 | Tengu's Magic Gun- (Weapon, Gun, Magic & Technology, 6,100,000 Gold) +6,100 Ranged Attack, 160% To Hit, Wielder's attacks may not be Dodged and may not Miss as though they were Flat Damage attacks provided they are targetting individuals below Level 60
1 | Third-Metal Beam Cannon- (Weaponx2, Gun, Technology & Physical & Metal, 5,000,000 Gold) +10,000 Ranged Attack, +10,000 CON, Wielder's 'Ranged Attack' actions use CON as their Prime Attribute
1 | Third-Metal Blaster- (Weapon, Gun, Technology & Physical & Metal, 5,000,000 Gold) +5,000 Ranged Attack, +5,000 CON, Wielder's 'Ranged Attack' actions use CON as their Prime Attribute
1 | Thunder Finger- (Weapon, Gun, Electrical, 375,000 Gold) +389 Ranged Attack, +212 to all stats, +310 to wielder's turn-order-determining stat on the first round of battle, 15% inflicts Electrocuted, 50% inflicts Impaired: Deafened on wielder
1 | Volt Gun- (Weapon, Gun, Electrical, 500 Gold) +5 Ranged Attack, +10 Electrical Damage
w/ Rune of Huethalgras- (Accessory, Rune, Light, 90,000 Gold) Wielder regenerates 200 HP per turn
Weapon - Hammer
1 | Fourth-Metal Greatmaul- (Weaponx2, Hammer, Technology & Psychic & Metal, 5,000,000 Gold) +10,000 Melee Attack, +10,000 MIN, Wielder's 'Melee Attack' actions use MIN as their Prime Attribute
Weapon - Instrument
2 | Digeredoo- (Weapon, Instrument, Magic, 6,000 Gold) +8 Magical Attack, +4 SPI
1 | Kazoo that Doesn't Work Right Anymore- (Weapon, Instrument, Air, 25 Gold) +0 Magical Attack
1 | Nice Violin- (Weaponx2, Instrument, Air, 7,000 Gold) +14 Magical Attack, +14 MIN, +14 SPI, +140 MP
1 | Saxophone that Descended from the Sky-Rip- (Weapon, Instrument, Air & Aether & Flux & Spatial, 30,000,000 Gold) +30,000 Magical Attack, 60% inflicts Burning: On Green and Purple Fire, 60% inflicts Suffocation: No Future, 60% inflicts Confusion, 60% inflicts Poison: Somehow Got High on Bees, Wielder must be Level 20 or greater and must possess the ability 'Musician'
Weapon - Knife
7 | Corpse Eater's Angel-Cleaver- (Weapon, Knife, Darkness & Agony, 5,163,000 Gold) +5,554 Melee Attack, +3,400 to all stats of wielders who are Demons, Devils, Undead, Fiends, or individuals with the ability Demonologist, 15% inflicts Wounded, 15% inflicts Diseased, 15% inflicts Stat Drain: CON Drain, 30% inflicts Pain, deals HP Drain to Celestials, Angels, and Devas, Deals 1.1 times normal damage to Celestials, Angels, and Devas, to a max of 20,000,000 additional damage, as a bonus that does not stack with other multipliers that multiply damage against Celestials, Angels, or Devas
1 | Deathclown's Illusionworld Murdercleaver- (Weapon, Knife, Fate & Time & Destruction & Spatial & Illusion & Physical & Light & Darkness, 205,000,000 Gold) +205,000 Melee Attack, +200,000 STR, +200,000 CON, +200,000 AGI, +200,000 SPI, 135% Critical, 80% Dodge, 230% To Hit, Wielder pierces all Defense of targets below Level 60, Individuals killed by wielder may not be resurrected by sources below Level 80, Wielder may deal 1,800,000 Flat Darkness or Destruction element Damage to one opponent at the start of each round, 5% inflicts Instant Death, Wielder may deal 1,800,000 Flat Fate, Time, Darkness, Destruction, Illusion, or Physical element Damage to one opponent at the start of each round that also has a 100% chance of inflicting Confusion: Fear, Confusion, Confusion: Hallucinating, or Wounded: Maimed, Wielder must be Level 40 or greater, must be in 'Clown Mode' stance, and must possess the ability 'Horrifying Selective Clown invisibility'
1 | Green Sonic Knife- (Weapon, Knife, Sonic & Technology, 4,500,000 Gold) +4,500 Melee Attack, +4,500 STR, +4,000 CON, +4,500 AGI, Pierces 4,500 Defense
1 | Quirk Knife- (Weapon, Knife, Magic & Fortune, 156,000 Gold) +156 Melee Attack, +156 Ranged Attack, +156 Magical Attack, Wielder's 'Melee Attack' and 'Melee Overdrive' actions use Mind as their Prime Attribute, Wielder's 'Ranged Attack' and 'Ranged Overdrive' actions use Constitution as their Prime Attribute, Wielder's 'Magical Attack' and 'Overdrive' actions use Agility as their Prime Attribute
w/ Miserly- Provides an additional (Item Value) / 10,000 bonus to all Attack Bonuses this item already provides, Affects Weapons, Enchantment
1 | Shadow Knife- (Weapon, Knife, Darkness, 67,000 Gold) +65 Melee Attack, +62 AGI
Weapon - Mace
1 | Spined Blue Dragon Bone Justice's Greatmaul Engraved with a Symbol of the Council of Spider Observers- (Weapon, Mace, Electrical & Darkness & Physical, 5,750,000 Gold) +5,750 Melee Attack, +5,750 STR, +5,750 CON, +5,750 MIN, +5,750 SPI, 30% inflicts Fatigued: Stun, Entombed: Incarcerated Immnuity
Weapon - Orb
1 | Panopticum Orb- (Weapon, Orb, Earth, 90,000,000 Gold) +90,000 Magical Attack, +90,000 to all stats, Wielder's actions may scan the stats of their targets, Wielder may scan the stats of each opponent at the start of every round, Wielder must be Level 40 or greater
1 | Starheart Bowling Ball- (Weapon, Orb, Light & Astral, 36,000,000 Gold) +36,000 Ranged Attack, 60% inflicts Awestruck, 60% may inflict Voidstruck: Astral Echoes, Wielder must be Level 20 or greater
Weapon - Other: Box
1 | Mysterious Glowing Briefcase- (Weapon, Other: Box, Glory & Darkness, 90,000,000 Gold) +90,000 Melee Attack, +90,000 Magical Attack, 100% inflicts Awestruck, Charm, Impaired, or Stat Drain
Weapon - Other: Chaos Talon
18 | Immukae- (Weapon, Other: Chaos Talon, Illusion, 50,000,000 Gold) This weapon, at the start of a thread, copies a weapon with a listed cost that is under 50,000,000 held by an ally or wielder and becomes that weapon for the remainder of the thread
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
w/ Minor Rune of Runic Mastery <+5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
6 | 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
21 | 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
21 | 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
16 | 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
12 | Totally, Absolutely, Completely, Unequivocally, Unremittingly Awesome Dead Walrus, Emerald Edition!- (Weapon, Other: Chaos Talon, Water, 20,000,000 Gold) +19,000 Melee Attack, +19,000 Ranged Attack, +19,000 Magical Attack, +19,000 to all stats, 29% Critical, 29% Resilience, 129% To Hit, 29% Dodge, Wielder ignores the Resistances of individuals below Level 10, Wielder must be at least Level 20
7 | Totally, Absolutely, Completely, Unequivocally, Unremittingly Awesome Dead Walrus, Emerald Edition!- (Weapon, Other: Chaos Talon, Water, 20,000,000 Gold) +19,000 Melee Attack, +19,000 Ranged Attack, +19,000 Magical Attack, +19,000 to all stats, 29% Critical, 29% Resilience, 129% To Hit, 29% Dodge, Wielder ignores the Resistances of individuals below Level 10, Wielder must be at least Level 20
w/ Miserly- Provides an additional (Item Value) / 10,000 bonus to all Attack Bonuses this item already provides, Affects Weapons, Enchantment
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
10 | Totally, Absolutely, Completely, Unequivocally, Unremittingly, Unceasingly Awesome Dead Walrus, Sapphire Edition!- (Weapon, Other: Chaos Talon, Water, 40,000,000 Gold) +39,000 Melee Attack, +39,000 Ranged Attack, +39,000 Magical Attack, +39,000 to all stats, 39% Critical, 39% Resilience, 139% To Hit, 39% Dodge, Wielder ignores the Resistances of individuals below Level 20, Wielder must be at least Level 30
5 | Totally, Absolutely, Completely, Unequivocally, Unremittingly, Unceasingly, Unstoppably Awesome Dead Walrus, Ruby Edition!- (Weapon, Other: Chaos Talon, Water, 60,000,000 Gold) +59,000 Melee Attack, +59,000 Ranged Attack, +59,000 Magical Attack, +59,000 to all stats, 59% Critical, 59% Resilience, 159% To Hit, 59% Dodge, Wielder ignores the Resistances of individuals below Level 40, Wielder ignores the Defense of individuals below Level 40, Wielder is Immune to individuals below Level 20, Wielder must be at least Level 50
Weapon - Other: Clipboard
5 | Ledger of Ink and Sand- (Weapon, Other: Clipboard, Law & Devastation, 450,000,000 Gold) +450,000 Magical Attack, 30% inflicts Instant Death, Smitten, Cursed, and Dominion, Wielder's offensive actions may remove the text of up to 10 items equipped by target that are worth below 400,000,000 Gold, Wielder may spend an action to summon 1 Hoh Sheng, Max 1 summoned, Wielder must be Level 60 or greater and must (be a Deity or possess the ability 'Expert Divine Magic Attunement'), and (possess the ability 'Expert Law Synchronization', possess the ability 'Adept Catastrophe Magic Attunement', be Level 80 or greater, or possess the ability 'Reality Auditor')
Weapon - Other: Fish
2 | Totally Baked, Totally Late, Fish- (Weapon, Other: Fish, Acid & Air & Water, 200,000 Gold) +200 Melee Attack, 100% inflicts Poison: High
Weapon - Other: Lasso
1 | Lasso of the Lead Goose- (Weapon, Other: Lasso, Earth, 15,400,000 Gold) +1 Ranged Attack, Wielder's Ranged Attack actions deal no damage (excluding AGI Damage dealt to Aerials), Wielder's Ranged Attack actions gain 70% inflicts Paralyzed and 60% inflicts Stat Drain: AGI Drain, Wielder's Ranged Attack actions have a 50% chance of inflicting a debuff that halves the turn-order-determining stat sums of its possessor for turn-order-determining purposes if said possessor is below Level 50 and, also provided said possessor is below Level 50, prevents said individual from dropping Gold or being able to spend Gold or have Gold stolen, Wielder obtains 3% less Gold from battles if wielder is below Level 50 unless wielder inflicted the priorly mentioned debuff on at least 3 targets in battle, Wielder has a 15% chance after each battle in a non-RP thread to obtain one 'Egg of the Lead Goose' if wielder inflicted the priorly mentioned debuff from this item on at least one target during battle, Wielder's Level is considered to be 4 levels higher, to a max of Level 80, for purposes of having wielder's stats scanned, as an effect that does not bypass 'Immune to below Level X' effects, provided wielder has inflicted the priorly mentioned debuff on at least two targets during the same battle if said battle is the current battle, Food consumables used by wielder that buff CON buff it by an additional 50 points, as an effect that stacks to a max of 2,000 total added points per individual, Food consumables used by wielder that buff AGI buff it by 50 less points, Wielder may spend an action to have a 20% chance of causing a target that is below Level 40 and below wielder's Level to skip its next action, with things that would happen before and after said action still occurring, with said effect not stacking and only being able to cause an individual to skip up to 2 actions per thread, Wielder deals 1,200 AGI damage to Aerials per hit that is involved in wielder's Ranged Attack actions, Wielder's Aerial allies have a 30% chance at the start of each round of being afflicted with Paralyzed or Stat Drain: AGI Drain (determined randomly between the two status effects per target)
Weapon - Polearm
1 | Gold Flamingo Golf Club- (Weapon, Polearm, Wealth & Tacky & Glory, 35,000,000 Gold) +35,000 Melee Attack, Wielder gains +70% To Hit against Wealth-element targets
Weapon - Other: Puppet Strings
1 | Blessed Runic Puppet Strings- (Weapon, Other: Puppet Strings, Darkness, 500,000 Gold) +585 Magical Attack, Possessor's Rune Magic summons gain +300 to all stats, wielder's Rune Magic spells cost 500 less MP, Wielder may skip an action to have a 30% chance of inflicting Paralyzed or Charm on a target, May be equipped as a Weaponx2 to provide +1,350 Magical Attack and give all possessor's Rune Magic summons +800 to all stats, May not increase a summon's stat by more than 30% of its original, unbuffed, stat, Wielder must be a devout worshipper of Naria Zalderos
10 | Crafter of Discord's Strings- (Weapon, Other: Puppet Strings, Darkness & Psychic, 4,000,000 Gold) +4,111 Magical Attack, +2,900 MIN, +2,900 SPI, 30% inflicts Charm. +400 to the stats of all of wielder's foes who are afflicted with Charm that have wielder as the source of said Charm infliction as an optional debuff (determined by wielder whether it is inflicted, which counts as a buff if inflicted on an ally of wielder) that goes away when wielder ceases to be afflicting said target with Charm, This item may be equipped as a Weaponx2 to gain an additional +5,000 Magical Attack, +3,800 MIN, +3,200 SPI, and increase the debuff to provide a bonus of an additional +300 points to all stats
4 | Extra Long Puppet Strings- (Weapon, Other: Puppet Strings, Darkness & Air, 550,000 Gold) +250 Melee Attack, +250 Ranged Attack, +250 Magical Attack, Wielder may make Melee Attack actions in the back row if a Toy is equipped, Wielder’s Golem pets and summons gain +100 to all stats
1 | Minor Commanding Puppet Strings- (Weapon, Other: Puppet Strings, Darkness, 60,000 Gold) +40 Magical Attack, Possessor's Rune Magic summons gain +50 to all stats, May be equipped as a Weaponx2 to provide +80 Magical Attack and give all possessor's Rune Magic summons +100 to all stats
Weapon - Scythe
1 | Fourth-Metal Scythe- (Weapon, Scythe, Technology & Psychic & Metal, 5,000,000 Gold) +5,000 Melee Attack, +5,000 MIN, Wielder's 'Melee Attack' actions use MIN as their Prime Attribute
22 | Grim Reaper's Scythe- (Weapon, Scythe, Darkness & Fate, 94,242,564 Gold) +90,564 Melee Attack, +90,000 STR, +90,000 AGI, +90,000 SPI, +45,000 CON, 130% Critical, 30% inflicts Instant Death, Wielder must be Level 40 or greater
1 | Metal Phantom's Scythe- (Weapon, Scythe, Air & Darkness & Metal, 5,000,000 Gold) +5,000 Melee Attack, 75% Critical
109 | Planetary of Harvest's Scythe- (Weapon, Scythe, Earth & Life, 150,000,000 Gold) +150,000 Melee Attack, +1,500,000 HP as a non-stacking bonus, +150,000 SPI, +150,000 CON, Wielder's 'Melee Attack' actions may Heal HP, Divine Magic and Druid Magic spells cost wielder 300,000 less MP to cast, 160% Critical against Plants, Wielder is afflicted with Rejuvenation at the start of every round, Wielder must be Level 40 or greater
1 | Primal Seascythe- (Weapon, Scythe, Water, 5,000,000 Gold) +5,000 Melee Attack, 60% inflicts Drowning, 100% inflicts Drowning if wielder is a Prime
Weapon - Other: Siege Weaponry
7 | Star Marine Cannon Platform- (Weaponx2, Other: Siege Weaponry, Technology, 330,000 Gold) +695 Ranged Attack, 25% inflicts Stun, +140 Defense, deals double damage to Large Structures
Weapon - Shield
1 | Bascaradine Commemerative Great Wall Shield Celebrating the Promotion of Edwin Cloremontt- (Weapon, Shield, Physical & Technology, 49,999,999 Gold) +59,455 Defense, +50,000 CON, 50% Resilience, Wielder gains a further +20,000 Defense and +20,000 Defense against Base Elements if wielder possesses an ally whose name includes 'Edwin Cloremontt'
1 | Bulwark of Mobile Justice- (Weaponx10, Shield, Light, 45,200,014 Gold) +50,000 Melee Attack, +160,000 Defense, 30% Light Resistance, 30% Darkness Resistance, Any ally of wielder may, before any of said ally's actions, choose to lose a weapon slot as a buff that, while said individual is alive, affected by said buff, in the same battle as wielder, and one of wielder's allies, reduces the number of weapon slots this item takes to equip, to a minimum of 1 such slot
2 | 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
1 | Fourth-Metal Shield- (Weapon, Shield, Technology & Psychic & Metal, 5,000,000 Gold) +5,000 Defense, +2,500 Melee Attack, +5,000 MIN, Wielder's 'Melee Attack' actions use MIN as their Prime Attribute
2,000 | Frigid Defensive Mage-Pattern- (Weapon, Shield, Ice, 4,600,000 Gold) +4,600 Magical Attack, +4,000 Defense, +4,000 MIN, +4,000 SPI, 30% inflicts Frozen
1 | Mega Shield- (Weaponx2, Shield, Physical & Earth, 1,000,000 Gold) +2,000 Defense, +400 CON, 10% Resilience
Weapon - Soul
27 | Legendary Hero's Soul- (Weapon, Soul, Light & Glory, 50,000,000 Gold) +50,000 Magical Attack, +50,000 to all stats, 80% Critical, 80% Dodge, 80% Resilience, 180% To Hit, Wielder must be Level 40 or greater
1 | Soul of a Great Individual- (Weapon, Soul, Magic & Light & Darkness, 36,000,000 Gold) +36,000 Magical Attack, +36,000 to all stats, 30% inflicts Awestruck or Voidstruck, Wielder must be Level 20 or greater
1 | 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
Weapon - Spear
1 | *Brashnov's Javelin- (Weapon, Spear, Air & Physical, 640,000 Gold) +650 Ranged Attack, +370 Melee Attack, 50% inflicts Stun if only hitting a single target, +350 to all stats if possessor has at least one Lancer and one Assassin ability, 5% may inflict Suffocation, 5% may inflict Wounded, 5% may inflict Weakness, 15% Critical, 114% to Hit, possessor may skip an action to have this weapon lose its other abilities and begin giving 25% Earth Resistance or skip an action to return the weapon to normal, may be used as a midair platform in RP threads
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
w/ Minor Rune of Runic Mastery <+5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
1 | Abyssal Voidsteel Javelin- (Weapon, Spear, Air & Physical, 715,000 Gold) +715 Ranged Attack, +715 Melee Attack, 50% inflicts Fatigued: Stun if only hitting a single target, +750 to all stats if wielder has at least one Lancer and one Assassin ability, 10% may inflict Voidstruck, 10% may inflict Wounded, 10% may inflict Fatigued: Weakness, 20% Critical, 120% to Hit
1 | Battle-Polevaulter's Pole- (Weapon, Spear, Physical, 200,000 Gold) +200 Melee Attack, Wielder' 'Melee Attack' actions deal full Damage to targets in the back row
1 | Experimental Spear of Citadel Control- (Weapon, Spear, Darkness & Magic, 200,000 Gold) +120 Melee Attack, +45 Magical Attack, +39 Ranged Attack, User may attempt to reroll undesired rooms in the Crimson Citadel (except the four unique encounters) once per room with a 45% chance of success.
1 | Greencoral Spear- (Weaponx2, Spear, Water, 108,000 Gold) +200 Melee Attack, +5% Critical, 5% Water Resistance, +25 to all stats
2 | Ivory Pawn Spear- (Weaponx2, Spear, Light, 65,000 Gold) +120 Melee Attack, +120 MIN, +2% Critical
1 | Lance of Pardure- (Weapon, Spear, Light, 270,000 Gold) +190 Melee Attack, Does 500 Light Damage if any foes are Darkness element
1 | Lesser Darkened Gigas Knight's Lance (Version 3)- (Weaponx2, Spear, Darkness, 60,000 Gold) +75 Melee Attack, 5% Inflicts Stun
w/ Minor Rune of Runic Mastery <+5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
5 | Rimedead Battle Standard- (Weapon, Spear, Darkness & Ice, 60,000,000 Gold) +60,000 Defense, +60,000 MIN, Wielder's Ice-element Undead allies gain +15,000 to all stats as a non-stacking effect, 100% inflicts Frozen: Frostbite
562,500,000 | Rimedead Doomlance- (Weapon, Spear, Darkness & Ice, 11,500,000 Gold) +11,500 Melee Attack, +11,500 STR, +11,500 CON, 75% inflicts Frozen, 75% inflicts Voidstruck, 75% inflicts Frozen: Frostbite, 75% inflics Wounded, 2% inflicts Instant Death
54 | Valkyrie's Lance- (Weapon, Spear, Air & Light & War, 63,000,000 Gold) +63,000 Melee Attack, +63,000 STR, +63,000 AGI, +60,000 CON, +63,000 SPI, 90% Critical, 180% To Hit, Individuals killed by wielder may not be resurrected except by individuals of Level 60 or greater, Wielder must be Level 40 or greater
Weapon - Staff
41 | Blackclad Order Energy Staff- (Weapon, Staff, Magic & Physical, 2,100,000 Gold) +2,100 Melee Attack, +2,400 Magical Attack, +2,000 MIN, +2,000 SPI, 15% Critical, 20% Critical with Physical element Magical Attack actions, +5,000 MP
14 | Dacchenburg Industries Cane- (Weapon, Staff, Darkness & Magic, 800,000 Gold) +800 Magical Attack, +50 Melee Attack, 115% To Hit, 15% Critical, +450 SPI, +5% Critical against Humans as a bonus that stacks a max of 10 times, Wielder's actions that involve the casting of Psychic Arts, Binding, and Rune Magic spells gain +5% Critical as a bonus that stacks a max of 10 times
1 | Fourth-Metal Staff- (Weapon, Staff, Technology & Psychic & Metal, 5,000,000 Gold) +2,500 Melee Attack, +2,500 Magical Attack, +5,000 MIN, Wielder's 'Melee Attack' actions use MIN as their Prime Attribute, Wielder's 'Magical Attack' actions use MIN as their Prime Attribute
2 | Lag Staff- (Weapon, Staff, Technology, 120,000 Gold) +30 Magical Attack, deals 120 AGI damage on hit
1,054 | Lich Lord's Staff- (Weapon, Staff, Darkness & Magic, 12,655,000 Gold) +12,420 Melee Attack, +12,670 Magical Attack, Wielder's Necromancy spells that provide a Magical Attack Bonus gain +12,200 additional Magical Attack, Wielder's Necromancy summons gain +9,200 to all stats as a non-stacking effect, Wielder's Necromancy spells cost 18,000 less MP
1 | Second-Metal Staff- (Weapon, Staff, Technology & Physical & Metal, 5,000,000 Gold) +2,500 Melee Attack, +2,500 Magical Attack, +5,000 AGI, Wielder's 'Melee Attack' actions use AGI as their Prime Attribute, Wielder's 'Magical Attack' actions use AGI as their Prime Attribute
1 | Summoner Prodigy's Staff- (Weaponx2, Staff, Magic, 17,500,000 Gold) +1,500 Magical Attack, +1,500 SPI, +1,500 MIN, Wielder counts as 3 Levels higher, to a max of Level 99, for purposes of equipping, summoning, and controlling summons, as an effect that does not stack with other effects that raise wearer's Level for purposes of equipping, summoning, or controlling pets and summons of any type
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
1 | The Trash Can's Angry Looking Cane- (Weapon, Staff, Earth & Magic, 90,000 Gold) +570 Magical Attack, 50% Refuses to work on any given turn
2 | Wanderer's Glass Walking Stick- (Weapon, Staff, Physical, 104,000 Gold) +100 Melee Attack per Wanderer ability possessed (to a max of +550), +25 to all stats per Wanderer ability possessed (to a max of +250 per), +200 wielder's turn-order-determining stat sum for turn-order-determining purposes in Encounter Areas per Wanderer ability possessed (to a max of +3,000), 5% inflicts Paralysis: Turned to Glass
Weapon - Stone
1 | Grain of Timesand- (Weapon, Stone, Time, 460,000 Gold) +625 Magical Attack, +480 to wielder’s turn-order-determining stat for turn-order purposes
1 | Snowstone- (Weapon, Stone, Ice, 75,000 Gold) +63 Magical Attack, 1 hit against 5, deals 1/5 damage
Weapon - Other: Swarm
1 | Death-Stinger Bees- (Weapon, Other: Swarm, Toxin & Darkness, 250,000,000 Gold) +250,000 Ranged Attack, 200% inflicts Poison, 15% inflicts Venom, 15% inflicts Instant Death, Wielder's 'Ranged Attack' and 'Ranged Overdrive' actions count as involving an additional Insect Unit, Wielder must be Level 40 or greater
Weapon - Sword
1 | *Strombhraine- (Weapon, Sword, Electricity, 80,000 Gold) +70 Melee Attack, +50 Electricity Damage on hit
121 | Adamantine Greatsword- (Weapon, Sword, Earth, 28,700,000 Gold) +29,500 Melee Attack, +29,300 STR, Wielder ignores the Defense of individuals below Level 20, Wielder ignores the Physical Resistance, Immunity, and Reflection of individuals below Level 20, Pierces 10,000 Defense, Wielder must be at least Level 35
1 | Astral Brand- (Weapon, Sword, Astral, 15,000,000 Gold) +15,000 Melee Attack, +15,000 STR, +15,000 CON, 40% inflicts Voidstruck: Astral Echoes
2 | Bane Knight's Sword- (Weapon, Sword, Darkness & Physical, 8,500,000 Gold) +8,900 Melee Attack, Wielder's Necromancy spells that provide a Melee Attack Bonus gain +7,500 additional Melee Attack, Buffs on wielder from Necromancy spells that boost wielder's stats do so by an additional 300 points, to a max of 10 such buffs, with this effect not stacking across multiple copies of this item
875 | Bane Sovereign's Sword- (Weapon, Sword, Darkness & Physical, 12,500,000 Gold) +12,900 Melee Attack, Wielder's Necromancy spells that provide a Melee Attack Bonus gain +12,500 additional Melee Attack, Buffs on wielder from Necromancy spells that boost wielder's stats do so by an additional 600 points, to a max of 10 such buffs, with this effect not stacking across multiple copies of this item
118 | 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
6 | Blade of the Lost Kingdom of Galbrecht- (Weapon, Sword, Air, 95,000 Gold) +120 Melee Attack, +90 AGI, 5% Air Resistance
15 | Dacchenburg Industries Rapier- (Weapon, Sword, Darkness & Physical, 50,000 Gold) +800 Melee Attack, +450 AGI, +450 STR, +350 CON, 15% Critical, 15% Dodge
3 | Draco-Executioner- (Weapon, Sword, Glory, 175,000,000 Gold) +175,000 Melee Attack, +100,000 to all stats, 160% Critical against Dragons, Wielder ignores the Resistances and Immunities of Dragons below Level 80, Wielder deals 1.5 times normal damage to Dragons (to a max of 500,000,000 additional damage), May only be wielded by individuals who are either over Level 80 OR who (are over Level 40 AND have the ability Dragonslayer)
1 | Dragon-Bane Rimeblade- (Weapon, Sword, Ice & Glory, 12,000,000 Gold) +12,795 Melee Attack, +8,960 to all stats, +4,000 additional STR, +3,480 additional CON, +2,569 additional AGI, inflicts Frozen on Dragons, ignores the Moderate Status Effect Resistances and Immunities of Dragons below Level 100, Deals 1.5 times normal damage to Dragons (to a max of 500,000,000 additional damage), May only be wielded by individuals who are either over Level 60 or who have the ability Dragonslayer
14 | Dragonslayer Sword- (Weapon, Sword, Magic, 7,000,000 Gold) +7,555 Melee Attack, +7,200 to all stats, 100% Critical against Dragons
5 | Fallen Kensei's Sword of Maiming- (Weapon, Sword, Physical & Darkness, 156,000 Gold) +165 Melee Attack, 12% Critical, deals 40 CON damage on hit, 15% inflicts Pain, Has a 5% chance on hit of activating the Sword Ability:
-Blade Art of Grievous Strikes- Perfoms an action identical to a Melee Attack action on target that cannot include spells or techniques and cannot activate Sword Abilities that deals 1/3 damage, inflicts 3 hits against 1, has a 15% chance of inflicting Wounded, has a 15% chance of inflicting Pain, and is the elements Darkness & Physical
1 | Fourth-Metal Greatblade- (Weaponx2, Sword, Technology & Psychic & Metal, 5,000,000 Gold) +10,000 Melee Attack, +10,000 MIN, Wielder's 'Melee Attack' actions use MIN as their Prime Attribute
1 | First-Metal Sword- (Weapon, Sword, Technology & Physical & Metal, 5,000,000 Gold) +5,000 Melee Attack, +5,000 STR, Wielder's 'Melee Attack' actions use STR as their Prime Attribute
1 | Fourth-Metal Sword- (Weapon, Sword, Technology & Psychic & Metal, 5,000,000 Gold) +5,000 Melee Attack, +5,000 MIN, Wielder's 'Melee Attack' actions use MIN as their Prime Attribute
1 | Harxcalibur- (Wepaon, Sword, Magic, 40,000,000 Gold) +40,000 Melee Attack, 80% Critical, Wielder's 'Melee Attack' and 'Melee Overdrive' actions may use Strength or Spirit as their Prime Attribute
1 | Holly Blade- (Weapon, Sword, Earth & Hope, 150,000,000 Gold) +150,000 Melee Attack, 300% may inflict Charm or Poison
33 | 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
1 | 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 Awestruckw/
w/ Minor Rune of Runic Mastery <+5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP>
5 | Holy General's Blade- (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, 10% Demon Resistance, 10% Daemon Resistance, 10% Devil Resistance
w/ Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
2 | Imperial Flameblade of Thandolman- (Weapon, Sword, Fire & Darkness, 70,000 Gold) +68 Melee Attack, 2% Inflicts Burning
75 | Infinite Dragon's Sword- (Weapon, Sword, Glory & Spatial & Time, 300,000,000 Gold) +300,000 Melee Attack, +300,000 Magical Attack, +300,000 to all stats, 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
22 | Killer Swordsman's Sword- (Weapon, Sword, Physical, 178,000 Gold) +190 Melee Attack, 15% Critical, Has a 5% chance on hit of activating the Sword Ability:
-Blade Art of the Swift Kill- If target has been damage by caster, is below 50% Max HP, is below Level 15, and is not immune to Instant Death, caster kills target, Sword Ability
26 | Lord of the Dead's Greatblade- (Weaponx2, Sword, Darkness, 30,000,000 Gold) +30,000 Melee Attack, +30,000 STR, +30,000 SPI, Wielder gains control of the actions of Undead below Level 60 who are dealt Damage values greater than 0 by wielder's 'Melee Attack' actions
65 | Orihalcum Greatsword- (Weapon, Sword, Earth, 108,700,000 Gold) +109,500 Melee Attack, +110,300 STR, Wielder ignores the Defense of individuals below Level 40, Wielder ignores the Defense of non-unique individuals below Level 60, Wielder ignores the Physical Resistance, Immunity, and Reflection of individuals below Level 40, Pierces 50,000 Defense, Wielder must be at least Level 40
85 | Planetary of War's Sword- (Weapon, Sword, War & Destruction, 190,000,000 Gold) +190,000 Melee Attack, +1,900,000 HP as a non-stacking bonus, +190,000 STR, +190,000 CON, 160% Critical, 260% To Hit, Wielder's allies gain +8,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater
4,500,000,000 | Rimedead Blade- (Weapon, Sword, Darkness & Ice, 7,500,000 Gold) +7,500 Melee Attack, +7,500 STR, +7,500 CON, 60% inflicts Frozen, 60% inflicts Voidstruck, 50% inflicts Frozen: Frostbite
5 | Rimedead Lord's Blade- (Weapon, Sword, Darkness & Ice, 60,000,000 Gold) +60,000 Melee Attack, +60,000 STR, +60,000 CON, 120% inflicts Frozen, 120% inflicts Voidstruck, 100% inflicts Frozen: Frostbite
3,000 | Robopirate Cutlass- (Weapon, Sword, Physical & Technology & Water & Darkness, 65,000 Gold) +65 Melee Attack, +65 AGI, +65 CON, +65 STR, 5% Technology Resistance
1 | White Energy Blade- (Weapon, Sword, Technology & Energy, 4,985,300 Gold) +5,500 Melee Attack, +5,000 to all stats, 60% Critical, 160% To Hit
1 | Wraith Lich's Runeblade- (Weapon, Sword, Darkness & Magic, 30,000,000 Gold) +30,000 Melee Attack, +30,000 Magical Attack, Wielder's 'Melee Attack' and 'Melee Overdrive' actions may use Spirit as their Prime Attribute, Wielder's 'Melee Attack' bonus capping is based on Spirit instead of Strength, Wielder may deal HP Drain if wielder is Undead, Wielder may deal MP Damage to individuals below Level 60
Weapon - Throwing Weapon
1 | Bascaradine Geistmaker Grenade Model 4-B (Sellable Model)- (Weapon, Throwing Weapon, Air & Mystic, 145,050,771 Gold) +145,000 Ranged Attack, Deals 9,000 STR Damage, Deals 9,000 AGI Damage, Deals 9,000 CON Damage, Deals 9,000 MIN Damage, Deals 9,000 SPI Damage, Individuals killed by stat damage generated by this item cannot be resurrected by sources below Level 45
35 | Boomerang- (Weapon, Throwing Weapon, Air & Physical, 600 Gold) +5 Ranged Attack, 15% makes a second To Hit roll if its first such roll fails
1 | Bullet Knives- (Weapon, Throwing Weapon, Air & Technology & Physical, 550,000 Gold) +550 Ranged Attack, 35% Critical, 135% To Hit, Wielder counts as having an additional Ammo equipped
1 | City-Vaporizing Egg- (Weapon, Throwing Weapon, Technology & Air, 80,000,000 Gold) +80,000 Ranged Attack, deals double Damage (to a max of 50,000,000 additional Damage) to Large Structures as an effect that does not stack with other effects that multiply Damage against Large Structures, Wielder must be Level 20 or greater
Weapon - Throwing weapon
1 | Noise Star- (Weapon, Throwing weapon, Sonic, 80,000 Gold) +80 Ranged Attack, +80 AGI, +80 MIN, 105% To Hit
Weapon - Throwing Weapon
1 | Plastic Seagull Attack Swarm- (Weapon, Throwing Weapon, Tacky, 70,000 Gold) +60 Ranged Attack
1 | Tiny Little Darts- (Weapon, Throwing Weapon, Air & Acid, 6,000 Gold) +5 Ranged Attack, 1% Inflicts Poison, 2% Acid Resistance
Weapon - Tool
1 | Mad Plumber's Plunger- (Weapon, Tool, Water, 475,000 Gold) +420 Melee Attack, 5% inflicts Confusion, 5% inflicts Paralysis
Weapon - Other: Toy
2 | Horrible Animated Stuffed Animal that Normally Looks Cute- (Weapon, Other: Toy, Darkness & Light, 2,220,000 Gold) +2,400 Melee Attack, +2,100 Magical Attack, +2,000 to all stats, 20% Critical, 120% To Hit, Wielder’s Charm and Confusion infliction rates increase by 5% as an effect that does not stack with other effects that raise the infliction rates of Charm and Confusion infliction
Weapon - Wand
1 | *Lady Bemberfress's Command Cane- (Weapon, Wand, Nobility, 5,200,000 Gold) +5,100 Magical Attack, +2,000 Melee Attack, Wielder may spend an action to summon up to 20 entities below Level 20 that are either from the Enemy List that are normally fightable whose name includes 'Butler' or any pets that are in stock in the Shop whose name includes 'Butler' (including levelled-up versions of said pets)
1 | Monolith Rod- (Weapon, Wand, Earth, 5,500,000 Gold) +5,500 Magical Attack, +5,500 MIN, +5,500 CON, +55,000 MP, +55,000 HP, Wielder's HP-determining stat becomes MIN, Wielder's MP-determining stat becomes CON, Wielder's Magical Attack bonus capping becomes based on CON, Wielder's Prime Attribute for 'Magical Attack' and 'Overdrive' actions becomes CON, Wielder's Defense bonus capping becomes based on MIN
6 | 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
1 | Rod of Negative Spiritual Polarity- (Weapon, Wand, Darkness, 5,100,000 Gold) +5,000 Magical Attack, +5,000 MIN, +5,000 SPI, 20% Critical, Wielder's non-unique Celestial summons have their subtype changed to Daemon, Wielder's non-unique Angel summons have their subtype changed to Devil, Wielder's non-unique Deva summons have their subtype changed to Demon
Weapon - Whip
14 | Dacchenburg Industries Whip- (Weapon, Whip, Darkness & Air, 50,000 Gold) +800 Melee Attack, 115% To Hit, 15% Critical, +450 AGI, +5% Critical against Humans, +5% Critical for Binding and Rune Magic spells
17 | Riding Crop- (Weapon, Whip, Physical, 15,000 Gold) +30 Melee Attack, +400 HP and +45 AGI for any Steed transformations, wielder may deal 5% of max HP to self in damage to remove 50% of all AGI damage wielder has taken while in a Steed transformation
2 | Taskmaster's Whip- (Weapon, Whip, Physical, 79,000 Gold) +78 Melee Attack, +5% Gold found at end of battle, +400 HP for all summons and pets, +200 to each prime attribute of summons and pets
1 | Taskmaster's Whip- (Weapon, Whip, Physical, 79,000 Gold) +78 Melee Attack, +5% Gold found at end of battle, +400 HP for all summons and pets, +200 to each prime attribute of summons and pets with +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
1 | Whip of Cavern Dwellers- (Weapon, Whip, Earth & Darkness, 700 Gold) +14 Melee Attack, AGI is used to determine Melee Attacks against Earth element foes
Armor-
Amor - Heavy Armor
3 | 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
Armor- Clothing
1 | *Colonel Peanut's Plaid Pants- (Armorx.5, Clothing, Psychic & Acid, 30,000,000 Gold) +30,000 Defense, +30,000 CON, +30,000 SPI, Food consumables used by wearer heal and regenerate an additional 300,000 HP, Wearer is Immune to Insanity from sources below Level 80 that are not 20 or more Levels greater than weaerer, 5% Insanity Resistance
1 | *Sergeant Neichobb's Invisible Pants- (Armorx.5, Clothing, Air & Physical, 40,000,000 Gold) +40,000 Defense, This item may not be stolen, destroyed, or altered by sources below Level 60, Wearer counts as having one less 'Clothes' equipped, This item may not be equipped except at the beginning of threads, This item has an unusual propensity for being lost if taken off in RP threads
1 | Clownfish Scale Loincloth Embossed with a Symbol of the Nation of Laughing- (Armorx.5, Clothes, Water, 600 Gold) +2 Defense, +1 STR
1 | Liar's Pants- (Armorx.5, Clothing, Illusion & Fire, 5,000,000 Gold) +4,000 Defense, Illusion Magic spells cost wearer 40,000 less MP to cast, Wearer has a 30% chance of being afflicted with Burning at the start of every round
1 | Lili's Mysterious Vampire-Brainwashing Wool Pants- (Armorx.5, Clothing, Mystery, 50,000,000 Gold) +50,000 Defense, 10% inflicts Dominion on Undead whose name includes 'Vampire', This item's text cannot be altered by sources below Level 80, Wearer must be Level 20 or greater
1 | 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
1 | Sonic Pants- (Armorx.5, Clothing, Sonic, 2,000,000 Gold) +2,000 Defense, +2,000 Melee Attack, +2,000 to wearer's turn-order-determining stat sum for turn-order-determining purposes as a bonus that stacks 4 times
1 | The Fancy Pants- (Armorx.5, Clothing, Magic & Light, 15,000 Gold) +15 Defense, +15 to all stats, Wearer must have 85 or more Base Stat points to have this item equipped
1 | Totally Awesome (and Comfy!) (and Warm!) (and Stylish!) (and Well-Made!) Walrusfest Sweater- (Armor, Clothing, Water, 15,400,000 Gold) +15,400 Defense, +15,400 to all stats, 39% Ice Resistance, 99% inflicts Charm, this item may not be destroyed by sources below Level 60
5 | Totally Awesome (and Comfy!) (and Warm!) (and Stylish!) Walrusfest Sweater- (Armor, Clothing, Water, 5,400,000 Gold) +5,400 Defense, +5,400 to all stats, 29% Ice Resistance, 69% inflicts Charm
7 | Totally Awesome (and Comfy!) (and Warm!) Walrusfest Sweater- (Armor, Clothing, Water, 540,000 Gold) +540 Defense, +540 to all stats, 24% Ice Resistance
4 | Tropical Shirt- (Armorx.5, Clothing, Water & Air & Fire & Light, 600 Gold) +4 Defense, 5% Water Resistance, 5% Fire Resistance, 5% Chaos Resistance
Armor - Aura
1 | Cloud of Sparkles- (Armor, Aura, Light, 70,000 Gold) 5% inflicts Charm on individuals targeting wearer with an offensive action at the end of said action, 5% inflicts Confusion on individuals targeting wearer with an offensive action at the end of said action, 5% inflicts Awestruck on individuals targeting wearer with an offensive action at the end of said action, 5% inflicts Impaired: Blind on individuals targeting wearer with an offensive action at the end of said action, 5% inflicts Charm: Lovestruck on individuals targeting wearer with an offensive action at the end of said action, 5% inflicts Charm: Infatuation on individuals targeting wearer with an offensive action at the end of said action
2 | Hambelstern Prototype Cannon Drone Force Field- (Armor, Aura, Technology, 6,583,995 Gold) +7,433 Defense, +4,000 to all stats, +35,000 HP, 20% Technology Resistance, +2,000 additional Defense for each ally who has a Technology element Aura equipped, to a max of 5 such allies, 90% may reflect actions from sources below level 20, 10% may reflect actions from sources below level 30 but above level 19
w/ Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
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
46 | Hambelstern Prototype Force Field- (Armor, Aura, Technology, 31,522,918 Gold) +30,455 Defense, +30,000 to all stats, +300,000 HP, 25% Technology Resistance, +6,000 additional Defense for each ally who has a Technology element Aura equipped, to a max of 5 such allies, wearer may reflect actions from sources below Level 20, 90% wearer may reflect actions from sources below Level 40, 10% wearer may reflect actions from sources above Level 39 but below Level 50, May only be equipped by individuals above Level 19
Armor - Clothes
1 | *Herman Denning's Suit- (Armor, Clothes, Air, 3,600,000 Gold) +3,100 Defense, +3,000 AGI, Wearer's Nobility-element allies gain +500 to all stats
1 | *Mika Anazaki's Outfit- (Armor, Clothes, Air & Water & Technology, 1,000,000 Gold) +1,000 Melee Attack, +1,000 AGI, 40% Dodge, 135% To Hit, Unarmed Technique spells cost wearer 500 less MP to cast
1 | Eggnog Master's Tuxedo- (Armor, Clothes, Ice & Earth, 1,350,000 Gold) +1,200 Defense, +1,200 MIN, Drink consumables used by wielder heal an additional 50,000 HP and MP (if they would already heal said values), Drink consumables used by wielder that possess a chance of inflicting Poison: Drunk have said chance raised by 10%, Poison: Drunk Immunity
2 | Lawyer's Suit that Defies The Devil's Paperwork- (Armor, Clothes, Law, 400,000,000 Gold) +400,000 Defense, +400,000 MIN, +400,000 SPI, Wearer becomes solely Law element, Litigamancy spells cost 4,000,000 less MP for wearer to cast, Wearer removes abilities and constant effects named 'The Devil's Paperwork' from all opponents below Level 100 that are not 20 or more Levels greater than wearer
1 | Pretty Runic Swimsuit- (Armor, Clothes, Water & Darkness & Magic, 120,000 Gold) +120 Defense, 10% Water Resistance, 10% Darkness Resistance
Armor - Clothing
3 | Bascaradine Corp. All-Weather Protection Jacket, Master Traveler Edition- (Armor, Clothing, Air & Water & Electrical & Ice & Fire, 7,000,000 Gold) +7,000 Defense, 20% Resilience, 20% Air Resistance, 20% Water Resistance, 20% Electrical Resistance, 20% Ice Resistance, 20% Fire Resistance, 20% Acid Resistance, 40% Frozen Resistance, 40% Drowning Resistance, 40% Suffocation Resistance, 40% Burning Resistance, 40% Dissolving Resistance, 40% Entombed Resistance, 40% Paralysis Resistance
1 | Bascaradine Corp. All-Weather Protection Jacket, Master Traveler Edition- (Armor, Clothing, Air & Water & Electrical & Ice & Fire, 7,000,000 Gold) +7,000 Defense, 20% Resilience, 20% Air Resistance, 20% Water Resistance, 20% Electrical Resistance, 20% Ice Resistance, 20% Fire Resistance, 20% Acid Resistance, 40% Frozen Resistance, 40% Drowning Resistance, 40% Suffocation Resistance, 40% Burning Resistance, 40% Dissolving Resistance, 40% Entombed Resistance, 40% Paralysis Resistance
w/ Rune of Huethalgras- (Accessory, Rune, Light, 90,000 Gold) Wielder regenerates 200 HP per turn
1 | Damaged Botanica Worker's Suit- (Armor, Clothing, Technology, 5,700 Gold) +4 Defense, Identifies character as a Artillicas Botanica worker
3 | Elaborate Martial Artist’s Gear- (Armor, Clothing, Physical, 75,000 Gold) +50 Defense, +99 Melee Attack, Melee Attacks with no weapons other than Fist Weapons equipped have a 5% chance of inflicting Stun
27 | Finery of the Calif of Air- (Armor, Clothing, Air, 8,700,000 Gold) +8,400 Defense, +8,100 to all stats if wielder is Air element, 30% Air Resistance, Wielder's Air element spells and abilities cost 10,000 less MP
7 | Flower Petal Dress- (Armor, Clothing, Light, 67,500 Gold) +69 Defense, Heals wearer for 50 HP each turn
1 | Thunder Pants- (Armor, Clothing, Electrical, 75,000 Gold) +99 Defense, 18% Electrical Resistance, Wielder gains +150 Melee Attack if no weapons are equipped and deals an additional 3,000 Electrical damage on hit
3 | Totally Awesome (and Comfy!) Walrusfest Sweater- (Armor, Clothing, Water, 140,000 Gold) +140 Defense, +140 to all stats, 14% Ice Resistance
2 | Totally Awesome Walrusfest Sweater- (Armor, Clothing, Water, 70,000 Gold) +70 Defense, +70 to all stats
1 | Vampire's Suit- (Armor, Clothing, Darkness, 5,700,000 Gold) +5,300 Defense, +5,100 STR, +5,100 MIN, +5,100 SPI, +4,700 AGI, +3,500 CON, 45% Darkness Resistance, Wearer's Melee Attack and Magical Attack actions inflict HP Drain, 50% Light Weakness
1 | Worm-Eaten Bodice- (Armor, Clothing, Earth & Darkness, 30 Gold) +1 Defense, 8% Provides no Defense bonus this turn
Armor - Disguise
10 | Clockwork Man Costume- (Armor, Disguise, Water, 45,000 Gold) +15 Defense, Wearer’s subtype becomes Clockwork
1 | Costume from the Festival of Bones- (Armor, Disguise, Darkness, 21,000 Gold) +20 Defense, 50% that at start of battle wearer’s subtype becomes Undead
1 | 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'
1 | Tuna Advertising Costume- (Armor, Disguise, Water, 70,000 Gold) +40 Defense, Wearer's subtype is changed to Aquatic, Consumables and Fish equipped by possessor are treated as being worth 60,000 additional Gold
Armor - Grand Armor
226 | Core Plate- (Armor, Grand Armor, Fire, 71,000,000 Gold) +71,000 Defense, +71,000 CON, -71,000 AGI, 85% Critical, Wearer deals 700,000 Flat Fire element Damage to any individual who conducts an offensive action that targets wearer at the end of each such action, Wearer must be Level 40 or greater
1 | Fourth-Metal Grand Armor- (Armor, Grand Armor, Technology & Psychic & Metal, 5,000,000 Gold) +5,000 Defense, +5,000 MIN, This item's per-item Defense capping is based on Mind, Wielder must have 5,000 MIN to equip this item
Armor - Heavy Armor
43 | Adamantine Plate- (Armor, Heavy Armor, Earth, 28,700,000 Gold) +29,500 Defense, +29,300 CON, 40% Physical Resistance, Wielder is immune to individuals below Level 20, Wielder ignores Defense-piercing from sources below Level 40, Wielder must be at least Level 35
1 | Armor of Orithon Lost- (Armor, Heavy Armor, Light, 220,000 Gold) +180 Defense, +90 Melee Attack if any foes are Darkness element
124 | Bane Sovereign's Armor- (Armor, Heavy Armor, Darkness & Physical, 12,710,000 Gold) +12,600 Defense, +12,200 Defense against Darkness, 30% Physical Resistance, +12,730 Melee Attack, Wielder's Necromancy spells that provide a Melee Attack Bonus gain +12,200 additional Melee Attack, Buffs on wielder from Necromancy spells that boost wielder's stats do so by an additional 600 points, to a max of 10 such buffs, with this effect not stacking across multiple copies of this item, Wielder gains +1,200 Defense against CON Damage
260 | Armor of the Gold Leaf Throne's Knight- (Armor, Heavy Armor, Glory & Wealth, 400,000,000 Gold) +400,000 Defense, +40,000 Defense against Stat Damage, +400,000 CON, Wielder's Defense may not be pierced by individuals below Level 60 who are below wielder's Level, Wielder must be Level 40 or greater
714 | Glorious Treasures of the Gold Leaf Throne- (Item, Antiquity, Physical & Magic & Earth & Glory & Wealth, 114,000,000 Gold)
23 | Dragonslayer Armor- (Armor, Heavy Armor, Magic, 7,000,000 Gold) +7,555 Defense, +7,200 to all stats, 30% Dragon Resistance
10 | Drauger's Armor- (Armor, Heavy Armor, Darkness & Ice & Physical & Water, 45,000,000 Gold) +45,000 Defense, +45,000 Melee Attack, +45,000 STR, +45,000 CON, +45,000 SPI, +450,000 HP, Wielder may choose to count as up to 10 individuals in its row for row-order purposes, 100% Drowning Resistance, 100% Frozen Resistance, 60% Voidstruck Resistance
1 | Fourth-Metal Armor- (Armor, Heavy Armor, Technology & Psychic & Metal, 5,000,000 Gold) +5,000 Defense, +5,000 MIN, +500 Defense against MIN Damage
1 | Ghargmaplate- (Armor, Heavy Armor, Earth & Air, 20,000,000 Gold) +20,000 Defense, 30% Earth Resistance, 30% Air Resistance, 40% Dodge, 40% Resilience
3 | Gigadiamond Plate- (Armor, Heavy Armor, Earth, 20,500,000 Gold) +20,600 Defense, +21,000 CON, 30% Physical Resistance, 20% Wearer Reflects Physical, Electrical, and Magic element actions from sources of lower Level than wielder who are below Level 60, Wielder must be at least Level 35
1 | Imperial Duskplate of Thandolman- (Armor, Heavy Armor, Darkness & Earth, 130,000 gold) +150 Defense, 5% Fire Resistance, 3% Darkness Resistance, 2% Physical Resistance
24 | Orihalcum Plate- (Armor, Heavy Armor, Earth, 108,700,000 Gold) +109,500 Defense, +110,300 CON, 40% Physical Resistance, Wielder is immune to individuals below Level 40, Wielder ignores Defense-piercing from sources below Level 40, Wielder takes half damage from non-unique sources below Level 60, Wielder must be at least Level 40
81 | Planetary of War's Armor- (Armor, Heavy Armor, War, 190,000,000 Gold) +190,000 Defense, +1,900,000 HP as a non-stacking bonus, +190,000 STR, +190,000 CON, +190,000 Melee Attack, 40% War Resistance, 40% Destruction Resistance, Divine Magic, War Magic, and Catastrophe Magic spells cost wielder 300,000 less MP to cast, 160% Resilience, Wielder must be Level 40 or greater
1 | Rimedead Lord's Plate- (Armor, Heavy Armor, Darkness & Ice, 60,000,000 Gold) +60,000 Defense, +60,000 Defense against Darkness, +60,000 Defense against Ice, Frozen Immunity against sources below Level 90, 75% Voidstruck Resistance
1,187,500,000 | Rimedead Plate- (Armor, Heavy Armor, Darkness & Ice, 7,500,000 Gold) +7,500 Defense, +7,500 Defense against Darkness, +7,500 Defense against Ice, Frozen Immunity against sources below Level 90, 50% Voidstruck Resistance
1 | Supreme Earthbomb Armor- (Armor, Heavy Armor, Earth, 70,000,000 Gold) +70,000 Defense, +70,000 CON, At the end of the first offensive action of each battle that targets wielder, wielder deals 1,000,000 Flat Earth element Damage to the source of said action and this item loses its Defense and CON boosts, Wielder must by Level 40 or greater
4 | War Demon's Armor- (Armor, Heavy Armor, War, 4,000,000 Gold) +4,100 Defense, +4,200 CON, 30% Resilience, 15% Physical Resistance, 15% Destruction Resistance, 15% War Resistance, 15% Darkness Resistance
Armor - Light Armor
*Tremarris's IRRC Battle-Coat- (Armor, Light Armor, Technology & Knowledge & Law, 1,800,000,000 Gold) +1,800,000 Defense, +180,000 Defense against MIN Damage, +1,800,000 MIN, +18,000,000 MP as a non-stacking bonus, 60% Insanity Resistance, Insanity Immunity against sources below Level 95, Wearer's Defense may not be Pierced by sources below Level 95, Wielder must be Level 60 or greater and must possess the ability 'Expert Light Armor Proficiency'
6 | Armored Coat- (Armor, Light Armor, Physical, 65,000 Gold) +69 Defense, 3% Dodge, +240 HP
14 | Dacchenburg Industries Longcoat- (Armor, Light Armor, Darkness & Psychic, 50,000 Gold) +800 Defense, +350 Magical Attack for Psychic Arts, Binding, and Rune Magic spells
w/ Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP>
100 | Doom Reaver's Longcoat- (Armor, Light Armor, Darkness & Air, 12,710,000 Gold) +12,600 Defense, +12,200 Defense against Darkness, 30% Technology Resistance, +12,730 Ranged Attack, Necromancy spells cast by wearer that possessess a Ranged Attack bonus gain +12,200 additional Ranged Attack, Buffs on wearer from Necromancy spells that boost wearer's stats do so by an additional 600 points, to a max of 10 such buffs, with this effect not stacking across multiple copies of this item, Wearer gains +1,200 Defense against AGI Damage
1 | Double-Bulletproof Vest- (Armorx2, Light Armor, Technology, 200,000 Gold) +200 Defense, 25% Gun Resistance
1 | Lich-Alchemist's Coat- (Armor, Light Armor, Darkness & Magic, 12,000,000 Gold) +12,000 Defense, +12,000 Defense against Darkness, +12,000 Defense against Acid, 20% Darkness Resistance, 20% Acid Resistance, +12,000 Magical Attack, Wearer's Necromancy and Alchemy spells that provide a Magical Attack Bonus gain +12,000 additional Magical Attack, Wearer's Necromancy and Alchemy summons gain +9,500 to all stats as a non-stacking effect, Necromancy and Alchemy spells cost wearer 12,500 less MP to cast, Wearer's Alchemy summons may gain the subtype Undead
2 | Lord of the Dead's Finery- (Armor, Light Armor, Darkness, 30,000,000 Gold) +30,000 Defense, +30,000 CON, +30,000 STR, +300,000 MP as a non-stacking bonus, 20% Darkness Resistance, 5% Undead Resistance
1 | Mentalist’s Longcoat- (Armor, Light Armor, Psychic, 420,000 Gold) +400 Defense, +375 MIN, +60 Magical Attack for Psychic Power spells, Psychic Power attacks that deal damage may also deal an additional 40 MIN damage on top of either normal or stat damage
81 | 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
1 | Shadowslayer's Longcoat- (Armor, Light Armor, Light, 7,000,000 Gold) +7,555 Defense, +7,200 to all stats, 30% Umbral Resistance
29 | Valkyrie Armor- (Armor, Light Armor, Air & Light & War, 70,000,000 Gold) +70,000 Defense, +70,000 STR, +70,000 AGI, +70,000 CON, +70,000 SPI, 110% Dodge, 110% Resilience, Wielder must by Level 40 or greater
Armor - Power Armor
1 | *The Missing Sepherys Corp. Tachinoyama Battle Armor Prototype- (Armor, Power Armor, Technology & Air, 375,000 Gold) +501 Defense, +500 Defense against Spirits, +279 Melee Attack, +195 AGI, Activated Sword abilities have a 5% greater chance of activating, Spirit Magic spells cost 50 less MP, Spirit Magic spells that provide a Magical Attack Bonus gain +255 additional Magical Attack, Magical Attacks involving Spirit Magic have a 5% chance of inflicting Charm on Spirits and wearer may choose for them to deal no damage to Spirits that they do so to, Anything with the name Bascaradine in it does double normal damage to you, May have some RP effects
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
1 | Enviornmental Hazard Suit (With Handy Zipper)- (Armor, Power Armor, Earth & Technology, 1,000,000 Gold) +1,000 Defense, Wielder gains (Poison Immunity, Diseased Immunity, and 50% Moderate Status Effect Resistance) against sources below Level 20, Wielder may unequip this item at the start of any round
Armor - Robe
1 | Finest Irindil Soulcourt-Administrating Puppeteer-Judge's Unblemished Robe of Office- (Armor, Robe, Darkness & Magic & Law, 480,000,000 Gold) +480,000 Defense, 80% Dodge, +10% Dodge, +200,000 to all stats, +200,000 additional points to all stats for wearers that are Daemons, +800,000 MP, Wearer gains +200,000 Magical Attack for spells that include the element of any Rune that wielder has equipped that is not Universe-element or Chaos-element, 60% inflicts Hexed, 80% inflicts Entombed: Incarcerated, wielder gains an additional two Spell slots if 5 or more Runes are equipped, Wearer gains +200,000 Magical Attack per empty weapon slot that wearer possesses or weapon slot that wearer possesses taken up by Puppet Strings, wearer's Rune Magic summons that are Golems have all of their stats increased by 10,000 per empty weapon slot or weapon slot taken up by Puppet Strings, as an effect that stacks a max of 4 times, wearer may summon 5 additional of each type of Rune Magic summons that are Golems if the natural max number summoned is 20 or greater, provided that at least one of wearer's weapon slots is empty or occupied by Puppet Strings, Wearer may deal 1,000,000 Flat Law element Damage to any non-Daemon, non-Celestial, non-Illuminated individual who is not Law element who conducts an offensive action that targets wearer at the end of each such action, 20% Fate Resistance, 20% Law Resistance, 30% Chaos Resistance, 30% Time Resistance, 30% Light Resistance, 30% Darkness Resistance, Fatigued: Elderly Immunity, Entombed: Incarcerated Immunity, Individuals in the same battle as wearer or who were killed in a battle that wearer was present in at the time of their death may not be resurrected by (individuals below Level 80 who are not 20 or more Levels greater than wearer) without wearer's permission, Wearer may, once per thread, spend an action to resurrect a target, Wearer may spend an action to resurrect a target killed by a source below Level 60 if no individual of Level 80 or greater objects, Wearer may spend an action to have a 40% chance of inflicting Dominion on a dead target below Level 60, with said action being able to target individuals whose corpses are no longer present, individuals who died in different battles that are still active, and individuals who died in different battles who belonged to sides of battle at the time of their death that still exist, Wielder must be Level 40 or greater, Wielder, as an effect that does not stack, may, once per round, redirect up to 1,000,000 points of damage that possessor sustains from any one action or attack to one of possessor's controlled Law-element Rune Magic summons or controlled Daemon pets or summons, Wearer cannot miss targets below Level 80 who are not 20 or more Levels greater than wearer, Wearer may, once per thread, immediately be cured of Dominion whenever wearer is afflicted with Dominion by a source below Level 100, Wearer must be Level 40 or greater and must possess any two of the abilities 'Adept Rune Magic Attunment', 'Irrindil Traits', and 'High Judge'
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
w/ Splendidly Woven- Possessor gains '100% inflicts Charm: Impressed', +5,000 Defense, +5,000 to all stats, Smithing Technique
w/ Super-Woven- +5,000 Defense, 50% Resilience, This item cannot be destroyed by individuals below Level 80, Smithing Technique
50 | Grim Reaper's Robe- (Armor, Robe, Darkness & Fate, 94,242,564 Gold) +90,564 Defense, +90,000 CON, +90,000 SPI, +90,000 MIN, +45,000 AGI, 130% Resilience, 30% Darkness Resistance, 30% Fate Resistance, 30% Instant Death Resistance, 50% Life Weakness, Wearer must be Level 40 or greater
153 | Lich Lord's Robe- (Armor, Robe, Darkness & Magic, 12,710,000 Gold) +12,600 Defense, +12,200 Defense against Darkness, 30% Darkness Resistance, +12,730 Magical Attack, Wielder's Necromancy spells that provide a Magical Attack Bonus gain +12,200 additional Magical Attack, Wielder's Necromancy summons gain +9,500 to all stats as a non-stacking effect, Wielder's Necromancy spells cost 12,500 less MP
2 | Lich Mentalist Elder Mindlord's Robe- (Armor, Robe, Psychic & Darkness, 80,000,000 Gold) +80,000 Defense, +80,000 Magical Attack, +80,000 MIN, +8,000 Defense against MIN Damage, Wearer deals 800,000 additional Psychic element Damage as a non-stacking effect, Wearer deals 8,000 additional MIN Damage as a non-stacking effect
1 | Lich Priest's Vestments- (Armor, Robe, Darkness & Lgiht & Magic, 12,000,000 Gold) +12,000 Defense, +12,000 Defense against Darkness, +12,000 Defense against Light, 20% Darkness Resistance, 20% Light Resistance, +12,000 Magical Attack, Wearer's Necromancy and Divine Magic spells that provide a Magical Attack Bonus gain +12,000 additional Magical Attack, Wearer's Necromancy and Divine Magic summons gain +9,500 to all stats as a non-stacking effect, Necromancy and Divine Magic spells cost wearer 12,500 less MP to cast, Wearer's Divine Magic summons may gain the subtype Undead
34 | Planetary of Harvest's Robe- (Armor, Robe, Earth & Life, 150,000,000 Gold) +150,000 Defense, +1,500,000 HP as a non-stacking bonus, +150,000 SPI, +150,000 CON, Wielder's 'Magical Attack' actions may Heal HP, Divine Magic and Druid Magic spells cost wielder 300,000 less MP to cast, 160% Critical against Plants, Zones, Terrains, and Phantom Terrains created by wielder may not be destroyed or altered by sources below Level 80, Wielder must be Level 40 or greater
7 | Reaper's Robe- (Armor, Robe, Darkness & Fate, 44,242,564 Gold) +40,564 Defense, +40,000 CON, +40,000 SPI, +40,000 MIN, +22,500 AGI, 70% Resilience, 30% Darkness Resistance, 30% Fate Resistance, 5% Instant Death Resistance, 50% Life Weakness, Wearer must be Level 35 or greater
1 | Robe of Dark Strings - (Armor, Robe, Darkness & Magic, 578,000 Gold) +645 Defense, +10% Dodge, +180 to all stats, +60 to all stats for Daemons, Wielder gains +60 Magical Attack for Fire, Water, Earth, Air, Magic, Acid, Darkness, Electrical, or Ice element spells if a Rune of the respective element is equipped, the bonuses for different elements stack with one another, but they do not stack with themselves, 5% inflicts Hexed with Magical Attacks that use Spells if a Darkness element Rune is equipped, wielder gains an additional Spell slot if 5 or more Runes are equipped, +120 Magical Attack per empty weapon slot or weapon slot taken up by Puppet Strings, Rune Magic Golem summons have all of their stats increased by 50 per empty weapon slot or weapon slot taken up by Puppet Strings, wielder may summon 5 additional Rune Magic Golems if the natural max number summoned is 20 or greater if at least one weapon slot is empty or occupied by Puppet Strings
2 | Robe of the Undead- (Armor, Robe, Darkness, 485,000 Gold) +510 Defense, +400 SPI, +400 MIN, 10% Human Resistance, 10% Spirit Resistance, May only be equipped by Undead or individuals with at least 5 Necromancer abilities
1 | Wraith-Lich's Shroud- (Armor, Robe, Darkness, 20,000,000 Gold) +14,000 Defense, +20,000 Maigcal Attack, +11,000 Melee Attack, +5,000 SPI, Wearer Absorbs Darkness from sources below Level 60, Wearer must be Level 55 or greater
Armor - Robes
82 | Blackclad Order Robes- (Armor, Robes, Magic & Darkness, 1,980,000 Gold) +2,300 Defense, +1,000 CON, +1,500 MIN, +1,500 SPI, 20% Resilience, 10% Dodge, +15,000 MP, 20% Magic Resistance, 20% Darkness Resistance, 20% Acid Resistance
1 | Desert Corsair's Robes- (Armor, Robes, Earth, 61,000 Gold) +49 Defense, Miragi and Bel-Miragi cannot Confuse wearer
1 | Robes of Finest Magetree Fiber Stitched with Designs of a Tyrant Bison Eating a Human- (Armor, Robes, Magic & Darkness, 1,875,000 Gold) +1,875 Defense, +1,875 MIN, +1,875 SPI, +200 Defense against MIN Damage, 15% Magic Resistance, 5% Darkness Resistance
Accessories-
Accessory - Ammo
1 | Acid Capsule Bullets-E (Accessory, Ammo, Acid, 25,000 Gold) +5 Ranged Attack, Ranged attacks do solely Acid damage, User must have a Gun equipped to receive this item's benefits
1 | Blot Bullets- (Accessory, Ammo, Darkness, 25,000 Gold) +5 Ranged Attack, Ranged attacks do solely Darkness damage, User must have a Gun equipped to receive this item's benefits
1 | Blustery Bullets- (Accessory, Ammo, Air, 25,000 Gold) +5 Ranged Attack, Ranged attacks do solely Air damage, User must have a Gun equipped to receive this item's benefits
1 | Bullets Created from the Material Resultant from Irrimazzo's First Novel Attempt at Creating Perfected Iron- (Accessory, Ammo, Earth & Physical & Technology & Progress, 50,000,000 Gold) +50,000 Ranged Attack, Wielder pierces 50,000 Defense of targets below Level 40, Wielder's Gunslinging buffs that increase Defense do so by an additional 10,000 points as an effect that stacks 3 times, Wielder must have a gun equipped to benefit from this item
1 | Bullets of Awe-Inspiringly Glorious Destruction- (Accessory, Ammo, Light & Destruction & Fire, 21,000,000 Gold) +21,000 Ranged Attack, 30% inflicts Awestruck, 5% inflicts Awestruck on each ally of any individual targeted by wielder's 'Ranged Attack' actions, Wielder must have a Gun equipped to receive this item’s benefits
1 | Bullets to Light the World Afire- (Accessory, Ammo, Fire, 180,000,000 Gold) +180,000 Ranged Attack, 150% inflicts Burning, Instances of Burning inflicted by this item possess no natural per-round recovery chance and cannot be cured by sources below Level 80, Wielder must have a Gun equipped to benefit from this item, Wielder must be Level 40 or greater
1 | Cold Ruin Bullets- (Accessory, Ammo, Ice, 60,000,000 Gold) +60,000 Ranged Attack, 60% inflicts Frozen, deals 6,000 STR Damage, This item has no effect if wielder does not have a Gun equipped
1 | Deadly Bullets that Love to Implant Themselves Deep Inside You- (Accessory, Ammo, Light & Darkness & Psychic, 30,000,000 Gold) +30,000 Ranged Attack, 60% inflicts Charm, 30% inflicts Wounded, Wielder's 'Ranged Attack' and 'Point Blank' actions have a 5% chance of repeating at the start of the next round so long as no target of Level 60 or greater objects, with a max of one repeating per round, Wielder must be Level 20 or greater, Wielder must have a Gun equipped to benefit from this item
1 | Destruction Bullets- (Accessory, Ammo, Destruction, 1,500,000 Gold) +1,500 Ranged Attack, Wielder's Ranged Attack actions deal solely Destruction element damage, Wielder must have a Gun equipped to receive this item's benefits
1 | Divine Harvest-Essence Rounds- (Accessory, Ammo, Earth & Life, 180,000,000 Gold) +180,000 Ranged Attack, Wielder's 'Ranged Attack' actions may deal 1,800,000 Life element Damage in addition to other Damage they deal to targets that have cast Blight Magic spells as a non-stacking effect, Wielder's 'Ranged Attack' actions may remove one Blight Magic debuff from a source below Level 90 from each target, Wielder must have a Gun equipped to benefit from this item, Wielder must be Level 40 or greater
1 | Dreamcore Bullets- (Accessory, Ammo, Dream, 200,000,000 Gold) +200,000 Ranged Attack, Wielder's 'Ranged Attack' actions may deal no damage, Wielder's 'Ranged Attack' actions may set the stats of their targets who are below Level 40 or willing to any value between 0 and 10,000, Wielder's 'Ranged Attack' actions may exchange any target of Level 40 or lower from the enemy list that is normally fightable for drops that is present for any other individual of Level 40 or lower from the enemy list that is normally fightable for drops, Wielder must have a Gun equipped to benefit from this item
10 | Empowered Gigadiamond Bullets- (Accessory, Ammo, Earth, 36,000,000 Gold) +36,000 Ranged Attack, Wielder's 'Ranged Attack' actions pierce 30,000 Defense, Wielder must be Level 20 or greater, Wielder must have a Gun equipped to benefit from this item
1 | Enchanted Bullets- (Accessory, Ammo, Magic, 25,000 Gold) +5 Ranged Attack, Ranged attacks do solely Magic damage, User must have a Gun equipped to receive this item's benefits
1 | Evermetal Bullets- (Accessory, Ammo, Metal, 36,000,000 Gold) +36,000 Ranged Attack, Wielder's 'Ranged Attack' actions may become solely Metal element, Wielder must be Level 20 or greater, Wielder must have a Gun equipped to benefit from this item
1 | Final Torment Bullets- (Accessory, Ammo, Agony & Darkness & Ice, 300,000,000 Gold) +300,000 Ranged Attack, +300,000 STR, +300,000 CON, 300% inflicts Pain, 200% inflicts Voidstruck: Endless Torment, Damage wielder deals may not be healed by individuals below Level 90, Wielder must have a Gun equipped to benefit from this item, Wielder must be Level 60 or greater
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
1 | Frigid Bullets- (Accessory, Ammo, Ice, 25,000 Gold) +5 Ranged Attack, Ranged attacks do solely Ice damage, User must have a Gun equipped to receive this item's benefits
1 | Great Space-Cutting Bullets- (Accessory, Ammo, Glory & Spatial, 180,000,000 Gold) +180,000 Ranged Attack, Wielder deals full Damage to the back row if wielder has a Gun equipped, Wielder must be Level 40 or greater
1 | Great Tree Bullets- (Accessory, Ammo, Wood, 870,000 Gold) +850 Ranged Attack, Wielder's Ranged Attack actions deal solely Wood element damage, Wielder must have a Gun equipped to receive this item's benefits
1 | Greater Grass-Cutter Bullets- (Accessory, Ammo, Technology & Physical, 5,000,000 Gold) +5,000 Ranged Attack, Wielder deals 500,000 additional Damage to Plants below Level 80, Wielder gains 60% Critical against Plants, Wielder must have a Gun equipped to benefit from this item
1 | Greater Life-Essence Bullets- (Accessory, Ammo, Life, 36,000,000 Gold) +36,000 Ranged Attack, Wielder's 'Ranged Attack' and 'Point Blank' actions Heal, Wielder must be Level 20 or greater, Wielder must have a Gun equipped to benefit from this item
1 | Greater Predation Bullets- (Accessory, Ammo, Physical & Earth, 36,000,000 Gold) +36,000 Ranged Attack, Wielder's 'Ranged Attack' actions gain 160% To Hit, Wielder's 'Ranged Attack' and 'Point Blank' actions may not miss targets below Level 40, Wielder must be Level 20 or greater, Wielder must have a Gun equipped to benefit from this item
1 | Heavy Bullets- (Accessory, Ammo, Earth, 40,000 Gold) +25 Ranged Attack, Ranged attacks do solely Earth damage, User must have a Gun equipped to receive this item's benefits
1 | High Caliber Bullets- (Accessory, Ammo, Physical, 25,000 Gold) +5 Ranged Attack, Ranged attacks do solely Physical damage, User must have a Gun equipped to receive this item's benefits
1 | Hypermomentum Bullets- (Accessory, Ammo, Fate & Time, 36,000,000 Gold) +(1,000 * this round's number, to a max of 200,000) Ranged Attack, Wielder must be Level 20 or greater, Wielder must have a Gun equipped to benefit from this item
1 | Hyperspace Bullets- (Accessory, Ammo, Astral & Spatial, 36,000,000 Gold) +36,000 Ranged Attack, Wielder's 'Ranged Attack' actions deal full Damage to targets below Level 60 in the back row, Wielder's 'Ranged Attack' actions may become solely Astral & Spatial element, Wielder must be Level 20 or greater, Wielder must have a Gun equipped to benefit from this item
1 | Kaleidoscopic Rainbow Bullets- (Accessory, Ammo, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Electrical & Acid & Energy & Ice, 27,140,000 Gold) +25,140 Ranged Attack, +5,000 to all stats, Wielder's Ranged Attack actions deal damage that is solely one Base Element, Wielder must have a Gun equipped to receive this item's benefits
1 | Lensbreaker Bullet- (Accessory, Ammo, Progress & Fate & Time, 275,000,000 Gold) +275,000 Ranged Attack if wielder has a Gun equipped, Wielder's opponents may not base values of Damage they deal, values of attack bonuses assigned to items, or values of buffs or debuffs they create on the Ranged Attack bonuses of Ammo items wielder has equipped, Wielder must be Level 40 or greater
1 | Lesser Inevitability Bullets- (Accessory, Ammo, Fate, 36,000,000 Gold) +36,000 Ranged Attack, 180% To Hit, Wielder must be Level 20 or greater, Wielder must have a Gun equipped to benefit from this item
1 | Lesser Sunflame Bullets- (Accessory, Ammo, Light & Fire, 36,000,000 Gold) +36,000 Ranged Attack, 60% inflicts Awestruck, 60% inflicts Burning, Wielder must be Level 20 or greater, Wielder must have a Gun equipped to benefit from this item
1 | Magic-Ripper Bullets- (Accessory, Ammo, Magic, 15,000,000 Gold) Wielder's 'Ranged Attack' and 'Point Blank' actions deal MP Damage to targets below Level 60 if wielder has a Gun equipped
w/ Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP[/size]
2 | Mental Bullets- (Accessory, Ammo, Psychic, 25,000 Gold) +5 Ranged Attack, Ranged attacks do solely Psychic damage, User must have a Gun equipped to receive this item's benefits
89 | Molten Planetcore Bullets- (Accessory, Ammo, Fire & Earth, 200,000,000 Gold) +200,000 Ranged Attack, +150,000 AGI, +150,000 CON, 60% inflicts Burning, 60% may inflict Entombed, 80% may inflict Burning: Igneous, Wielder must have a Gun equipped to benefit from this item, Wielder must be Level 40 or greater
1 | Nightmare-Glimpse Bullets- (Accessory, Ammo, Dream & Darkness, 180,000,000 Gold) +180,000 Ranged Attack, Wielder's 'Ranged Attack' actions may deal no damage, Wielder's 'Ranged Attack' actions may set the stats of their targets who are below Level 40 or willing to any value between 0 and 10,000, 100% inflicts Instant Death on targets below Level 40, 200% inflicts Confusion: Fear, 5% inflicts Instant Death, Wielder must have a Gun equipped to benefit from this item
5 | Nowhere Droplets- (Accessory, Ammo, Destruction & Spatial & Light & Darkness & Null, 205,000,000 Gold) +205,000 Ranged Attack, +200,000 AGI, +200,000 SPI, 135% Critical, 230% To Hit, 5% inflicts Vanished, 5% inflicts Instant Death, Wielder must have a Gun equipped to benefit from this item, Wielder must be Level 40 or greater
1 | Optmized Planet-Shatter Armageddon-Rain Bullets- (Accessory, Ammo, Destruction & Progress & Dream, 577,000,000 Gold) +577,444 Ranged Attack, +577,444 to all stats, Wielder's 'Ranged Attack' actions may deal no damage, Wielder's 'Ranged Attack' actions may set the stats of their targets who are below Level 60 or willing to any value between 0 and 57,000, Wielder's 'Ranged Attack' actions may exchange any target of Level 60 or lower from the enemy list that is normally fightable for drops that is present for any other individual of Level 60 or lower from the enemy list that is normally fightable for drops, 10% inflicts any one major negative status effect, Wielder may choose to add Air and / or Technology and / or Fire as elements to this item at the beginning of a thread as a buff, Wielder must have a Gun equipped to benefit from this item, Wielder's 'Ranged Attack' actions may inflict 9-99 bonus hits (determined randomly) divided among 99 and deal 1/5 damage per hit, and, if they do so, said 'Ranged Attack' actions cannot inflict status effects or debuffs, Wielder's offensive actions that include wielder's Ranged Attack bonus apply a debuff that removes the text of all Abilities and Constant Effects named 'Supermassive' and 'Hypermassive' from targets that are not 20 or more Levels below wielder that are below Level 100, Wielder must be Level 60 or greater and must possess the ability 'Adept Gun Training'
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
w/ Dynaboosted- Wielder gains +275,000 to all stats, +10% To Hit, +10% Dodge, +10% Resilience, +10% Critical, Enchantment
w/ Rainbow Terror- Wielder gains +275,000 Ranged Attack, and wielder's 'Ranged Attack' actions may become solely any one base element, Enchantment
w/ Force-Overwhelming- Wielder's actions involving an attack bonus of this item may become solely this item's elements (not including subsets of said elements), Enchantment
1 | Orahalcum Drain-Fang Bullets- (Accessory, Ammo, Earth, 108,700,000 Gold) +109,500 Ranged Attack, Wielder's 'Ranged Attack' and 'Point Blank' actions deal HP Drain, Wielder ignores the Defense of individuals below Level 40, Wielder ignores the Defense of non-unique individuals below Level 60, Wielder ignores the Physical Resistance, Immunity, and Reflection of individuals below Level 40, Pierces 50,000 Defense, This item provides no benefits if wielder does not have a Gun equipped, Wielder must be at least Level 40
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
1 | Orphan-Ender Bullets- (Accessory, Ammo, Magic & Darkness & Light, 26,000,000 Gold) +26,000 Ranged Attack, 150% To Hit, Wielder's attacks may not be Dodged and may not Miss as though they were Flat Damage attacks provided they are targetting individuals below Level 60 who are summons with no controller, If wielder kills an individual below Level 60 that is no more than 20 Levels above wielder that possesses summons that are below Level 60 that are no more than 20 Levels above wielder, said summons (and all subsequent generations of summons under them that are below Level 60 and are no more than 20 Levels above wielder) are unsummoned, If a Ranged Attack action conducted by wielder heals the HP or MP of an individual who is summoned who possesses no controller, said individual gains +300 to all stats as a non-stacking buff; Wielder must have a Gun equipped for this item to take effect
1 | Planetbuster Missiles- (Accessory, Ammo, Destruction & Technology & Fire, 450,000,000 Gold) +450,000 Ranged Attack, Wielder's offensive actions that include wielder's Ranged Attack bonus apply a debuff that removes the text of all Abilities and Constant Effects named 'Supermassive' and 'Hypermassive' from targets that are not 20 or more Levels below wielder that are below Level 100
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
1 | Planet's Hope Energy Bullet- (Accessory, Ammo, Energy & Hope, 250,000,000 Gold) +250,000 Ranged Attack, Wielder's 'Ranged Overdrive' actions deal an additional 1 Damage to unique targets per ally wielder has (to a max of 100,000,000 additional Damage per target per round), Wielder must have a Gun equipped to obtain this item's benefits
1 | Pure Metal Bullets- (Accessory, Ammo, Metal, 870,000 Gold) +850 Ranged Attack, Wielder's Ranged Attack actions deal solely Metal element damage, Wielder must have a Gun equipped to receive this item's benefits
1 | Rainbow Bullets- (Accessory, Ammo, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Electrical & Acid & Energy & Ice, 140,000 Gold) +140 Ranged Attack, Wielder's Ranged Attack actions deal damage that is solely one Base Element, Wielder must have a Gun equipped to receive this item's benefits
1 | Rare Error Bullets- (Accessory, Ammo, Technology & Chaos, 36,000,000 Gold) Wielder's 'Ranged Attack' actions gain a 1% chance of gaining 'Inflicts all minor and moderate negative status effects' on Coded Beings, Machine, Robots, Clockworks, Vehicles, Vessels, and Mechs, Wielder must be Level 20 or greater or possess both the ability 'Anarchomancer' and the ability 'Reality Coder', Wielder must have a Gun equipped to benefit from this item
1 | Reality-Distorter Bullets- (Accessory, Ammo, Chaos, 3,500,000 Gold) +3,500 Ranged Attack, Wielder's Ranged Attack actions deal solely Chaos element damage, Wielder must have a Gun equipped to receive this item's benefits
1 | Rubber Bullets- (Accessory, Ammo, Technology, 900 Gold) +2 Ranged Attack, 50% deals no damage to targets with over 2,000 Defense if wielder is under level 40
1 | Shining Bullets- (Accessory, Ammo, Light, 25,000 Gold) +5 Ranged Attack, Ranged attacks do solely Light damage, User must have a Gun equipped to receive this item's benefits
w/ Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
2 | Shotgun Shellfish- (Accessory, Ammo, Water, 200,000 Gold) +200 Ranged Attack, Wielder counts as having an additional Fish equipped, Wielder must have a Gun equipped to obtain this item's benefits
1 | Sigil-Eraser Bullets: Zero-Order- (Accessory, Ammo, Destruction & Null & Wonder, 220,000,000 Gold) +220,000 Ranged Attack, Wielder's 'Ranged Overdrive' actions may remove the text from a unique ability possessed by each target below Level 100 that is not 5 or more Levels greater than wielder provided that said ability's name includes 'Sigil: ' as a debuff that stacks 3 times or may remove the text from a Sigil accessory equipped by each such target that is worth under 400,000,000 Gold that is non-unique whose name includes 'Replica Sigil', 'Numerous Sigil', or 'Artificial Sigil' as a debuff that does not stack on the same item, Wielder must have a Gun equipped to benefit from this item, must be Level 40 or greater, and must not have any unique ability whose name includes 'Sigil: '
1 | Sphere-Burster Arrows- (Accessory, Ammo, Physical & Magic, 180,000,000 Gold) +180,000 Ranged Attack, Wielder's 'Ranged Attack' actions deploy all of their targets' passengers if said targets are below Level 87, Wielder must have a Bow equipped to benefit from this item, Wielder must be Level 20 or greater
1 | Synthetic Bullets- (Accessory, Ammo, Technology, 25,000 Gold) +5 Ranged Attack, Ranged attacks do solely Technology damage, User must have a Gun equipped to receive this item's benefits
1 | Tashkelmekkeljarnan Dys-Shelms- (Accessory, Ammo, Light & Darkness & Spatial, 120,000,000 Gold) +120,000 Ranged Attack, Wielder's 'Ranged Attack' and 'Point Blank' actions may deal 12,000 Flat Spatial element Mind Damage, Wielder gains +25% Critical against Outsiders as a non-stacking bonus, Wielder's 'Ranged Attack', 'Point Blank', and 'Ranged Overdrive' actions may unsummon Magic Beings below Level 80 that aren't 5 or more Levels greater than wielder, 5% inflicts Vanished: Reality Stutter, Wielder must have a Gun or Sword equipped to benefit from this item, Wielder must be Level 40 or greater
1 | Temporally-Adjustable Inevitable Bullets- (Accessory, Ammo, Time, 8,000,000 Gold) +8,000 Ranged Attack, +8,000 SPI, Wielder's 'Ranged Attack' actions deal solely Time element Damage, Wielder's delayed attacks may not miss targets below Level 60, Wielder's 'Ranged Attack' actions may be delayed 1-5 rounds (chosen by wielder), Wielder must have a Gun equipped to obtain benefits from this item
2 | Tengu's Magic Bullets- (Accessory, Ammo, Magic & Technology, 6,000,000 Gold) +6,000 Ranged Attack, 150% To Hit, Wielder's attacks may not be Dodged and may not Miss as though they were Flat Damage attacks provided they are targetting individuals below Level 60, Wielder must have a Gun equipped for this item to take effect
2 | The BEST Bullets???!!!???!!!- (Accessory, Ammo, Mystery & Progress & Dream, 222,222,222 Gold) +222,222 Ranged Attack, +222,222 to all stats, Wielder's 'Ranged Attack' actions may deal no damage, Wielder's 'Ranged Attack' actions may set the stats of their targets who are below Level 40 or willing to any value between 0 and 10,000, Wielder's 'Ranged Attack' actions may exchange any target of Level 40 or lower from the enemy list that is normally fightable for drops that is present for any other individual of Level 40 or lower from the enemy list that is normally fightable for drops, 10% inflicts any one major negative status effect, At the start of each round, if wielder has no Ammo equipped that is worth more Gold than this item, all opponents below Level 80 who have Ammo equipped or carried that is worth more than this item have said items removed from the thread, Wielder must have a Gun equipped to benefit from this item, Wielder must be Level 40 or greater and must possess the ability 'Adept Gun Training'
1 | The BEST Bullets???!!!???!!!- (Accessory, Ammo, Mystery & Progress & Dream, 222,222,222 Gold) +222,222 Ranged Attack, +222,222 to all stats, Wielder's 'Ranged Attack' actions may deal no damage, Wielder's 'Ranged Attack' actions may set the stats of their targets who are below Level 40 or willing to any value between 0 and 10,000, Wielder's 'Ranged Attack' actions may exchange any target of Level 40 or lower from the enemy list that is normally fightable for drops that is present for any other individual of Level 40 or lower from the enemy list that is normally fightable for drops, 10% inflicts any one major negative status effect, At the start of each round, if wielder has no Ammo equipped that is worth more Gold than this item, all opponents below Level 80 who have Ammo equipped or carried that is worth more than this item have said items removed from the thread, Wielder must have a Gun equipped to benefit from this item, Wielder must be Level 40 or greater and must possess the ability 'Adept Gun Training'
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
1 | Thousandcolor Bullets- (Accessory, Ammo, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Ice & Energy & Electrical & Acid, 36,000,000 Gold) +36,000 Ranged Attack, Wielder's 'Ranged Attack' actions may become solely any combination of base elements, Wielder must be Level 20 or greater, Wielder must have a Gun equipped to benefit from this item
1 | Thunderous Bullets- (Accessory, Ammo, Electrical, 25,000 Gold) +5 Ranged Attack, Ranged attacks do solely Electrical damage, User must have a Gun equipped to receive this item's benefits
1 | Timeline-Splitting Bullets- (Accessory, Ammo, Mystery, 400,000,000 Gold) +400,000 Ranged Attack, If a hit of one of wielder's 'Ranged Attack' actions misses and no entity that is either both Level 80 or greater and lower Level than wielder or Level 85 or greater objects, wielder may reset battle to the beginning of the current round (doing so up to a max of 200 times per thread), Wielder must have a Gun equipped to benefit from this item, Wielder must be Level 60 or greater
1 | Truesilver Bullets- (Accessory, Ammo, Magic & Light, 2,900,000 Gold) Wielder gains +5,500 Ranged Attack against Shapeshifters, Wielder's actions that involve wielder's Ranged Attack bonus gain 52% Critical against Shapeshifters, This item's elements do not get counted for purposes of the Resistances and Immunities of opposing Shapeshifters below Level 60
1 | Two Giga Shells- (Accessory, Ammo, Destruction, 230,000,000 Gold) +500,000 Ranged Attack, Wielder deals an additional 250,000 Destruction element damage, This item's benefits may only be applied to two actions per thread
1 | Two Mega Shells- (Accessory, Ammo, Destruction, 28,000,000 Gold) +25,000 Ranged Attack, Wielder deals an additional 25,000 Destruction element damage, This item's benefits may only be applied to two actions per thread
1 | Unstable Time Flux Shell- (Accessory, Ammo, Technology, 71,000 Gold) +75 Ranged Attack, Inflicts Stat Drain: AGI Drain or Stat Drain: CON Drain, 1% wielder's actions involving this item have no effect and instead inflict Stat Drain: AGI Drain and Stat Drain: CON Drain on wielder 5 times each
w/ Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
1 | Vampire-Tracer Bullets- (Accessory, Ammo, Darkness & Magic, 13,557,350 Gold) +4,500 Ranged Attack, Wielder's Ranged Attack actions inflict HP Drain
20 | Warp-Strung Bullets- (Accessory, Ammo, Magic, 40,000 Gold) Ranged attacks have +10% to hit
1 | World Requiem Bullets- (Accessory, Ammo, Sonic & Destruction & Fate, 500,000,000 Gold) +500,000 Ranged Attack, +500,000 CON, +500,000 SPI, Individuals killed by wielder may not be resurrected by lower Level sources below Level 100, Wielder must have a Gun equipped to benefit from this item, Wielder must be Level 60 or greater
Accessory - Amulet
1 | *Amber Medallion of Khamen Vhos- (Accessory, Amulet, Earth, 90,000 Gold) +40 SPI, +200 Defense against Electricity, 10% Electricity resistance
1 | *Klumbdres Bauble- (Accessory, Amulet, Water, 615,000 Gold) 25% Water Resistance
20 | Boring Necklace- (Accessory, Amulet, Physical, 100 Gold) +1 Defense, +1% to Hit, +1% Critical, +1% Dodge, +1% Resilience
2 | Brass Disc Amulet- (Accessory, Amulet, Physical & Magic, 150,000 Gold) +150 To All Stats, 15% Physical Resistance, 15% Magic Resistance
51 | Charm of the Azure Dragon- (Accessory, Amulet, Wood, 7,500,000 Gold) +7,500 MIN, +7,500 SPI, +75,000 HP, +75,000 MP, Wielder treats Wood as a base element
51 | Charm of the Black Tortoise- (Accessory, Amulet, Water, 7,500,000 Gold) +7,500 CON, +7,500 SPI, +75,000 HP, +75,000 MP, Wielder treats Water as a base element
51 | Charm of the Vermilion Bird- (Accessory, Amulet, Fire, 7,500,000 Gold) +7,500 AGI, +7,500 SPI, +75,000 HP, +75,000 MP, Wielder treats Fire as a base element
49 | Charm of the White Tiger- (Accessory, Amulet, Metal, 7,500,000 Gold) +7,500 STR, +7,500 SPI, +75,000 HP, +75,000 MP, Wielder treats Metal as a base element
111 | Charm of the Yellow Dragon- (Accessory, Amulet, Wood, 15,000,000 Gold) +15,000 to all stats, +150,000 HP, +150,000 MP, Wielder treats Wood, Metal, Earth, Water, Fire, Energy, Electrical, Ice, and Acid as base elements
1 | Doomsday-Pattern Pendant- (Accessory, Amulet, Magic, 5,000,000 Gold) Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat
1 | Doomsday-Pattern Pendant- (Accessory, Amulet, Magic, 5,000,000 Gold) Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat
w/ Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP>
1 | Dread-Cannon Pendant- (Accessory, Amulet, Magic, 5,000,000 Gold) Wearer's per-item Ranged Attack bonus cap becomes 2x the relevant stat
w/ Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
1 | Dread-Cannon Pendant- (Accessory, Amulet, Magic, 5,000,000 Gold) Wearer's per-item Ranged Attack bonus cap becomes 2x the relevant stat
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
w/ Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP>
1 | Fourth-Metal Amulet- (Accessory, Amulet, Technology & Psychic & Metal, 5,000,000 Gold) +5,000 MIN, Stat Drain: MIN Drain Immunity
51 | Necklace that Holds the Void at its Center- (Accessory, Amulet, Void, 15,000,000 Gold) +15,000 to all stats, +150,000 HP, +150,000 MP, Wielder treats Void as a base element, Wielder may remove zones created by sources below Level 81 that possess a Void weakness even if said sources possess effects, abilities, or buffs that would prevent individuals of possessor's Level from removing said zones, Wearer must be Level 20 or greater
1 | Ruin-Blade Pendant- (Accessory, Amulet, Magic, 5,000,000 Gold) Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat
w/ Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
1 | Rychalli Thorn- (Accessory, Amulet, Wood & Metal & Destruction, 80,000,000 Gold) +80,000 Ranged Attack, Wielder's 'Ranged Attack', 'Snipe', 'Point Blank', and 'Ranged Overdrive' actions use Constitution as their Prime Attribute, Wielder's Melee, Ranged, and Magical attack bonus caps become CON*2, with this effect counting 'the relevant stat' as Constitution (not Constitutionx2) for purposes of items, abilities, and effects that would alter possessor's attack bonus capping.
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
w/ Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
1 | Tie that Reminds People of their Favorite Holidays- (Accessory, Amulet, Light & Earth, 1,000,000 Gold) +1,000 to all stats, 25% inflicts Charm
15 | Wind Egg Medallion- (Accessory, Amulet, Air, 7,400,000 Gold) +8,000 AGI, +7,300 SPI, Wielder's Air element spells and abilities cost 35,000 less MP to cast, Wielder's Air element summons gain +1,000 to all stats
1 | Wolf's Tooth Amulet- (Accessory, Amulet, Darkness, 19,000 Gold) +50 Melee Attack, -90 Defense
Accessory - Belt
1 | Handy Belt- (Accessory, Belt, Technology & Acid, 500,000 Gold) +400 to all stats Wearer gains 2 Consumable slots and 1 Spell slot that may only hold Alchemy or Theif Arts spells
1 | Traveler's Dancing Belt- (Accessory, Belt, Air & Earth, 230,000 Gold) +75 to all stats stat boosts granted by Dance spells per Wanderer ability or Dancer ability possessed, to a max of +750, +90 AGI per Wanderer ability or Dancer ability possessed to a max of +3,000, Dance spell Buffs you cast last 1 turn longer per Wanderer ability or Dancer ability possessed to a max of +12 turns
Accessory - Bioaugmentation
1 | Beard of the Furyman's Shimmering Rage- (Accessory, Bioaugmentation, Fury, 30,000,000 Gold) +30,000 Melee Attack, +30,000 STR, +30,000 CON, Wielder may choose to count as afflicted by Confusion: Berserk and Confusion: Enraged, Wielder is Immune to Confusion, Wielder must be Level 20 or higher and must possess a Base STR or SPI of at least 8
1 | Indestructable Iron Forehead- (Accessory, Bioaugmentation, Physical & Light & Darkness & Metal, 130,000,000 Gold) +130,000 Defense, 70% Resilience, +1,300,000 HP as a non-stacking bonus, +10% Resilience as a non-stacking bonus, Wielder must be Level 60 or greater
1 | Most-Exalted, Ancient Solar Dragon's Fortune-Gilded Orihalcum Scales- (Accessory, Bioaugmentation, Fortune & Light & Fire & Earth, 508,700,000 Gold) +509,500 Defense, +40,000 Defense against Stat Damage, +510,300 CON, 40% Physical Resistance, 40% Light Resistance, 40% Fire Resistance, 20% Fortune Resistance, 20% War Resistance, 100% Awestruck Resistance, 60% Burning Resistance, 60% Entombed Resistance, Divine Magic, Catastrophe Magic, Wizard Magic, and Astral Magic spells cost wearer 300,000 less MP to cast, Wielder's allies gain +10,000 to all stats as a non-stacking bonus if wearer is Fortune element, 60% inflicts Awestruck, 160% Resilience, Wielder is immune to individuals below Level 40, Wearer ignores Defense-piercing from sources below Level 60, Wielder takes half damage from non-unique sources below Level 60, This item's name counts as including 'Scales', Wielder loses 1 Armor slot if wearer has any other Bioaugmentation whose name includes 'Scales', 'Hide', 'Flesh', or 'Chitin' equipped, Wielder must possess the ability 'Flawless Scale Coat' and the ability 'Adept Light Synchornization', Wearer must be at least Level 40
1 | Purple Heart- (Accessory, Bioaugmentation, Physical & Technology, 4,000,000 Gold) +40,000 HP, 30% Wounded Resistance
1 | Unharmable Sixpack Forehead of Supreme Manliness- (Accessory, Bioaugmentation, Physical & Light & Darkness, 130,000,000 Gold) +130,000 Melee Attack, +130,000 Defense, +130,000 STR, +130,000 CON, +1,000,000 HP as a non-stacking bonus, Wielder is Immune to individuals below Level 40, Wielder must be Level 40 or greater
1 | Wind Jaw- (Accessory, Bioaugmentation, Air, 30,000 Gold) +20 Ranged, Magical, and Melee Attack to Air element attacks, 5% Air Resistance, 2% Resilience
Accessory - Boots
19 | Dacchenburg Industries Boots- (Accessory, Boots, Darkness & Acid, 50,000 Gold) +800 Defense, +350 AGI, +350 CON, 20% Earth Resistance, 20% Acid Resistance, 20% Water Resistance, 20% Darkness Resistance, 20% Technology Resistance, 20% Air Resistance, 15% Resilience, 15% Dodge
2 | Dacchenburg Industries Boots- (Accessory, Boots, Darkness & Acid, 50,000 Gold) +800 Defense, +350 AGI, +350 CON, 20% Earth Resistance, 20% Acid Resistance, 20% Water Resistance, 20% Darkness Resistance, 20% Technology Resistance, 20% Air Resistance, 15% Resilience, 15% Dodge
w/ Rune of Huethalgras- (Accessory, Rune, Light, 90,000 Gold) Wielder regenerates 200 HP per turn
2 | Fog Boots- (Accessory, Boots, Air, 40,000 Gold) +50 HP, +3% Dodge, +20 AGI on turn 4
1 | Jingling Boots- (Accessory, Boots, Earth & Air, 700,000 Gold) Whenever wearer is in a Random Dungeon, each room that has at least 1 roll on the area's standard Encounters table has 1 additional roll from said table present in it, Has RP effects
Accessory - Broach
843 | Blood Emblem- (Accessory, Broach, Darkness & Blood, 15,500,000 Gold) +15,000 Melee Attack, +15,000 to all stats, 10% Blood Resistance, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat
1 | Eternal Coachmaster's Pin- (Accessory, Broach, Darkness & Air, 90,000,000 Gold) +50,000 AGI, Wielder counts as 2 Levels higher, to a max of Level 99, for purposes of equipping and using Transformation, as an effect that does not stack with other effects that raise wearer's Level for purposes of equipping or using Transformations of any type
1 | 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
1 | Medallion of Success- (Accessory, Broach, Magic & Physical, 175,000 Gold) +150 to all stats, this item ignores stat capping, stacks 200 times, this item cannot be effected by enhancements, and it's stats cannot be altered by other items of abilities by allied sources
Accessory - Cloak
1 | All-Majestic Cloak of Day, Night, and the Cosmos Beyond- (Accessory, Cloak, Astral & Light & Darkness & Spatial, 360,100,000 Gold) +36,000 Defense against Stat Damage, +360,000 to all stats, 25% Astral Resistance, 25% Light Resistance, 25% Darkness Resistance, 25% Spatial Resistance, Wearer may choose at the start of each round to be in a Chronogeomantic Zone of Day and/or a Chronogeomantic Zone of Night for the remainder of the round, Wearer is Immune to individuals below Level 40, Wearer is Immune to debuffs and negative status effects from individuals below Level 60 if wielder is Level 60 or greater
37 | Cloak of Glorious Majesty- (Accessory, Cloak, Glory & Nobility, 140,000,000 Gold) +120,000 Defense, +100,000 to all stats, +1,000,000 Defense against Gold Damage, Wearer's allies gain +10,000 to all stats as a non-stacking bonus if none of their oppoenents are more than 19 Levels greater than wearer, Wearer must be Level 40 or greater
277 | Cloak of the Gold Leaf Throne's Emissary- (Accessory, Cloak, Glory & Wealth, 400,000,000 Gold) +400,000 Defense, +400,000 MIN, +400,000 AGI, Wielder's allies gain +20,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater
1 | Cloak of the Journey- (Accessory, Cloak, Air & Earth & Water, 275,000 Gold) +200 to all stats for each Wanderer ability possessed to a max of +800, +700 AGI on the first turn for each Wanderer ability possessed to a max of +3,000, 20% Dodge if at least 2 Wanderer abilities are possessed, 109% to Hit, 140% to hit and +20% (non-stacking) enemy miss when wielder possesses at least 7 Wanderer abilities
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
5 | Cloak of the Journey- (Accessory, Cloak, Air & Earth & Water, 275,000 Gold) Wearer gains +200 to all stats for each Wanderer ability possessed to a max of +800, Wearer gains +700 AGI on the first turn for each Wanderer ability possessed to a max of +3,000, Wearer gains 20% Dodge and 109% To Hit if wearer possesses at least 2 Wanderer abilities, Wearer gains 140% To Hit when wearer possesses at least 7 Wanderer abilities, Wearer's opponents, when targeting wearer, with attacks, provided that wearer possesses at least 7 Wanderer abilities, suffer, for the duration of said attacks, -20% To Hit as an effect that does not stack with other effects that reduce To Hit
1 | Farvoyager's Cloak- (Accessory, Cloak, Air & Earth & Water, 775,000 Gold) +200 to all stats for each Wanderer ability possessed to a max of +2,500, +500 to wearer's turn-order-determining stat sum for turn-order-determining purposes on the first turn for each Wanderer ability possessed to a max of +5,000, 30% Dodge if at wearer possesses at least 3 Wanderer abilities, 30% Dodge, 150% to Hit and 30% Resilience when wielder possesses at least 10 Wanderer abilities
2 | Frozen Wraith's Shroud- (Accessory, Cloak, Darkness & Ice, 486,000 Gold) +450 Defense, +300 SPI, +3,000 HP, 15% Ice Resistance, 10% Darkness Resistance, 10% Physical Resistance, 5% Human Resistance, 5% Spirit Resistance
1 | Long, Blue-Dyed, Exquisitely Crafted, Human Flesh Cloak Embossed with a Symbol of the Assocation of Diabolical Lies Stitched with a Depiction of a Giant Spider Emperor Devouring an Elf King- (Accessory, Cloak, Darkness & Water, 375,000 Gold) +370 Defense, +350 to all stats, 5% inflicts Confusion: Fear
26 | Lord of the Dead's Fur Cloak- (Accessory, Cloak, Darkness & Earth, 30,000,000 Gold) +30,000 Melee Attack, +30,000 Defense, +30,000 STR, +30,000 CON, +30,000 MIN, 20% Ice Resistance, 20% Electrical Resistance
4 | 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
41 | 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
1 | Traveller's Second Cape- (Accessory, Cloak, Air & Earth & Water, 275,000 Gold) +75 to all stats for each Wanderer ability possessed to a max of +400, +500 AGI on the first turn for each Wanderer ability possessed to a max of +2,500, 15% Dodge, 109% to Hit, 120% to hit and +15% (non-stacking) enemy miss when wielder possesses at least 4 Wanderer abilities
4 | Vampire Count's Cloak- (Accessory, Cloak, Darkness, 8,400,000 Gold) +8,500 to all stats, Wearer's damaging actions inflict HP Drain, 45% Darkness Resistance, 40% Minor Status Effect Resistance, 30% Light Weakness
3 | Vampire's Cloak- (Accessory, Cloak, Darkness, 6,400,000 Gold) +5,500 to all stats, Wearer's damaging actions inflict HP Drain, 45% Darkness Resistance, 30% Minor Status Effect Resistance, 50% Light Weakness
68 | Vampiric Dragon Mantle- (Accessory, Cloak, Blood & Darkness, 14,000,000 Gold) +14,400 Magical Attack, +14,900 SPI, +13,550 MIN, 30% Darkness Resistance, 15% Blood Resistance, Wearer's 'Magical Attack' and 'Ranged Attack' actions deal HP Drain
1 | World-Traveller's Wings- (Accessory, Cloak, Light & Darkness & Fate & Time & Spatial & Astral, 130,000,000 Gold) +130,000 AGI, +130,000 SPI, +130,000 Defense against Astral, +60,000 to wearer's turn-order-determining stat sum for turn-order-determining purposes as a non-stacking bonus that does not stack with other bonuses from items whose name includes 'Wings', 30% Darkness Resistance, 30% Time Resistance, 30% Ice Resistance, 30% Astral Resistance, 30% Spatial Resistance, 30% Light Resistance, 30% Air Resistance, 50% Frozen Resistance, 50% Suffocation Resistance, 50% Voidstruck Resistance, Effects attached to Zones by sources below Level 80 cannot inflict Frozen, Suffocation, Voidstruck, Awestruck, or Fatigued on wearer, Wearer must be Level 40 or greater, Wearer gains the ability to travel through space at generally-useful speeds as an RP power
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Accessory - Container
1 | *Chal-Gularr's Clowncar- (Accessory, Container, Earth & Fire & Darkness & Spatial, 70,000,000 Gold) Wielder summons 10 Reptiles, individuals with 'Clown' in their name, individuals with 'Mime' in their name, individuals with 'Lizard' in their name, and individuals with 'Dinosaur' in their name from the Enemy List that are below Level 50 and are normally fightable for drops at the start of each round, Max 200 summoned, This item may be equipped in a Transformation slot
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
1 | *Gorbo's Golf Club Bag- (Accessory, Container, Earth & Air, 210,000 Gold) Wearer may equip an additional 2 Club or Tool Weapons, with said weapons taking no slots so long as this item is equipped and immediately being unequipped if this item is no longer equipped, Possessor is immune to the debuff 'Golf Weakness'
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
w/ Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
1 | *Massau's Second Quiver- (Accessory, Container, Spatial & Destruction & Glory, 455,000,000 Gold) +455,000 Ranged Attack, Wearer's Ranged Attack actions gain '75% inflicts Instant Death on targets below Level 80', Wearer may equip 10 additional Ammo accessories as an effect that does not provide slots, Wielder must be Level 40 or greater
1 | Bascaradine Superspatial Power Reservoir (Continent-Sized Special Edition)- (Accessory, Container, Spatial, 260,000,000 Gold) +2,500,000 MP as a non-stacking bonus, Wielder obtains a secondary MP pool that may be used to pay MP costs for non-Overcrashes but not for other purposes (including keeping wielder from dying by possesses-0-MP-based conditionals) that contains 2,500,000 MP, Both this item's granted secondary MP Pool and wielder regenerate 100,000 MP at the start of each round if a Zone of Spatial is present in any battlespace within the same thread
1 | Chest of Treasure- (Accessoryx2, Container, Magic & Physical, 1,000,000 Gold) Individuals who have a chance of dropping treasure for wielder in normal arena fights drop treasure for wielder
1 | Decoy Scabbard- (Accessory, Container, Physical, 80,000 Gold) Wearer gains 1 weapon slot that nothing may be equipped in
1 | Greater Bag of Holding- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 60 additional unequipped items into battle
1 | Huntmaster's Bandolier- (Accessory, Container, Air & Physical, 1,250,000 Gold) +1,000 Ranged Attack, +1,400 AGI, +800 AGI for determining turn order, but not bonus actions, on the first turn, 12% Critical, 12% Dodge, 111% to Hit, 12% Resilience, grants either an additional Weapon slot that can contain a Throwing Weapon or two additional spell slots that can each contain a Thief Arts spell or three additional consumable slots that can each contain a Lethal Item, Wearer counts the first three turns of battle as the first turn of battle for purposes of spell and ability effects, gives +250 to all stats for each piece of equipment with 'Huntmaster' in its name, to a max of +1,250, Humans drop an additional 100 Gold at the end of battle if they otherwise do drop Gold, The Enhancement 'Unbreakable' may be applied to owner's items with the word 'Huntmaster' in their name for free
2 | Magus's Diamond- (Accessory, Container, Magic, 2,500,000 Gold) Wielder gains 10 Spell slots
w/ Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
1 | Moose Hair Coin Pouch- (Accessory, Container, Earth, 5,000 Gold) Wearer may carry an additional 10 unequipped Currency items
1 | Walrus Hide Backpack- (Accessory, Container, Water & Physical, 27,000 Gold) Wearer may bring up to three unequipped items into threads that wearer has this item equipped at the start of
6 | Wizard’s Rock- (Accessory, Container, Magic, 3,000,000 Gold) Wielder gains 10 spell slots that may only hold Wizard Magic spells
Accessory - Crown
1 | Crown of the High Queen of All Lillies- (Accessory, Crown, Nobility, 450,000,000) +450,000 Defense, +450,000 Magical Attack, +450,000 SPI, +450,000 CON, Plants below Level 65 have their actions controlled by wearer unless they are Immune to Dominion, Wearer must be Level 40 or greater
27 | 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
1 | Second-Metal Circlet- (Accessory, Crown, Technology & Physical & Metal, 5,000,000 Gold) +2,500 Defense, +2,500 Magical Attack, +5,000 AGI, Wielder's per-item Magical Attack capping becomes based on AGI
Accessory - Crystal
1 | *Bat's Heart Crystal- (Accessory, Crystal, Darkness, 50,000,000 Gold) Wielder gains +1 Base AGI and SPI if wielder is a Darkness element Animal and Aerial and is greater than Level 40, This item may not be replicated
1 | *XEVENON-MORTEIYORI: Sorrow Core- (Accessory, Crystal, Darkness & Technology, 500,500,000 Gold) -5 to all base stats, Wielder may choose at the beginning of a thread as a non-stacking item-based effect that is not a buff or debuff for this item to gain '-5 additional points to all base stats' and for it to provide Immunity to any one Major negative status effect, Minor Status Effect Immunity
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
w/ Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
w/ Bascardine Specialized Core Warding- This item cannot be modified or stolen by the entity '*Greater Virus-Entity KRAZMITHAK' from the Boss List, Quest Enchantment
1 | Arimexium's Crystal of Unbroken Vision- (Accessory, Crystal, Light & Psychic & Magic & Aether, 430,000,000 Gold) +860,000 MP in a seperate MP pool that may only be used to cast Divining spells, Wielder's stat-scanning attempts are automatically successful against unique targets below Level 80 and non-unique targets below Level 100, Wielder's actions that include Divining spells may become solely Aether element
1 | Eye of the Hungering Dead- (Accessory, Crystal, Darkness, 70,000,000 Gold) Wielder's Undead summons may deal HP Drain instead of HP Damage
38 | Monolith's Dampening Stone- (Accessory, Crystal, Magic, 4,000,000 Gold) Non-unique enemies below Level 40 have a 25% chance of failing to use any action that costs 1 or more MP that does not reduce their Max MP by a percentage value, Non-unique enemies below Level 20 may not use any action that costs 1 or more MP that is not an Overcrash, May only be wielded by individuals above Level 40
5 | Prism of Exquisite Suffering- (Accessory, Crystal, Agony, 60,000,000 Gold) Wielder counts as having inflicted Pain on 60 additional individuals
1 | Star of Ruin- (Accessory, Crystal, Darkness & Destruction, 15,500,000 Gold) +15,000 Magical Attack, +15,000 to all stats, 10% Destruction Resistance, Wearer's per-item Magical Attack bonus becomes 2x the relevant stat
1,050 | Star of Ruin- (Accessory, Crystal, Darkness & Destruction, 15,500,000 Gold) +15,000 Magical Attack, +15,000 to all stats, 10% Destruction Resistance, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat
1 | Volcano 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
Accessory - Earth & Air
1 | *Herman Denning's Moustache Wax- (Accessory, Earth & Air, 1,500,000 Gold) +1,500 to all stats, +15 Diplomacy
Accessory - Elder Symbol
12 | Elder Glyph of Mystic Shielding- (Accessory, Elder Symbol, Warding, 30,000 Gold) 5% Magic Resistance
12 | Elder Glyph of Protection- (Accessory, Elder Symbol, Light & Warding, 40,000 Gold) +45 Defense, 5% Physical Resistance
Accessory - Enchanted Item
27 | 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
Accessory - Eyewear
1 | Blue Eyepiece- (Accessory, Eyewear, Water, 5,000,000 Gold) 130% To Hit, Wearer may treat individuals below Level 40 or willing individuals as being Water element
1 | Brass Chimera Glasses- (Accessory, Eyewear, Physical & Technology, 1,000,000 Gold) Wearer's summons whose name includes 'Chimera Head' apply a debuff whenever they deal Damage that makes it so that sources below Level 95 cannot heal Damage that they deal
1 | First-Metal Wise-Strength Glasses- (Accessory, Eyewear, Technology & Physical & Metal, 5,000,000 Gold) If wearer's Strength is lower than wearer's Mind, it becomes equal to wearer's Mind unless any any individual of Level 60 or greater objects (to a max of becoming 15,000,000)
8 | Glasses of Mystic Observation and Analysis- (Accessory, Eyewear, Magic, 90,000 Gold) May scan a target's stats at a level 5 levels higher than wearer at the start of wearer's first action each turn
w/ Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP>
21 | Mage's Monocle- (Accessory, Eyewear, Magic, 120,000 Gold) +70 MIN, +40 SPI, Wielder may cast a spell for 50 less MP for each 5 temporary CON damage wielder takes, Wielder may choose 2 spells possessed by allies to be able to cast
1 | Manly Sunglasses- (Accessory, Eyewear, Physical & Darkness, 5,000 Gold) +5 STR, +5 CON, 1% Light Resistance, 1% Physical Resistance
6 | Moon's Tear Glasses- (Accessory, Eyewear, Magic, 600 Gold) +2 AGI, +5 MIN, +1% chance to hit with magic
1 | Silver Chimera Triple Sunglasses- (Accessoryx3, Eyewear, Darkness & Physical, 500,000 Gold) +555 Defense, 90% Impaired: Blind: Constant Glare Resistance
Accessory - Gadget
1 | Action-Repeater- (Accessory, Gadget, Technology & Time, 500,000,000 Gold) Wielder's first action of each round repeats itself on the next round against the same targets at the same cost if possible (being unable to occur if either no targets remain or its cost cannot be met) so long as no entity of Level 80 or greater in any battlespace objects and so long as none of its performer's other actions have already repeated on said rounds where it would otherwise repeat
1 | Attack Battery II- (Accessory, Gadget, Technology & Fire, 5,000,000 Gold) +5,000 Magical Attack, +5,000 Melee Attack, +5,000 Ranged Attack
1 | Bascaradine Insta-Track System (Pocket Edition)- (Accessory, Gadget, Technology, 480,000 Gold) 140% To Hit, +480 AGI, +250 MIN
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
w/ Minor Rune of Runic Mastery <+5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
1 | Bascaradine Premium Japery-Preventing Clown Smacker, Model 3- (Accessory, Gadget, Law & Technology, 80,000,000 Gold) +20,000 Melee Attack, +80,000 additional Melee Attack against individuals with 'Clown' in their name, Wielder may, up to 3 times per thread, perform a 'Melee Attack' action against an individual whose name includes 'Clown' who is below Level 50 as a pre-emptive counter that, if it hits, cancels said target's action
1 | Defense Battery II- (Accessory, Gadget, Technology & Earth, 5,000,000 Gold) +5,000 Defense, +500 Defense against Stat Damage
1 | Idea Bulb- (Accessory, Gadget, Knowledge & Electrical & Technology & Light, 60,000,000 Gold) +60,000 MIN, +600,000 MP as a non-stacking bonus, +6,000 uncapped MIN, Stat Drain: MIN Drain Immunity, Once per battle across all copies of this item per wielder, wielder may gain an extra action when wielder successfully scans the stats of an individual whose stats wielder has not scanned earlier in the thread, Wielder must be Level 20 or greater
1 | Mind Grid- (Accessory, Gadget, Technology & Psychic, 15,000,000 Gold) Wielder's allies may use wielder's Defense Against Stat Damage value against MIN Damage instead of their own values should they choose to do so
1 | Mind-Reading Device- (Accessory, Gadget, Technology & Psychic, 6,000,000 Gold) Wielder scans that stats of every opponent below Level 40 who possesses under 40,000 MIN at the start of each round
1 | Mr. Rooster Won't Shut Up- (Accessory, Gadget, Technology & Air, 500,000 Gold) Wielder is afflicted with Augmented: Haste and cured of Fatigued: Asleep at the start of each round, This infliction of Augmented: Haste cannot be stopped by sources below Level 20
1 | Reality Controller- (Accessory, Gadget, Technology & Magic & Dream, 100,000,000 Gold) Wielder controls the decisions of all individuals below Level 40, Wielder must be Level 20 or greater
Accessory - Gauntlets
875 | Bane Knight's Gauntlets- (Accessory, Gauntlets, Darkness & Physical, 8,800,000 Gold) +8,000 STR, +8,000 CON, 30% Darkness Resistance, 15% Physical Resistance, Wielder's Darkness-element, Physical-element, or Agony-element items that provide a Melee Attack bonus provide an additional 700 points
1 | Golden Dwarven Ringmage's Gauntlet- (Accessory, Gauntlets, Physical, 45,000 Gold) +7 Defense, +20 Defense against Magic, +15 MIN, Each Ring equipped allows an additional spell of the ring's element to be equipped
Accessory - Gloves
22 | Dacchenburg Industries Gloves- (Accessory, Gloves, Darkness & Technology, 50,000 Gold) +400 Defense, +400 to all stats, +350 Magical Attack for Psychic Power, Technomancy, and Rune Magic spells
1 | Mitten of Unwanted Fruitcake Refusal- (Accessoryx.5, Gloves, Earth, 1,000,000 Gold) Food consumables worth under 1,000,000 Gold may not affect wielder without wielder's consent unless used by a source above Level 50
700 | Reaver's Gloves- (Accessory, Gloves, Darkness & Air, 8,800,000 Gold) +8,000 AGI, 151% To Hit, 30% Darkness Resistance, 15% Air Resistance, Wearer's Darkness-element, Physical-element, or Agony-element items that provide a Ranged Attack bonus provide an additional 700 points
1 | Red Suede Left Glove- (Accessoryx.5, Gloves, Earth & Air, 5,600 Gold) +5 to all stats
1 | Safe Gloves- (Accessory, Gloves, Acid & Physical & Earth, 4,100,000 Gold) +3,500 Defense, 25% Acid Resistance, 30% Dissolving Resistance, 90% Poison Resistance, 50% Stat Drain Resistance, 10% Alchemy Resistance
7 | Traveller's Gloves- (Accessory, Gloves, Air & Earth & Water, 50,000 Gold) +25 to all stats for each Wanderer ability possessed to a max of +200, +100 AGI on the first turn for each Wanderer ability possessed to a max of +1,000, +25 STR, AGI, and SPI on the first 4 turns of battle, 10% Critical when wielder possesses at least 2 Wanderer abilities
1 | Very Fine Red Suede Right Glove- (Accessoryx.5, Gloves, Earth & Air, 56,000 Gold) +50 to all stats
Accessory - Hat
1 | *Mad Blimpman's Toupee- (Accessory, Hat, Air, 250,000 Gold) +250 AGI, 15% Dodge, +150 Ranged Attack for each gun equipped, Can be given 5,000 XP for a surprise ability
1 | Bilgeboy's Hat- (Accessory, Hat, Water, 700 Gold) +1 Defense, +6 Defense against Water
11 | Cap of the High Philosopher- (Accessory, Hat, Psychic & Light & Darkness, 471,000 Gold) +560 MIN, +50 Defense against MIN damage
1 | Circular Hat from the Festival of ~^$ (Hat Version)- (Accessory, Hat, Magic, 40,000 Gold) +30 Defense, +20 to all stats, User's subtype changes to Abstract, Angers triangles (this has a quest effect), Can become a Disguise at will
1 | Dramatic Hat of a Notorious Pirate- (Accessory, Hat, Water & Darkness & Air, 1,050,000 Gold) +1,000 Ranged Attack, +1,000 AGI, 15% inflicts Charm: Impressed
1 | Finest Spidersilk Judge's Wig that Menaces with Spikes of Human Bone- (Accessory, Hat, Darkness & Air, 64,000 Gold) +60 MIN, 10% inflicts Confusion: Fear
1 | Lili VonMion's Nametag-Bearing Hat of Being a Demigoddess- (Accessory, Hat, Glory & Darkness & Law, 200,000,000 Gold) +200,000 to all stats, +2,000,000 MP as a non-stacking effect, Wielder is Immune to individuals below Level 40, Wielder's name may not be changed by sources below Level 80, Wielder must be Level 40 or greater, must be a deity, and must possess the name 'Lili VonMion'
1 | Mausmangardian Factory-Hat of Fulsome Industry- (Accessory, Hat, Technology & Darkness, 80,000,000 Gold) +80,000 Defense, Whenever one of wielder's Robot, Machine, Daemon, Golem, Clockwork, or Large Structure pets or summons places a buff on an ally and another of possessor's allies (including possessor) removes said buff during the same round, possessor may inflict Hexed: Futility Locked on an opponent and gain +500 to a stat as a buff that stacks 25 times, Wearer must be Level 20 or greater
15 | Psychopomp's Hat- (Accessory, Hat, Darkness & Fate, 51,000,000 Gold) +50,000 Defense, +50,000 CON, +50,000 SPI, +50,000 MIN, 90% Resilience, 30% Darkness Resistance, 30% Light Resistance, 30% Fate Resistance, 25% Instant Death Resistance, Wearer must be Level 40 or greater
3,000 | Robopirate Hat- (Accessory, Hat, Technology & Water & Darkness, 65,000 Gold) +65 Defense, +65 AGI, +65 CON, +30 MIN, 5% Darkness Resistance, 5% Water Resistance
7 | Traveler's Glass-Beaded Hat- (Accessory, Hat, Air & Earth & Water, 310,000 Gold) +75 to all stats for each Wanderer ability possessed to a max of +350, +500 AGI on the first turn for each Wanderer ability possessed to a max of +2,000, 5% Air Resistance, 5% Fire Resistance, 5% Water Resistance, 5% Electrical Resistance, 5% Earth Resistance, 5% Ice Resistance, 109% to Hit, 20% Critical and 15% Dodge when wielder possesses at least 4 Wanderer abilities, 5% Reflects Physical or Magic attacks that would be dodged, 5% Reflects Ice attacks that would have no negative effect on wielder should wielder desire to reflect them, +100 AGI if the terrain or Phantom Terrain is Sea of Glass
2 | Triple-Fancy Party Hat!- (Accessory, Hat, Magic, 33,333 Gold) +33 to all stats, 33% Confusion Resistance, +333 to all stats if wearer has a Defense value that is entirely composed of threes
Accessory - Helm
15 | 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
68 | Valkyrie's Helm- (Accessory, Helm, Air & Light & War, 61,000,000 Gold) +61,000 Defense, +61,000 Melee Attack, +61,000 STR, +61,000 CON, +61,000 SPI, 80% Dodge, 80% Resilience, Wielder must by Level 40 or greater
Accessory - Helmet
1 | 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
Accessory - Holy Symbol
374 | Holy Symbol of a Planetary of Love- (Accessory, Holy Symbol, Fire & Light, 60,000 Gold) +50 SPI, +50 Magical Attack, 15% inflicts Charm
255 | Holy Symbol of a Planetary of War- (Accessory, Holy Symbol, Fire & Physical, 60,000 Gold) +50 STR, +50 Melee Attack, +50 Magical Attack, +50 Ranged Attack
Accessory - Ioun Stone
1 | Trapezohedron of the Base Elements- (Accessory, Ioun Stone, Air & Earth & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Electrical & Ice & Acid, 1,000,000 Gold) +50 to all stats
Accessory - Magic Item
1 | *Blood Chalice of Brexthix the Devil-Mind- (Accessory, Magic Item, Darkness & Psychic, 20,000,000 Gold) +20,000 MIN, 20% Darkness Resistance, 20% Psychic Resistance, Wielder may, before any of wielder's actions, pay 25,000 HP that may not be restored by any source below Level 100 to have wielder's next stat-scanning attempt be performed at 1 Level higher for stat-scanning purposes, to a max of Level 99, with said effect not bypassing 'Immune to Below Level X' effects, Wielder may spend an action to cause any one opponent below wielder's Level that is below Level 60 and at below 25% of its max HP to lose 100,000 HP that may not be restored by any source below Level 100 to have wielder's next stat-scanning attempt be performed at 4 Levels higher for stat-scanning purposes, to a max of Level 99, with said effect not bypassing 'Immune to Below Level X' effects, with loss of HP generated by this item not being reducible by sources below Level 100, Has RP effects
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
1 | *Lamp from the Pit, Constructed as per the Orders of The Archdevil in an Age Long-Gone-By for Fell Purposes- (Accessory, Magic Item, Darkness & Evil & Fate, X Gold) +6 to all base stats as a non-stacking effect (with said base stat increase stopping for Levels past Level 99), 15% Holy One Resistance, 30% Celetial Resistance, 30% Angel Resistance, 30% Deva Resistance, -1,000 to all stats of all individuals in battle who are a Level equal to this item's wielder's Level plus 5 or lower, to a max of Level 99, at the beginning of every round as a debuff that stacks 121,212 times, this debuff cannot be removed from this item's wielder as though a Level 100 source caused said debuff, All individuals in battle are afflicted with Pain: Discomfort at the start of every round, All individuals in battle have a 25% chance of being afflicted with Smitten: Great Atrocity at the start of every round, This item's wielder is afflicted with Hexed at the start of every round, This item's wielder is afflicted with Smitten: Great Atrocity at the start of every round, This item's wielder loses all Resistances and Immunities to Pain, Smitten, Hexed, and their sub-status effects, as though a Level 100 source were causing such loss, May be further empowered if you're willing to risk that
w/ Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
1 | *Master Mauslesy's Sea-Controlling Ink-Vial- (Accessory, Magic Item, Water & Law & Whimsy, 20,000,000 Gold) Wielder gains +20,000 Melee Attack, Magical Attack, Ranged Attack, STR, AGI, MIN, CON, and SPI if a Zone of Water is present, Wielder may remove any effects from lower-Level sources below Level 80 from Zones of Water at the start of each round, Wielder may choose for individuals below Level 80 to start or stop counting as being in a Zone of Water (with said choice being able to be made for 200 zones per individual per round) at the start of each round, Wielder gains +50,000 MP if wielder is in a Zone of Water
2 | Blessed Orchid- (Accessory, Magic Item, Light, 30,000 Gold) Does nothing on its own, but perhaps it will do something if used against the proper foe...
1 | Chaos Rose- (Accessory, Magic Item, Chaos, X Gold) Does nothing on its own, but perhaps it will do something if used against the proper foe...
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
1 | Crystal Mirror of the Medusa-Watcher- (Accessory, Magic Item, Ice & Light & Air & Magic, 185,000,000 Gold) +100,000 Defense against Magic, Wielder may choose for the abilities or effects of targets below Level 65 that would activate when the stats of said targets are scanned by wielder to instead not activate, Wielder gains 5% Major Status Effect Resistance against sources below Level 80 against abilities and effects that activate specifically due to wielder's scanning the stats of their source
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
1 | Cup of the Oliphaunt- (Accessory, Magic Item, Earth & Darkness, 80,000 Gold) Possessor gains 1 additional summon-holding slot, user's summons have 1.2 times their normal HP to a max of 20,000 additional HP, +30 CON, Possessor may opt to nullify this item's other benefits at the start of a quest or thread and instead have 10 reserve summon slots that contain 10 summons which may, at the cost of one of the user's turns, be added to battle
w/ Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP>
200 | Enchanted Poker Chip of Swiftness- (Accessory, Magic Item, Air, 900 Gold) +5 AGI
1 | Lightning-Eater Votive- (Accessory, Magic Item, Electrical, 170,000 Gold) 15% Electrical Resistance
1 | Nemesis Blossom- (Accessory, Magic Item, Darkness, 30,000 Gold) Does nothing on its own, but perhaps it will do something if used against the proper foe...
14 | 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
1 | Trophy From A Danmaku Tournament- (Accessory, Magic Item, Air & Magic, 135,000 Gold) +180 Ranged Attack, +180 Magical Attack, Wielder's Ranged Attacks may use Magical Attack bonus instead of Ranged Attack bonus, Wielder's Magical Attacks may used Ranged Attack bonus instead of Magical Attack bonus
Accessory - Mask
1 | *Veil of the Shielded Mind- (Accessory, Mask, Psychic, 150,000,000 Gold) +150,000 Defense, +150,000 MIN, +15,000 Defense against MIN Damage, Individuals below Level 80 may not scan possessor's stats, may not deal MIN Damage to possessor, and may not inflict Mindblasted or Dominion on possessor
14 | Blackclad Order Mage’s Mask- (Accessory, Mask, Magic & Physical & Darkness, 1,500,000 Gold) +1,450 Magical Attack, +1,450 Defense, +600 to all stats, 15% Magic Resistance, 15% Darkness Resistance, 15% Acid Resistance, +15,000 MP, 40% Resilience against Magic element attacks and effects, 15% Resilience, 130% To Hit
10 | Great Tengu Mask- (Accessory, Mask, Air & Magic, 1,230,000 Gold) +1,240 Defense, +1,230 AGI, +1,230 SPI, 20% Air Resistance, 20% Darkness Resistance, 20% Magic Resistance, 20% Physical Resistance, Wearer may choose at the beginning of a thread to change its subtype to Spirit
1 | Mask of Distant Spaces- (Accessory, Mask, Spatial, 2,000,000 Gold) 40% Dodge, 140% To Hit, Wearer may not be prevented from leaving battle by sources below Level 15
1 | Mask of Golden Veiling- (Accessory, Mask, Wealth & Magic, 5,000,000 Gold) +2,500 Defense, Debuffs from sources below level 20 have an 80% chance of not being applied to wearer, +50,000 Defense against Gold Damage
1 | Mask of the Dauntless Commander- (Accessory, Mask, Air, 1,000,000 Gold) Wearer's allies gain +500 to all stats
1 | Mask of the Dire Beast- (Accessory, Mask, Physical & Earth, 5,000,000 Gold) +5,000 Melee Attack, +5,000 STR
1 | Mask of the Domino Assassin- (Accessory, Mask, Darkness & Air & Technology, 1,000,000 Gold) Wearer gains +1,000 Ranged Attack if wearer has a Gun equipped, Warer counts Guns as Throwing Weapons for the purpose of Assassin abilities
1 | Mask of the Golden Spire- (Accessory, Mask, Mystic & Earth & Air, 45,000,000 Gold) +45,000 Defense, +45,000 Mind, +45,000 Spirit, Individuals below Level 60 may not create battlespaces without wielder's permission, Wielder must be Level 20 or greater
1 | Mask of the Living Blade- (Accessory, Mask, Physical, 1,000,000 Gold) Wearer gains +1,000 Melee Attack, Sword weapons that wearer is transformed into gain +2,000 Melee Attack
1 | Mask of Ticking Hands- (Accessory, Mask, Time, 1,000,000 Gold) Wearer gains +1,000 to wearer's turn-order-determining stat sum for turn-order-determining purposes
1 | Mask of Verdent Roots- (Accessory, Mask, Life, 1,000,000 Gold) Wearer regerates 10,000 HP at the start of every round
1 | Max-Filter Dust Mask- (Accessory, Mask, Air & Technology, 450,000 Gold) Wielder is Immune to Suffocation from Earth-element actions from sources below Level 16
1 | Sad Masquerade Mask- (Accessory, Mask, Physical & Psychic, 8,000 Gold) +5 Defense, +10 MIN, Wearer may ignore the negative status effect Confusion: Depression provided that said effect came from a lower level source
w/ Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
1 | Skullmask of the World-Executioner- (Accessory, Mask, Darkness & Technology & Progress & Destruction & Warding, 600,000,000 Gold) +600,000 Ranged Attack, +600,000 Defense, Poison Immunity, Disease Immunity, Wielder's actions may gain the element 'Atomic', the element 'Destruction', or the element 'Fate', 30% Darkness Resistance, 30% Acid Resistance, 30% Light Resistance, 30% Physical Resistance, Wielder's Defense may not be pierced by individuals below Level 80, Wielder's attacks deal 10x Damage (as an effect that does not stack with other Damage-multiplying effects) to individuals with the ability Supermassive or the ability Hypermassive that are of equal Level to or lower Level than wielder, 15% inflicts Instant Death, Effects attached to Zones by sources below Level 60 may not Damage wielder or inflict debuffs or negative status effects on wielder, Wielder's subtype becomes Robot if it does not already include Robot or Machine, Wielder's offensive actions pierce all Defense of targets below Level 80 that are not Warding element if wielder is wielding a Gun, Wielder must be Level 60 or greater
w/ Liscense To Kill- This item may be equipped by individuals named 'Lili VonMion', ignoring its natural Level restrictions (provided that said restrictions would allow a Level 90 individual to wield it), with its wearer gaining a 1% chance of inflicting Instant Death if its wearer could equip it without this restriction-removing clause, Special Liscense
1 | Smiling Masquerade Mask- (Accessory, Mask, Physical & Psychic, 8,000 Gold) +5 Defense, +10 MIN, Wearer may ignore the negative status effect Confusion (but not its sub-status effects) provided that said effect came from a lower level source
w/ Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
Accessory - Other: Elder Symbol
11 | Elder Symbol of Flowing Sand- (Accessory, Other: Elder Symbol, Earth, 36,000,000 Gold) +30,000 Defense, +30,000 CON, 40% Dodge, 40% Resilience, 30% Earth Resistance, 35% inflicts Entombed
1 | 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
Accessory - Other: Miracle Engine
1 | *Mr. Osbetto's Miraculous Hogie Bar- (Accessory, Other: Miracle Engine, Earth & Air & Commerce, 8,765,323 Gold) +4,500 to all stats, May Produce the items (at listed cost):
-Bee Knee Sandwich- (Consumable, Food, Earth & Air & Acid, 2 Charges, 15,000 Gold) +690 MP, deals 10 CON damage to imbiber, 2% cures Confusion
-BLT Sandwich- (Consumable, Food, Fire, 1 Charge, 200 Gold) +180 HP, +5 to all stats save STR
-Goose and Ostrich Sandwich- (Consumable, Food, Earth & Water, 1 Charge, 47,000 Gold) Heals 4,900 HP, Heals 2,700 MP, +40 AGI, 5% Earth Resistance, 35% Critical against Birds
-Pastrami on Rye Sandwich- (Consumable, Food, Water, 1 Charge, 80 Gold) +50 HP, +2 STR
-Pork Chop Sandwich- (Consumable, Food, Earth & Fire, 1 Charge, 1,900 Gold) +140 AGI for one round, +30 AGI, +10 STR
-Prombo Fruit Chilled Sandwich- (Consumable, Food, Earth & Ice, 1 Charge, 29,000 Gold) +790 HP
-Rice and Fish Sandwich- (Consumable, Food, Water, 1 Charge, 1,000 Gold) +300 HP, Restores 15 lost AGI
-Ultra Tasty Deli Sandwich- (Consumable, Food, Earth & Water & Light, 1 Charge, 14,000 Gold) +900 HP, +20 to all stats, 50% cures Depressed, activated Sword abilities that have a chance of activating have a 1% greater chance of activating
-Hoagie- (Consumable, Food, Earth, 1 Charge, 900 Gold) +5 to all stats, stacks 5 times
-Hero Sandwich- (Consumable, Food, Earth, 1 Charge, 900 Gold) Heals 900 HP, +4 to all stats, stacks 5 times
-Liver Sandwich- (Consumable, Food, Earth & Eater & Darkness, 1 Charge, 1,100 Gold) +11 Melee Attack, +14 Magical Attack, stacks 8 times
-PB&J- (Consumable, Food, Earth, 1 Charge, 700 Gold) +15 to all stats, lasts 20 rounds, stacks 5 times, 1% inflicts Paralysis: Sticky on targets with under 50 AGI and under 50 CON
-Extra Long Hoagie- (Consumable, Food, Earth, 3 Charges, 1,800 Gold) +5 to all stats, stacks 5 time
XP: 0 XP
XP Required to Improve: 100,000 XP
w/ Rune of Huethalgras- (Accessory, Rune, Light, 90,000 Gold) Wielder regenerates 200 HP per turn
Accessory - Other: Mystic Infusion
1 | Bowling Mimelord's Powers- (Accessory, Other: Mystic Infusion, Air & Ice, 40,000,000 Gold) Wielder's 'Ranged Attack' actions cannot miss targets below wielder's Level that are below Level 80 that any of wielder's allies has already hit with a 'Ranged Attack' action if wielder has an Orb whose name includes 'Bowling Ball' equipped
1 | Extra Life- (Accessory, Other: Mystic Infusion, Life, 5,000,000 Gold) When possessor is killed, this item is destroyed; If this item is destroyed when its possessor is killed, its possessor immediately resurrects; This item may not be copied by sources below Level 80
14 | Majesty Core- (Accessory, Other: Mystic Infusion, Glory & Wealth, 800,000,000 Gold) +800,000 to all stats, Wielder is Immune to individuals below Level 40, Wielder is Immune to debuffs and negative status effects from individuals below Level 60 if wielder is Level 60 or greater, Wielder becomes solely Glory & Wealth element, Wielder must be Level 40 or greater
1 | Pure Bowling Skill (Greater)- (Accessory, Other: Mystic Infusion, Air & Light, 40,000,000 Gold) Wielder's 'Ranged Attack' gain 180% To Hit if wielder has an Orb whose name includes 'Bowling Ball' equipped
1 | Roguish Daredevil Starcaptain's Astounding Talent- (Accessory, Other: Mystic Infusion, Air & Technology & Astral, 25,000,000 Gold) +25,000 AGI, 30% inflicts Charm, 30% Dodge, 130% To Hit, Wielder's Vessel transformations gain 60% Dodge
1 | Skills Of The Man Who Always Bowls A Perfect Game If He Gets A Strike On His First Throw- (Accessory, Other: Mystic Infusion, Air, 40,000,000 Gold) Wielder's 'Ranged Attack' actions cannot miss targets below wielder's Level that are below Level 80 that wielder has already hit with a 'Ranged Attack' action if wielder has an Orb whose name includes 'Bowling Ball' equipped
Accessory - Quest Item
1 | *Curate Blacklaw's Proscribed Tests- (Accessory, Quest Item, Darkness & Magic, 15,000,000 Gold) +600 MIN
1 | *Glowing Ticket Labelled 'Brunch'- (Accessory, Quest Item, Magic, 2,000 Gold) +1 to all stats, Hold it aloft in an RP thread and request an invitation to brunch for stuff to happen!
1 | *Hank S. Mayor's Trapped Business Card- (Accessory, Quest Item, Fire & Technology, 60,000 Gold) Wielder deals 50,000 Flat Fire & Technology element Damage to anyone who conducts an action at the end of each such action
1 | *Sheet of Directions Detailing Hank S. Mayor's Route Through a City that is Covered in Both Icing and Hair- (Accessory, Quest Item, Ice & Earth & Air, 80 Gold) +1 MIN
1 | *Star Federation Visitor Pass, Issued on Trelmon 2 to 'Mr. Golempants'- (Accessory, Quest Item, Technology, 19,000 Gold) +2 MIN
Accessory - Ring
1 | First-Metal Ring- (Accessory, Ring, Technology & Physical & Metal, 5,000,000 Gold) +5,000 STR, +500 Defense against STR Damage
1 | Fourth-Metal Mind Ring- (Accessory, Ring, Technology & Psychic & Metal, 5,000,000 Gold) +5,000 MIN, +500 Defense against MIN Damage, 20% Magic Resistance, 50% Stat Drain: MIN Drain Resistance
1 | Gold Ring Engraved with the Personal Symbol of Argoxx Meatcontrols- (Accessory, Ring, Darkness & Earth, 60,000 Gold) +30 to all stats
3 | Heart-Shaped Sand Diamond Engagement Ring- (Accessory, Ring, Earth, 36,000,000 Gold) +36,000 SPI, Wielder gains +360,000 MP as a non-stacking bonus if at least one of wielder's allies is wearing an item named 'Heart-Shaped Sand Diamond Engagement Ring', Wearer gains Charm Immunity if at least one of wielder's allies is wearing an item named 'Heart-Shaped Sand Diamond Engagement Ring'
1 | Platinum Ring Inset with Sorceress's Diamond Engraved with the Personal Symbol of Larithana Ghostfrightened- (Accessory, Ring, Magic & Earth, 5,100,000 Gold) +5,500 Magical Attack, +5,500 Defense against Magic, +5,300 MIN, +5,900 SPI, +10,000 MP
1 | Ring of Invisibility- (Accessory, Ring, Air & Magic, 80,000 Gold) Wearer gains 100% Dodge against individuals below Level 20 with under 1,000 SPI, Wearer gains 10% Dodge
Accessory - Rune
1 | *Emet Rune- (Accessory, Rune, Earth & Life & Knowledge, Lv. 79, X Gold) +150,000 CON, +1,500,000 HP, 40% Physical Resistance, 40% Earth Resistance, 40% Technology Resistance, 40% Illusion Resistance, Absorbs Earth against sources below Level 79, Physical Immunity against sources below Level 79, Technology Immunity against sources below Level 79, Illusion Immunity against sources below Level 79, Illusion Magic Immunity against sources below Level 79, Wielder regenerates 1,000,000 HP at the start of each round, Wielder self-resurrects at the start of each round if killed by a source below Level 79, This effect does not prevent the checking of victory conditions, Wielder may scan the stats of any number of entities at the start of each of wielder's actions, Wielder may scan an entity's stats at the start of each round, Wielder's Resilience may not be ignored by entities below Level 99, Wielder's Defense may not be pierced by entities below Level 99, Wielder takes 5% less Damage from sources below Level 99 as a non-stacking effect, Wielder's HP-Determining stat may be CON or SPI, Wielder is defeated if this item's name is changed, This item may not normally be equipped unless a proper ability is possessed (with 'Basic Weapon of Legend Training' counting as an appropriate ability)
XP: 0
XP Needed: # (Standard Multiplier x1 (x10 artifact in terms of power), raised to x20 to bypass Level 80 barrier)
1 | Improved Daemonic Toy-Animating Rune- (Accessory, Rune, Darkness & Air, 810,000 Gold) All Toy weapons possessor has equipped provide an additional +800 to all Melee, Magical, and Ranged Attack bonuses, provided that they provide such bonuses, an additional +800 Defense if they provide a Defense bonus, and an additional +800 to each stat they provide a bonus as a bonus that stacks 12 times
1 | Lili and Charles's Clown-Car Controlling Slave Rune- (Accessory, Rune, Darkness & Air, 5,000,000 Gold) Wielder gains '100% inflicts Charm' against targets whose name includes 'Clown Car', Has RP effects related to the controlling of clown cars containing modified spawn tables
1,238 | Runic Medallion- (Accessory, Rune, Darkness, 3,000 Gold) +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
100 | Runic Medallion- (Accessory, Rune, Darkness, 3,000 Gold) +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
w/ Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
2 | Toy-Animating Rune- (Accessory, Rune, Darkness & Air, 257,000 Gold) All Toy weapons possessor has equipped provide an additional +250 to all Melee, Magical, and Ranged Attack bonuses, provided that they provide such bonuses, an additional +250 Defense if they provide a Defense bonus, and an additional +250 to each stat they provide a bonus to
Accessory - Scarf
1 | Traveler's Mystic Scarf- (Accessory, Scarf, Air & Earth, 250,000 Gold) +75 to all stats for each Wanderer ability possessed to a max of +750, Possessor may reroll a number of environmental effect rolls in encounter areas equal to the number of Wanderer abilities Possessor has, Possessor may reroll a number of encountered enemies in encounter areas equal to one forth the number of Wanderer abilities possessor has rounded down
Accessory - Seal
29 | Cleric's Seal- (Accessory, Seal, Light, 200 Gold) +3 SPI
25 | Fighter's Seal- (Accessory, Seal, Physical, 200 Gold) +3 STR, +3 CON
10 | Runic Seal- (Accessory, Seal, Darkness, 30,000 Gold) +15 to all stats, +100 to all stats for Daemons, +50 to all stats for Demons and Darkness element Golems with +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
29 | Thief's Seal- (Accessory, Seal, Magic, 200 Gold) +3 AGI
3 | Traveller's Second Seal- (Accessory, Seal, Air & Earth & Water, 250,000 Gold) +100 to all stats for each Wanderer ability possessed to a max of +500, +400 AGI on the first turn for each Wanderer ability possessed to a max of +2,000, 15% Dodge
10 | Villain's Seal- (Accessory, Seal, Darkness, 5,000 Gold) +12 to each stat, +1% Critical, +1% enemy miss, +1% to hit, +5 Defense against darkness
27 | Wizard's Seal- (Accessory, Seal, Magic, 200 Gold) +3 MIN
Accessory - Shoes
1 | *Mika Anazaki's Skates- (Accessory, Shoes, Physical & Water & Technology, 1,750,000 Gold) +1,750 Melee Attack, +2,000 AGI, +1,750 STR, 40% Dodge, +5% Dodge
1 | Clown Shoes: Clown Prince Shoes- (Accessory, Shoes, Air & Darkness, 3,000,000 Gold) +3,000 Defense, +3,000 AGI, 30% Dodge
1 | God's Grace Kicks- (Accessory, Shoes, Light & Air, 275,000,000 Gold) +275,000 AGI, +275,000 SPI, 100% Dodge, Wielder's turn-order-determining stat increases by 27,000 points for turn-order-determining purposes if no opponent of wielder is a deity
1 | HORS SHO- (Accessory, Shoes, Null & Knowledge, 7,000,000 Gold) -3 Base MIN, Wielder's Steed pets inflict Charm: Impressed on everyone in the same battlespace at the start of each round and gain +25% Dodge, Does not stack
11 | Mad Speed Shoes- (Accessory, Shoes, Air & Technology, 5,000,000 Gold) +5,000 to wielder's turn-order-determining stat sum for turn-order-determining purposes, does not stack
1 | Shoes of Running Hastily- (Accessory, Shoes, Air, 3,500,000 Gold) +3,500 AGI, +2,000 to wearer's turn-order-determining stat sum for turn-order-determining purposes
1 | Soles of Soul-Protection (Lesser)- (Accessory, Shoes, Light, 710,000 Gold) +700 Defense, +700 Defense against SPI Damage, Stat Drain: SPI Drain Immunity, 10% Minor Status Effect Resistance
1 | Swanky Shoes- (Accessory, Shoes, Air, 200,000 Gold) +200 Defense, +2,000 Defense against Gold Damage, +1 Diplomacy
1 | Wallaby Leather Left Sock Embossed with a Symbol of the Coils of Time- (Accessoryx.5, Shoes, Earth & Physical, 700 Gold) +3 Defense, +1 CON
1 | Wallaby Leather Right Sock Embossed with a Symbol of the Coils of Time- (Accessoryx.5, Shoes, Earth & Physical, 700 Gold) +3 Defense, +1 CON
1 | Wanderer's Frozen Glass Shoes- (Accessory, Shoes, Ice, 110,000 Gold) +110 Defense, +100 Defense against Ice for each Wanderer ability possessed to a max of +600, +50 Magical Attack for each Wanderer ability possessed to a max of +900, 40% Paralysis: Turned to Glass Resistance, +200 AGI for each Wanderer ability possessed to a max of +10,000, 1% reflects Burning, 1% reflects Acidization, 5% reflects attacks from players under level 10, 5% Dodge, 5% Ice Resistance, +40 Magical Attack for Ice element attacks per Wanderer ability possessed to a max of +670
1 | Xavier Miller Signature-Line Top-Performance Shoes- (Accessory, Shoes, Physical & Fire, 265,000,000 Gold) +260,000 Defense, +260,000 STR, +260,000 CON, +260,000 AGI, 80% Dodge, 80% Critical, 180% To Hit, 80% Resilience, 100% Fatigued Resistance, Stat Drain: STR Drain Immunity, Stat Drain: AGI Drain Immunity, Stat Drain: CON Drain Immunity, +2 Fame as a non-stacking bonus
Accessory - Sigil
1 | Purified Viper Sigil- (Accessory, Sigil, Darkness, 1,000 Gold) +15 Melee Attack, 1% Poisons enemy on hit
Accessory - Tome
1 | *Libram Asmungand- (Accessory, Tome, Fate, 800,000,000 Gold) +800,000 Magical Attack, +800,000 MIN, +8,000,000 MP as a non-stacking effect, 40% Fate Resistance, 35% Fortune Resistance, Wielder may use Mind as the Prime Attribute of 'Magical Attack' and 'Overdrive' actions, Wielder may add the element Fate to the elements of any Damage that wielder deals, Once per thread across all wielders and all copies of this text, in a battle that contains no opponents of wielder who are more than 5 Levels greater than wielder or Level 99 or greater, wielder may, as an effect that may not be replicated and cannot be performed by copies of this item and whose duration cannot be extended, delayed, or prevented from ticking-down (and with said duration being determined seperately of round-number manipulating effects but not round-undoing effects), at the start of each of three rounds of battle (provided that at no point during that time wielder has an opponent who is more than 5 Levels greater than wielder or is Level 99 or greater) (with this effect choosing the next three rounds of battle at a time during a round that is not the beginning of the round before turn-order is determined or choosing the current round and the two following rounds at a time that is the beginning of the round before turn-order is determined) wielder may, when turn-order is determined, learn the names of all action-occupying abilities that each individual in the battle (including in other battlespaces) possesses, re-arrange the actions granted by turn-order determination of all individuals in all battlespaces to the order of wielder's choosing, and then select one ability possessed by each such individual that may be the only ability used for each of said turn-order-granted actions on said round (with actions occurring at other times not being determined through this process), with entities being unable to delay these turn-order-granted actions through each other, Wielder must be Level 75 or greater and a Devout Worshipper of Zaga Yazrath
1,050 | Lich's Tome- (Accessory, Tome, Darkness & Magic, 8,800,000 Gold) +8,000 MIN, +8,000 SPI, 30% Darkness Resistance, 15% Magic Resistance, +80,000 MP that may only be used for Necromancy spells, Wielder may equip 10 additional Necromancy spells, provided wielder has no non-Necromancy spells equipped
1 | Notable Certificate- (Accessory, Tome, Technology & Magic, 555,555 Gold) Wielder may pay double the Gold value of an ability that is available in the ability shop that wielder has met all of the prerequisites that requires below 50 weeks to train for to gain said ability for the duration of a thread
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
1 | Rules Supplement Detailing the Ring Outs Rule in Monster Battles- (Accessory, Tome, Technology, 7,000 Gold) If in a monster battle, whenever an individual is somehow moved to the back row or counts as being in the back row, even if individual immediately moves back to the front row, individual's side loses a monster marker
4 | Tome of Mystic Knowledge- (Accessory, Tome, Magic, 2,100,000 Gold) +20,000 MP
8 | Tome Which Dampens the Light- (Accessory, Tome, Earth, 89,000 Gold) 15% Light Resistance, +98 Defense against Light, all Light element individuals in battle have -110 MIN, stacks 4 times
Accessory - Trinket
1 | *Lili's Less-Official-Looking Nametag- (Accessory, Trinket, Darkness & Knowledge, 500,000 Gold) Wielder's name counts as including 'Lili'
1 | *Lili's Nametag- (Accessory, Trinket, Darkness & Knowledge, 500,000 Gold) Wielder's name counts as including 'Lili von Mion'
1 | *Red Clown Nose of Jocund Denial- (Accessory, Trinket, Whimsy & Illusion, 55,000,000 Gold) 80% inflicts Confusion: Overwhelmed by Laughter, Wearer may spend an action if wearer possesses the ability 'Clown' to remove all buffs and debuffs with up to 5 chosen individuals under Level 60 as their sources from all of their possessors who are below Level 60
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
1 | *Thamarrian Magnifying Telescope- (Accessory, Trinket, Magic & Technology & Water & Electrical, 915,000 Gold) +950 Magical Attack, +990 MIN, 125% To Hit, Wielder counts as 12 levels higher for stat scanning purposes, Wielder may spend an action to scan a target's stats, Wielder may automatically scan the stats of one target at the start of every round
1 | *The Great Beekepeer's Census- (Accessory, Trinket, Air & Acid & Earth, 200,000,000 Gold) At the start of each round, possessor may summon up to 2 Insects from the Enemy List that are below Level 60 and are normally fightable for drops, Max 20 summoned, Wielder's Insect pets and summons gain +5,000 to all stats as a bonus that cannot raise their stats to more than 2000% of their natural values
1 | *The Horrid Bleeding Goat Head- (Accessory, Trinket, Darkness & Wood, 570,000 Gold) 15% inflicts Hexed, 15% inflicts Diseased, -550 SPI, -530 MIN, Wielder is afflicted with Hexed at the start of every round, Wielder loses any Hexed immunity if below Level 20, This item is cursed and may not be unequipped normally
1 | Daemon Runemage's Mortal-Banishing Mirror- (Accessory, Trinket, Glory & Light, 140,000,000 Gold) +140,000 Defense, +35,000 Magical Attack, +60,000 MIN, +60,000 SPI, 60% reflects the actions of non-Daemon, non-Demon, non-Devil, non-Illuminated, non-Abstract, non-Celestial, non-Deva, non-Angel individuals below Level 60 who are base subtypes with a x1 multiplier, Wielder is Immune to individuals below Level 40, Wielder must be Level 40 or greater
627 | Deathskull Pin- (Accessory, Trinket, Darkness & War, 15,500,000 Gold) +15,000 Ranged Attack, +15,000 to all stats, 10% War Resistance, Wearer's per-item Ranged Attack bonus cap becomes 2x the relevant stat
1 | Emerald Walrus’s Toe Hanging From a Piece of String Suspended in the Air- (Accessory, Trinket, Chaos, 14,000,000 Gold) Inflicts Charm at the start of every round targeting either wielder or a random opponent that is below Level 85 randomly, with a random willing opponent of wielder becoming the infliction source if wielder is chosen to be afflicted, Wielder must be Level 40 or greater
1 | Explosive Phone- (Accessory, Trinket, Technology & Energy & Fire, 600,000 Gold) Wielder's allies gain +600 to all stats as a non-stacking bonus, If wielder is killed, wielder may, to a max of once per battle, deal 6,000 Flat Technology & Energy & Fire element Damage to up to 5 targets
1 | Fire-Warding Strip- (Accessory, Trinket, Fire, 69,000 Gold) 15% Fire Resistance, +200 Defense against Fire
1 | First-Metal Spyglass- (Accessory, Trinket, Technology & Physical & Metal, 5,000,000 Gold) +35% To Hit, +2,500 Ranged Attack, +5,000 STR, Wielder's per-item Ranged Attack capping becomes based on STR
1 | Gold Walrus’s Toe Hanging From a Piece of String Suspended in the Air- (Accessory, Trinket, Chaos, 700,000 Gold) Inflicts Charm at the start of every round targeting either wielder or a random opponent that is below Level 70 randomly, with a random willing opponent of wielder becoming the infliction source if wielder is chosen to be afflicted
1 | Iron General's Medal- (Accessory, Trinket, Metal, 500,000 Gold) +500 Defense, +500 to all stats, 15% Metal Resistance
1 | Photograph of a Yourself Sitting on a Walrus's Lap- (Accessory, Trinket, Water, 100,000 Gold) 5% Gold Damage Resistance from sources below Level 40
2 | Platinum Walrus’s Toe Hanging From a Piece of String Suspended in the Air- (Accessory, Trinket, Chaos, 7,000,000 Gold) Inflicts Charm at the start of every round targeting either wielder or a random opponent that is below Level 80 randomly, with a random willing opponent of wielder becoming the infliction source if wielder is chosen to be afflicted
1 | Platinum-Framed Photograph of a Yourself Sitting on a Walrus's Lap- (Accessory, Trinket, Water, 10,000,000 Gold) 20% Gold Damage Resistance from sources below Level 80
13 | Reaper's Hourglass- (Accessory, Trinket, Darkness & Fate, 94,242,564 Gold) +90,000 Magical Attack, 30% Darkness Resistance, 30% Time Resistance, 30% Fate Resistnace, 30% inflicts Instant Death, Wielder must be Level 40 or greater
2 | Silver Walrus’s Toe Hanging From a Piece of String Suspended in the Air- (Accessory, Trinket, Chaos, 70,000 Gold) Inflicts Charm at the start of every round targeting either wielder or a random opponent that is below Level 60 randomly, with a random willing opponent of wielder becoming the infliction source if wielder is chosen to be afflicted
1 | Silver-Framed Photograph of a Yourself Sitting on a Walrus's Lap- (Accessory, Trinket, Water, 100,000 Gold) 5% Gold Damage Resistance from sources below Level 50
1 | Tooth of the Tanzwaul- (Accessory, Trinket, Null & Destruction, 4,000,000,000 Gold) Alchemy, Arcanist Magic, Artifice, Astral Magic, Bardic Music, Blight Magic, Chaos Magic, Combat Arts, Celestial Magic, Channeling, Dance, Dark Magic, Demon Magic, Divine Magic, Divining, Druid Magic, Elemental Magic, Enchantment, Forbidden Magic, Force Magic, Gate Magic, Geomancy, Golomancy, Glyph Magic, Healer Magic, Holy Magic, Illusion Magic, Necromancy, Ninjutsu, Protection Magic, Ritual Magic, Rune Magic, Shadow Magic, Shaman Magic, Sigil Magic, Spirit Magic, Summoner Magic, Sword Arts, Technomancy, Transmutation, Wizard Magic, Binder Magic, Blood Magic, Chronomancy, Dragon Magic, Radiant Magic, Spatial Magic, Voodoo, War Magic, Ancient Magic, Catastrophe Magic, Contingency Magic, Elder Magic, and Libram Magic spells may not be cast be sources below Level 99 in wielder's battlespace, (Alchemy, Arcanist Magic, Artifice, Astral Magic, Bardic Music, Blight Magic, Chaos Magic, Combat Arts, Celestial Magic, Channeling, Dance, Dark Magic, Demon Magic, Divine Magic, Divining, Druid Magic, Elemental Magic, Enchantment, Forbidden Magic, Force Magic, Gate Magic, Geomancy, Golomancy, Glyph Magic, Helaer Magic, Holy Magic, Illusion Magic, Necromancy, Ninjutsu, Protection Magic, Ritual Magic, Rune Magic, Shadow Magic, Shaman Magic, Sigil Magic, Spirit Magic, Summoner Magic, Sword Arts, Technomancy, Transmutation, Wizard Magic, Binder Magic, Blood Magic, Chronomancy, Dragon Magic, Radiant Magic, Spatial Magic, Voodoo, War Magic, Ancient Magic, Catastrophe Magic, Contingency Magic, Elder Magic, and Libram Magic spells and actions that involve their casting that come from sources below Level 99 may not affect sources in wielder's battlespace, Wielder's offensive actions destroy all Alchemy, Arcanist Magic, Artifice, Astral Magic, Bardic Music, Blight Magic, Chaos Magic, Combat Arts, Celestial Magic, Channeling, Dance, Dark Magic, Demon Magic, Divine Magic, Divining, Druid Magic, Elemental Magic, Enchantment, Forbidden Magic, Force Magic, Gate Magic, Geomancy, Golomancy, Glyph Magic, Helaer Magic, Holy Magic, Illusion Magic, Necromancy, Ninjutsu, Protection Magic, Ritual Magic, Rune Magic, Shadow Magic, Shaman Magic, Sigil Magic, Spirit Magic, Summoner Magic, Sword Arts, Technomancy, Transmutation, Wizard Magic, Binder Magic, Blood Magic, Chronomancy, Dragon Magic, Radiant Magic, Spatial Magic, Voodoo, War Magic, Ancient Magic, Catastrophe Magic, Contingency Magic, Elder Magic, and Libram Magic spells equipped or carried by their targets that are non-unique and worth under 2,000,000,000 Gold, Wielder's attacks deal Max MP Damage in the same manner and quantity that they would deal HP Damage (in addition to any HP Damage they would deal)
2 | Totally Awesome Dead Walrus Flair Button- (Accessory, Trinket, Water, 140,000 Gold) +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, +70 to all stats, grants the ability:
-Walrus Flare- 700 Damage, Uses any one stats as its Prime Attribute, 7% inflicts any one minor status effect, but not sub-status effect, Water, 7,000 MP
1 | Totally Awesome Dead Walrus Giga Flair Button- (Accessory, Trinket, Water, 4,999,000 Gold) +4,000 Melee Attack, +4,000 Ranged Attack, +4,000 Magical Attack, +4,000 to all stats, grants the ability:
-Walrus Flare- 100,000 Damage, Uses any one stats as its Prime Attribute, 40% inflicts any one minor status effect, but not sub-status effect, Water, 700,000 MP
2 | Totally Awesome Dead Walrus Mega Flair Button- (Accessory, Trinket, Water, 990,000 Gold) +400 Melee Attack, +400 Ranged Attack, +400 Magical Attack, +400 to all stats, grants the ability:
-Walrus Flare- 10,000 Damage, Uses any one stats as its Prime Attribute, 30% inflicts any one minor status effect, but not sub-status effect, Water, 70,000 MP
1 | Totally Awesome Dead Walrus Omega Flair Button- (Accessory, Trinket, Water, 40,999,000 Gold) +40,000 Melee Attack, +40,000 Ranged Attack, +40,000 Magical Attack, +40,000 to all stats, grants the ability:
-Walrus Flare- 1,000,000 Damage, Uses any one stats as its Prime Attribute, 60% inflicts any one minor status effect, but not sub-status effect, Water, 7,000,000 MP
1 | Totally Awesome Dead Walrus Peta Flair Button- (Accessory, Trinket, Water, 180,999,000 Gold) +180,000 Melee Attack, +180,000 Ranged Attack, +180,000 Magical Attack, +180,000 to all stats, grants the ability:
-Walrus Flare- 100,000,000 Damage, Uses any one stats as its Prime Attribute, 1500% inflicts any one minor status effect, but not sub-status effect, Caster must be Level 40 or greater, this action may be used a max of once per caster per thread, Water, 700,000,000 MP
1 | Totally Awesome Dead Walrus Tera Flair Button- (Accessory, Trinket, Water, 80,999,000 Gold) +80,000 Melee Attack, +80,000 Ranged Attack, +80,000 Magical Attack, +80,000 to all stats, grants the ability:
-Walrus Flare- 10,000,000 Damage, Uses any one stats as its Prime Attribute, 1000% inflicts any one minor status effect, but not sub-status effect, Caster must be Level 20 or greater, Water, 70,000,000 MP
4 | Walrus’s Toe Hanging From a Piece of String Suspended in the Air- (Accessory, Trinket, Chaos, 70,000 Gold) Inflicts Charm at the start of every round targeting either wielder or a random opponent that is below Level 30 randomly, with a random willing opponent becoming the infliction source if wielder is chosen to be afflicted
1 | War Kingpin's Cigar- (Accessory, Trinket, Fire & War, 15,000,000 Gold) +15,000 Ranged Attack, Wielder's attacks deal 150,000 additional Damage as a non-stacking bonus
5 | Wind-Anchor Cog- (Accessory, Trinket, Earth, 89,000 Gold) 15% Earth Resistance, 15% Air Resistance, all Air element individuals in battle have -250 AGI, stacks 4 times
1 | Wondernet Dreamcatcher- (Accessory, Trinket, Dream & Wonder, 200,000,000 Gold) Sources below Level 40 and sources below Level 80 who are 5 or more Levels lower than wielder may not place debuffs on wielder while wielder is afflicted with Fatigued: Asleep, Wielder or one of wielder's allies must be Level 40 or greater, Wielder or one of wielder's allies must possess Basic Dream Synchronization
Accessory - Upgrade
1 | Bascaradine Converto-Amplifier Circuits (Transformative Variant: Old Man)- (Accessory, Upgrade, Technology & Electrical, 86,000 Gold) +80 Melee Attack, +80 Magical Attack, +80 to all stats, Wearer is afflicted with Fatigued: Elderly at the beginning of each thread
1 | Bascaradine Premium Anti-Hack Personal Firewall System- (Accessory, Upgrade, Technology, 28,500,000 Gold) +25,000 Defense, +21,500 MIN, +2,500 Defense against MIN Damage, +5,500 Defense against Technology, 15% Coded Being Resistance, +5,500 Defense against Coded Beings, 90% Charm Resistance against sources that are Coded Beings, Hypertech Spells, or Science Spells, 15% Fire Resistance, 15% Technology Resistance
14 | Dacchenburg Industries Brain Implant- (Accessory, Upgrade, Psychic & Darkness & Technology, 2,000,000 Gold) +2,000 MIN, Wielder gains +2,500 Magical Attack for puposes of actions that involve wielder casting Psychic Arts, Technomancy, and Rune Magic spells, Wielder must be Level 20 or greater
1 | First-Metal Regulator- (Accessory, Upgrade, Technology & Physical & Metal, 5,000,000 Gold) Stat Drain: STR Drain Immunity
1 | Fourth Metal Vessel Shield- (Accessory, Upgrade, Technology & Psychic & Metal, 5,000,000 Gold) Wielder's Vessel transformations gain +5,000 Defense, +5,000 MIN, and +500 Defense against MIN Damage as non-stacking bonuses
1 | Mindbank- (Accessory, Upgrade, Technology & Psychic, 15,000,000 Gold) Wielder's allies may access each other's standard MP pools (with allies of Level 60 or greater being able to choose to not allow said access attempts) to pay costs, using a max of 15,000,000 MP from other individuals per round
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
1 | Miraculous Speedometer- (Accessory, Upgrade, Air & Technology, 15,000,000 Gold) Wielder may choose at the start of each round for any stat to be its turn-order-determining stat
1 | Submarine Deepplate- (Accessory, Upgrade, Technology & Water, 40,000,000 Gold) Wearer's Vessel transformations whose name includes 'Submarine' gains +80,000 Defense against Physical, Wearer gains +80,000 Defense against Physical if in the 'Form of Submarine' Stance
w/ Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
1 | Third-Metal Wing- (Accessory, Upgrade, Technology & Physical & Metal, 5,000,000 Gold) +5,000 CON, Wielder's turn-order-determining stat becomes Constitution
2 | Trainhead That Abstracts Can Ride In- (Accessory, Upgrade, Astral & Chaos & Technology, 30,000,000 Gold) +30,000 CON, +30,000 AGI, Wielder gains a Passenger Capacity of 5 if wielder does not already possess a passenger capacity, becomes a Vehicle in addition to all other subjects, may take an action to pick up or deploy one Abstract passenger, and has all passengers automatically deploy upon death or transformation
1 | Vaccuum-Gate Body- (Accessory, Upgrade, Spatial & Air, 300,000,000 Gold) Wielder unsummons all lower-Level Celestials, Angels, Devas, Illuminated, Elementals, Outsiders, Abstracts, Daemons, Devils, and/or Demons that are below Level 100 and normally fightable for drops on the Enemy List at the start of each round
Accessory - Weapon Coating
1 | Mindsear Polish- (Accessory, Weapon Coating, Psychic & Technology, 15,000,000 Gold) Deals 15,000 MIN damage, Pierces and 2,500 Defense against stat damage of non-Psychic-element targets
Accessory - Wristwear
1 | Armband of Boundless Hope- (Accessory, Wristwear, Magic & Light & Psychic, 254,000,000 Gold) Wearer counts as being 6 Levels higher for purposes of resisting level-dependent debuffs (with this increase not counting for purposes of bypassing 'Immune to Below Level X' effects)
1 | Armband of Purity- (Accessory, Wristwear, Light, 2,700,000 Gold) +2,200 Magical Attack, +2,600 Defense, 20% Resilience, Individuals below Level 30 cannot inflict status effects on possessor
w/ Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
1 | 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
1 | 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
w/ Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
1 | Bracer of Kimelorn- (Accessory, Wristwear, Light, 125,000 Gold) +40% Paralysis Resistance, +210 Damage to all attacks against Undead, Item does not add Light element to attacks it participates in
2 | Camnepteron Bangle- (Accessory, Wristwear, Magic, 455,000 Gold) +59 Defense against stat damage, +290 to all stats
2 | Endurance Band- (Accessory, Wristwear, Physical, 1,000,000 Gold) +1,000 CON, +5,000 HP
1 | Fourth-Metal Shield Band- (Accessory, Wristwear, Technology & Psychic & Metal, 5,000,000 Gold) +5,000 Defense, +5,000 MIN
1 | Fourth-Metal Shield Bracelet- (Accessory, Wristwear, Technology & Psychic & Metal, 5,000,000 Gold) +5,000 Defense, +5,000 MIN, This item's per-item Defense capping is based on Mind
1 | Fourth-Metal Strength Bracer- (Accessory, Wristwear, Technology & Psychic & Metal, 5,000,000 Gold) Wielder's Unmodified STR is determined by wearer's Base MIN instead of wearer's Base STR
2 | Kaleidoscopic Casting Bracelet- (Accessory, Wristwear, Magic & Earth & Air & Fire & Water & Light & Darkness & Physical & Psychic & Ice & Energy & Electrical & Acid, 30,100,000 Gold) Whenever wielder casts a spell, wielder may choose to either give it +30,000 Magical Attack if it already possesses at least one type of attack bonus, to have it inflict any one chosen minor or moderate negative status effect if the action said spell is involved in would not otherwise possesses a chance of inflicting any negative status effects, to pierce 15,000 Defense against Magic, to gain 30% Critical, to gain 130% To Hit, to cost 30,000 less MP, to become solely any one base element, or to cure any one minor or moderate negative status effect
1 | Origabreon Bangle- (Accessory, Wristwear, Magic & Psychic, 2,700,000 Gold) +800 Defense against Stat Damage, +1,950 to all stats, 115% To Hit, 15% Critical, 15% Dodge, 15% Resilience, Wearer ignores 100 points of Defense piercing and 50 points of Defense against Stat Damage piercing
1 | Summoner's Backlash-Resistant Armband- (Accessory, Wristwear, Magic, 260,000 Gold) Damage dealt to wielder by wielder's summons is reduced by 520 points
3 | Thirstless Bangle- (Accessory, Wristwear, Magic & Water, 65,000 Gold) 25% Drowning Resistance, Enemies do not get bolstered by the Sandstorm effect in the Desert of Sildriza encounter area, 25% Minor Status effect resistance while in the Desert of Sildriza encounter area
1 | Warded Shield Bracelet- (Accessory, Wristwear, Magic, 60,000 Gold) +60 Defense, +60 Defense against Magic, +60 Defense against Fire, +60 Defense against Air, +60 Defense against Earth, +60 Defense against Water, +60 Defense against Technology, +60 Defense against Physical, 5% Air Resistance, 5% Earth Resistance, 5% Water Resistance, 5% Fire Resistance, 5% Magic Resistance, 5% Technology Resistance, 5% Physical Resistance
Consumables-
Consumable - Deadly Item
8 | Crimson Flarestone- (Consumable, Deadly Item, Fire, Unlimited Charges, 70,000 Gold) Does 300 Fire damage to target
1 | Underworld Gatebomb- (Consumable, Deadly Item, Darkness & Fire & Spatial, 30,000,000 Gold) Up to 60 targets are dealt 1,500,000 points of Flat Darkness & Fire element Damage, User summons up to 5 Demons, Devils, or Daemons from the Enemy List that are below Level 60 that are normally fightable for drops, Max 20 summoned, User must be Level 40 or greater or must be Level 20 or greater and possess the abilities 'Wanderer' and 'Improved Weaponization of Spatial'
Consumable - Drink
1 | Bad Booze- (Consumable, Drink, Darkness & Acid, 1 Charge, 700 Gold) 5% inflicts Poison: Drunk, 25% inflicts Poison
2 | Carctori Juice- (Consumable, Drink, Earth, 1 Charge, 800 Gold) +170 MP, All user's Summoning spells cost 2 less MP fro the remainder of the battle or quest
7 | Glass of Bloodwine- (Consumable, Drink, Darkness, 1 Charge, 244,000 Gold) Heals 200,000 HP, Cures Minor Status Effects, Target's next damage-dealing action may inflict HP Drain, only affects Undead, Daemons, Demons, and Devils
5 | Hanged Man's Rum- (Consumable, Drink, Darkness, 2 Charges, 75,000 Gold) +800 HP, +150 MP, -50 CON, Heals 6,000 HP, Heals 2,000 MP, 25% Cures Poison, 50% Inflicts Poison: Drunk
50 | Huge Barrel O' Beer- (Consumable, Drink, Water, 20 Charges, 2,000 Gold) +5 CON, 25% Inflicts Poison: Drunk
1 | Nightberry Merlot- (Consumable, Drink, 3 Charges, 117,000 Gold) Target gains +115 to all stats, Target gains +115 Magical Attack, Target gains 15% Darkness Resistance, 35% inflicts Poison: Drunk, stacks 3 times
1 | Red and Gold Leaf Vintage- (Consumable, Drink, 3 Charges, 76,000 Gold) Target gains +75 to all stats, Target gains 15% Fire Resistance and 15% Earth Resistance, 25% inflicts Poison: Drunk, stacks 3 times
Consumable - Enchanted Item
1 | Air-Sealing Jar- (Consumable, Enchanted Item, Air, 1 Charge, 20,000 Gold) Call Unto Elements: Air is no longer cast for purposes of effects based on whether or not Call Unto Elements: Air has been cast yet
1 | Coin of Silence- (Consumable, Enchanted Item, Earth & Air, 1 Charge, 1,000,000 Gold) Inflicts Silence, this item ignores the Resistances and Immunities of individuals below Level 20, 1 hit against 500
132 | Escape Rope- (Consumable, Enchanted Item, Magic, 1 Charge, 6,000 Gold) User and user's allies may immediately leave a random quest they are currently in
2 | Genie Lamp- (Consumable, Enchanted Item, Magic, 3 Charges, 50,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, This item may not be copied by sources below Level 90, Summons created through this spell may not summon
1 | Hollow Key- (Consumable, Enchanted Item, Null, 1 Charge, 100,000,000 Gold) User becomes immune to base elements for 1 round, this item may not be copied by individuals below Level 201
9 | Loaded Die of Fortune- (Consumable, Enchanted Item, Magic, 1 Charge, 110,000 Gold) User's next attack is a critical if that there was at least a 1% chance of being one anyway
36 | Memory Stone- (Consumable, Enchanted Item, Magic, 19,000 Gold) User may exchange one equipped Spell for an unequipped Spell that user owns
181 | Thunderbird Plume- (Consumable, Enchanted Item, Electrical, 1 Charge, 20,000,000 Gold) Either deals 1,000,000 Flat Electrical element damage or gives target a non-stacking buff that provides +2,000 STR
Consumable - Food
1 | Birdplant Leaf Salad with Tirgyoye Dressing- (Consumable, Food, Air & Earth, 1 Charge, 75,000 Gold) Target regenerates 70 AGI at the start of each round, lasts 15 rounds, stacks 5 times
2 | Bluefish- (Consumable, Food, Water, 1 Charge, 10,000,000 Gold) Target gains the element Water and may make any of its actions solely Water element, does not stack
2 | Box of Toast- (Consumable, Food, Earth, 20 Charges, 6,000 Gold) Heals 350 HP
1 | Boxed Rice- (Consumable, Food, Physical, 4 Charges, 290 Gold) Heals 40 HP
1 | Buff Bass- (Consumable, Food, Water & Physical, 1 Charge, 100,000 Gold) Target gains a buff slot as an effect that stacks 4 times, target gains an additional buff slot as an effect that does not stack, clarification: this effect sits in a buff slot
2 | Canned Zobaculus Tuna- (Consumable, Food, Water, 1 Charge, 900 Gold) +20 HP
1 | Cheese that Makes You Think It Tastes Good- (Consumable, Food, Illusion, 1 Charge, 87,000 Gold) Heals 40,000 HP, +2,000 HP as a buff that lasts 2 rounds and then is replaced with a debuff that lasts 2 rounds and provides -1,000 HP and -100 MIN, stacks 10 times
5 | Choco Spiders- (Consumable, Food, Darkness, 8 Charges, 8,000 Gold) Heals 600 HP, +88 to all stats, does not stack
1 | Classic Tuna- (Consumable, Food, Water, 1 Charge, 2,000 Gold) Heals 2,000 HP
1 | Coleacanth of Extreme Rarity- (Consumable, Food, Water & Wealth, 1 Charge, 1,000,000 Gold) The drop percentage of one of target's randomly-selected drops of the lowest original drop change becomes 100%, and the drop percentage of all other drops of said target becomes 0%, does not affect targets above Level 80 or targets who have a drop with one or more drops that have a drop chance lower than .001%
1 | Covert Skate- (Consumable, Food, Water & Darkness, 1 Charge, 80,000 Gold) Target treats each of its next 5 actions as though they occurred as the first action of the first round of battle before any enemies actions
12 | Crab Meat- (Consumable, Food, Water, 2 Charges, 1,900 Gold) +4,000 HP
1 | Cyanide-Filled Sandwich- (Consumable, Food, Acid & Darkness, 17,000 Gold) Inflicts Poison, This Poison cannot be cured by individuals under level 5 using spells or abilities or by items worth under 10,000 Gold, This Poison only has a 1% chance of wearing off
2 | Delectable Cocoafish- (Consumable, Food, Earth & Fire & Water, 1 Charge, 30,000,000 Gold) Target regenerates 300,000 HP, Target obtains +30,000 to all stats as a non-stacking buff, Target acquires Froznen Immunity as a non-stacking buff that lasts 30 rounds, This item may gain the subtype Drink when used
1 | Early Salmon- (Consumable, Food, Water & Time, 1 Charge, 200,000 Gold) This consumable's possessor may use 1 Charge from it at the start of battle to gain +2,000 to all turn-order-dertermining stats for turn-order-determining purposes for the first round of battle, does not stack
30 | Elegant Cheese- (Consumable, Food, Earth, 4 Charges, 1,900 Gold) +75 HP, +3% Poison: Drunk Resist
1 | Endless Drifting Seafood Procession Banquet- (Consumable, Food, Water & Air & Magic & Wonder, Infinite Charges, 2,400,000 Gold) Up to 20 charges may be used per thread, +2,000 HP, +2,000 MP, Cures any one Minor status effect, provides one of the following bonuses: +120 to any one stat (with each stat counting as a different effect), 10% Water Resistance, 5% Physical Resistance, +26,000 Defense against Gold Damage, +500 Defense against Aquatics, +480 Magical Attack, 5% Resilience, 10% Critical, Immunity to Poison from sources below level 40, +1,200 Defense if wearing Fog Boots, +6 Move (if applicable), 11% Dodge, +700 Damage for all damage-dealing actions made against Aquatics, or 20% Dodge against Undead and Spirits. Stacks 5 times with non-selectable effects. Each selectable effect does not stack with itself, but stacks with all other selectable effects.
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
1 | Evergarden Farms Tomato- (Consumable, Food, Fire & Earth, 1 Charge, 300,000 Gold) +300 CON, stacks 50 times
2 | Extremely Sarcastic Fringehead- (Consumable, Food, Water & Psychic, 1 Charge, 100,000 Gold) All buffs applied by target ally to target ally's opponents are removed, provided that target ally is either below Level 80 or willling
60 | Fancy Cheese Plate- (Consumable, Food, Earth, 10 Charges, 750 Gold) +70 HP, +25 MP
80 | Fancy Cheeses- (Consumable, Food, Earth, 3 Charges, 400 Gold) +25 HP, +5 MP
1 | Festive Flatfish- (Consumable, Food, Ice & Fire & Light & Earth, 1 Charge, 70,000 Gold) Target gains +1,000 to all stats for each item target has equipped that contains the word 'Walrus' or the words 'Holy Festival' in its name, to a max of 7 such items, does not stack, lasts 12 rounds
2 | Fishy Fish- (Consumable, Food, Water & Darkness, 1 Charge, 2,000,000 Gold) Target's stats are not scannable by sources below Level 60
1 | Forgetful Goldfish- (Consumable, Food, Psychic & Water, 1 Charge, 200,000 Gold) All buffs from sources below Level 60 are removed from target at the start of each round, does not stack, lasts 60 rounds
1 | Fractal Crystalcandy- (Consumable, Food, Technology & Earth & Candy, Unlimited Charges, 5,000,000 Gold) Deals 500,000 Flat Candy & Earth & Technology element HP Healing, 15% inflicts Stat Boost: MIN Boost
200 | Frustratingly Basic Ice Cream- (Consumable, Food, Ice & Basic, 1 Charge, 100 Gold) Deals 10 Flat Ice & Basic element HP Healing or 1 Flat Ice & Basic MIN Damage
5 | Ghoulish Jelly-Pockets- (Consumable, Food, Darkness, 2 Charges, 2,000 Gold) Heals 2,000 HP, 15% cures Confusion: Fear
2 | Gold-Dusted Milk and Walrus-Shaped Holiday Cookies- (Consumable, Food, Ice & Fire & Light, 2 Charges, 4,000,000 Gold) All enemies drop treasure and double normal Gold (to a max of 10,000,000,000 additional Gold) and XP (to a max of 1,000,000 additional XP) this fight, this effect applies to all of user's allies, this item may only be used in base arena matches, not in specialty matches, event matches, or quests of any sort, this item only causes drops of treasure and gold for affected individuals from enemies that are normally able to drop treasure and gold for the individuals that it effects, This item may not be duplicated, recharged, or copied
15 | Goose Meat- (Consumable, Food, Air, 3 Charges, 900 Gold) Heals 400 HP, +15 AGI
1 | Goresnetch Mini Sausage- (Consumable, Food, Fire & Physical, 1 Charge, 410,000 Gold) Target deals 41,000 additional Damage, does not stack
1 | Grouper of Grouping- (Consumable, Food, Water & Spatial, 1 Charge, 500,000 Gold) May be consumed at the start of a Random Dungeon to increase the max number of PCs in it by 1 so long as said number is already above 1
1 | Haunted Haddock- (Consumable, Food, Darkness, 1 Charge, 280,000 Gold) Heals one target for 20,000 HP and 20,000 MP, Inflicts Hexed on a different target
1 | Ixxanian Casserolle- (Consumable, Food, Earth & Astral, 15 Charges, 450,000 Gold) +450 to all stats, does not stack
3 | Kumquat- (Consumable, Food, Light & Water, 1 Charge, 200 Gold) Heals 40 MP
1 | L. F. Grouper- (Consumable, Food, Water, 1 Charge, 2,000,000 Gold) Summons any one Aquatic from the Enemy List that is normally fightable for drops and is below Level 60
1 | Marinated Evergarden Peppers- (Consumable, Food, Earth & Water, 3 Charges, 3,000,000 Gold) +30,000 HP, +3,000 CON, +2,000 STR, AGI, MIN, and SPI, stacks 5 times
2 | Memory Salmon- (Consumable, Food, Water & Psychic, 1 Charge, 600,000 Gold) Target's spells may not be unwillingly equipped or destroyed by sources below Level 20
4 | Milk and Walrus-Shaped Holiday Cookies- (Consumable, Food, Ice & Fire & Light, 2 Charges, 40,000 Gold) All enemies drop treasure and gold this fight, this effect applies to all of user's allies, this item may only be used in base arena matches, not in specialty matches, event matches, or quests of any sort, this item only causes drops of treasure and gold for affected individuals from enemies that are normally able to drop treasure and gold for the individuals that it effects
14 | Miracle Carp- (Consumable, Food, Water, 1 Charge, 17,000 Gold) +3,000 MP
1 | Mr. Toole's Extra-Tasty Candied Fish Product- (Consumable, Food, Water & Light, 1 Charge, 60,000 Gold) +10,000 HP, +10,000 MP, +300 to all stats, and 30% Minor Status Effect Resistance as a debuff that lasts as-is for 4 rounds, and then changes its effect to -20,000 HP, -20,000 MP, -600 to all stats, 5% inflicts a random moderate status effect on possessor at the start of every round, remaining in this changed form for 20 rounds, does not stack
21 | Mysterious Round Sour Terror-Delite Ball- (Consumable, Food, Acid, 1 Charge, 60,000 Gold) +6,000 HP, +60 SPI, 30% inflicts Confusion, Has RP effects
2 | Onefish- (Consumable, Food, Water, 1 Charge, 11,111,111 Gold) Target obtains +11,111 to all stats, does not stack
1 | Overwhelming Jellyfish- (Consumable, Food, Water, 1 Charge, 5,000,000 Gold) Any of user's allies who possess the same name as at least 50 of user's other allies all gain an action immediately after this action, provided no individual of Level 60 or greater objects
2 | Perch of the Clear Mind- (Consumable, Food, Water & Light, 1 Charge, 65,000 Gold) Cures Confusion
2 | Platinum-Dusted Milk and Walrus-Shaped Holiday Cookies- (Consumable, Food, Ice & Fire & Light, 2 Charges, 40,000,000 Gold) All enemies drop treasure and double normal Gold (to a max of 100,000,000,000 additional Gold) and XP (to a max of 10,000,000 additional XP) tn specialty matches, event matches, or quests of any sort, this item only causes drops of treasure and gold for affected individuals from enemies that are normally his fight, this effect applies to all of user's allies, this item may only be used in base arena matches, not iable to drop treasure and gold for the individuals that it effects, This item may not be duplicated, recharged, or copied, and consumption of its charges may not be prevented
20 | Properly Anointed Sacrifice to the Corpse-Eater Demon- (Consumable, Food, Darkness & Acid, 1 Charge, 69,000 Gold) Heals 800 MP, +60 CON, Target is considered to be 3 levels higher for purposes of summoning and controlling summoned Darkness & Acid element Demons, Target gains +500 Magical Attack if target inflicts HP or MP drains specifically on Undead through any ability possessed or item equipped or target is a Darkness and Acid element Demon, inflicts Diseased, affects user and up to 6 other willing allied targets only, Placates certain deities and beings in RP threads, does not stack
25 | Rare Cheese- (Consumable, Food, Light, 1 Charge, 4,700 Gold) Heals 900 HP, +7 HP
2 | Redfish- (Consumable, Food, Fire, 1 Charge, 10,000,000 Gold) Target gains the element Fire and may make any of its actions solely Fire element, does not stack
20 | Repetitive Tuna (2)- (Consumable, Food, Water, 1 Charge, 10,000,000 Gold) Target is dealt 100,000 Flat Water element HP healing at the start of each round as a non-stacking buff
1 | Repetitive Tuna- (Consumable, Food, Water, 1 Charge, 2,000 Gold) Heals 2,000 HP
1 | Roasted Flame Boar Haunch- (Consumable, Food, Fire & Earth, 1 Charge, 54,000 Gold) Heals 54,000 HP, +200 STR, stacks 5 times
3 | Rye Crackers- (Consumable, Food, Earth, 2 Charges, 500 Gold) +15 HP, +1 AGI
14 | Sagemouth Catfish- (Consumable, Food, Water, 1 Charge, 30,000 Gold) +5,000 MP
1 | Sardine of Healthiness- (Consumable, Food, Water & Light, 1 Charge, 60,000 Gold) 15% Minor Status Effect Resistance, If target is willing, target's HP-determining stat becomes any one chosen stat for 17 rounds, lasts 7,000 rounds
2 | Silver-Dusted Milk and Walrus-Shaped Holiday Cookies- (Consumable, Food, Ice & Fire & Light, 2 Charges, 400,000 Gold) All enemies drop treasure and double normal Gold (to a max of 1,000,000,000 additional Gold) this fight, this effect applies to all of user's allies, this item may only be used in base arena matches, not in specialty matches, event matches, or quests of any sort, this item only causes drops of treasure and gold for affected individuals from enemies that are normally able to drop treasure and gold for the individuals that it effects, This item may not be duplicated, recharged, or copied
1 | Slightly Burnt Holy Festival Cinnamon Sugar Toast- (Consumable, Food, Fire & Earth, 1 Charge, 17,000 Gold) Heals 5,500 HP, +40 CON
2 | Solar Sole- (Consumable, Food, Light, 1 Charge, 250,000 Gold) Sets user's Light Resistance and Fire Resistance to precisely 95% for one round
1 | Space Cake- (Consumable, Food, Technology & Ice & Darkness, 12 Charges, 26,000 Gold) Heals 20,000 HP and 200 points of stat damage from each stat
2 | Spooky Vampiric Payara- (Consumable, Food, Darkness, 1 Charge, 10,000,000 Gold) Target gains the subtype Undead and deals HP Drain instead of HP Damage, does not stack
2 | Squid of Quick Reflexes- (Consumable, Food, Water & Psychic, 1 Charge, 200,000 Gold) On the next round of this combat, this item's target automatically takes all actions before all individuals without such a benefit who are under Level 40 regardless of turn-order-determining stat totals
5 | Sticky Candy- (Consumable, Food, Acid, 1 Charge, 80 Gold) Heals 50 HP, 5% inflicts Paralyzed: Sticky
5 | Sugary Candy- (Consumable, Food, Air, 1 Charge, 70 Gold) 5% inflicts Invigorated: Zesty
2 | Surgeonfish of Miraculous Recovery- (Consumable, Food, Water & Light, 1 Charge, 200,000 Gold) Target is cured of all minor status effects, moderate status effects, and debuffs that are from sources below Level 65
1 | Suspicious Carp- (Consumable, Food, Water & Acid & Illusion, 1 Charge, 60,000 Gold) Removes all buffs from sources below Level 60 from target
3 | Taystee-Mints Obtained From an Unopened Office Holiday Giftbox- (Consumable, Food, Air & Ice, 80 Charges, 120 Gold) +15 HP, 5% cures Depression, 1% inflicts Depression because you realize that someone gave you cheap mints in a gift box (occurs before curing roll)
2 | Thankful Turkeyfish- (Consumable, Food, Earth & Water, 15,000,000 Gold) Each individual who is the source of a buff on user obtains +15,000 to all stats as a non-stacking buff
1 | The Astounding Pork- (Consumable, Food, Fire & Earth, 3 Charges, 2,000,000 Gold) Target regenerates 20,000,000 HP and MP and is cured of all minor negative status effects and obtains a non-stacking buff that causes its possessor to regenerate 2,000,000 HP and MP and be cured of all minor negative status effects at the start of each round
2 | Twofish- (Consumable, Food, Water, 1 Charge, 22,222,222 Gold) Target obtains +22,222 to all stats, stacks 2 times
1 | Vacant Goby- (Consumable, Food, Water & Air, 1 Charge, 500,000 Gold) Target may not be targetted for 1 round by individuals below Level 20
1 | Velociraptor Meat- (Consumable, Food, Earth, 1 Charge, 45,000 Gold) Heals 22,500 HP, 22% Cures Fatigued
1 | Void Bass Fillet- (Consumable, Food, Astral & Void, 1 Charge, 2,950,000 Gold) Individuals below Level 20 cannot deal Damage to target, lasts 5 rounds, stacks 5 times (though additional stackings don't normally do anything extra)
1 | Water Dragon Flank Meat- (Consumable, Food, Water, 20 Charges, 800,000 Gold) Heals 800,000 HP and 800,000 MP, target gains 20% Water Resistance, does not stack
1 | Wedding Cake- (Consumable, Food, Earth & Light, 3 Charges, 15,000 Gold) Heals 1,000 HP and 1,000 MP
3 | Yellow Julbob Fruit- (Consumable, Food, Earth & Water, 1 Charge, 900 Gold) +70 HP, +18 STR
Consumable - Invention
3 | Dacchenbomb- (Consumable, Invention, Darkness & Fire, 1 Charge, 10,000 Gold) Damages target for 25,000
1 | Spawn-Table Shutdown Device from Bascaradine that Shuts Down Most Spawn Tables Under Level 40 Within a 5 Mile Radius- (Consumable, Invention, Technology, Unlimited Charges, 80,000,000 Gold) An effect is placed on the current battle that makes individuals below Level 40 unable to summon while in said battle, with said effect being able to be removed by anything that could remove a buff from a source of Level 60, This item may not be used for 10 months after being used
Consumable - Lethal Item
3 | Bag of Ice- (Consumable, Lethal Item, Ice, 1 Charges, 30,000 Gold) Deals 3,000 Ice damage to 40 targets
5 | Bag of Ice Prisms- (Consumable, Lethal Item, Ice, 2 Charges, 60,000 Gold) Deals 5,000 Ice damage to 40 targets
1 | Bag of Stardust- (Consumable, Lethal Item, Light & Fire, 2 Charges, 100,000,000 Gold) Deals 1,000,000 Flat Light & Fire element damage to 40 targets
13 | Bascaradine Distracting Howling Grenade (Anti-Wolf Model)- (Consumable, Lethal Item, Air, 1 Charge, 510,000 Gold) Targets lose the Constant Effect 'Pack Hunter', 1 hit against 5
10 | Bascaradine Flash Grenade Model 2- (Consumable, Lethal Item, Technology & Light, 1 Charge, 68,000 Gold) Inflicts Impaired: Blind as a status effect that lasts until the end of the round, 1 hit against 15
4 | Bascaradine Grenade: Gray Reginald- (Consumable, Lethal Item, Earth & Fate, 1 Charge, 5,217,333 Gold) (+ or -, randomly determined) 33,000 SAN, Deals 555,000,000 Flat Fate element damage to targets named 'Spider of Wraalor' that possess the constant effect 'Plane-Distanced', Inflicts Petrified on targets who are afflicted with Vanished, User gains an additional action after using this item if user has another item with an indentical price equipped, 50% cures user of 33,000 points of Gold Damage
10 | Bascaradine Limited Edition Sticky Frosting Grenade- (Consumable, Lethal Item, Air & Ice, 1 Charge, 68,000 Gold) 60% inflicts Paralyzed: Sticky, 1 hit against 5
1 | Dorrsic Rhythm Juice- (Consumable, Lethal Item, Magic & Acid, 1 Charge, 1,000,000 Gold) Inflicts an instance of Poison that bypassess Immunity to Minor Status Effects (but not specifically Poison Immunity) of individuals below Level 40, that causes its possessor, if below Level 40, to only be able to act on rounds whose number is evenly divisible by 4, and that possesses no per-round auto-recovery chance for indiivuals below Level 40, with said instance dealing double HP loss (to a max of 50,000,000 additional points) to Humans below Level 40
1 | Dose of Gate Blocker- (Consumable, Lethal Item, Acid & Spatial, 1 Charge, 260,000 Gold) The targets of user's next offensive action may not leave battle if below Level 40
1 | Energy Rain Fireworks- (Consumable, Lethal Item, Energy, 1 Charge, 3,000,000 Gold) User may deal 30,000 Flat Energy element Damage to up to 300 targets, with said targets acquiring a debuff that stacks 3 times that lasts 5 rounds that deals 30,000 Flat Energy element Damage to its possessor at the start of each round
1 | Hagfish of Healing Nullification- (Consumable, Lethal Item, Darkness & Water & Acid, 1 Charge, 128,000 Gold) The next 50,000 points of HP healing, 20,000 points of MP healing, and 400 points of stat healing are canceled for target, stacks 5 times, lasts 5 turns
26 | ICBM- (Consumable, Lethal Item, Technology, 1 Charge, 590,000 Gold) Deals 20,000 Physical element damage, deals triple damage to Large Structures
1 | Improved Energy Rain Fireworks- (Consumable, Lethal Item, Energy, 1 Charge, 6,000,000 Gold) User may deal 60,000 Flat Energy element Damage to up to 300 targets, with said targets acquiring a debuff that stacks 3 times that lasts 10 rounds that deals 60,000 Flat Energy element Damage to its possessor at the start of each round
1 | Killblossom Extract- (Consumable, Lethal Item, Darkness & Earth, 1 Charge, 1,000,000 Gold) Inflicts an instance of Poison that bypassess Immunity to Minor Status Effects (but not specifically Poison Immunity) of individuals below Level 40, with said instance dealing quadruple HP loss (to a max of 100,000,000 additional points) to Humans below Level 40, and that possesses no per-round auto-recovery chance for indiivuals below Level 40
1 | Man-Necrotizing Serum- (Consumable, Lethal Item, Darkness, 1 Charge, 1,000,000 Gold) Inflicts an instance of Poison that bypassess Immunity to Minor Status Effects (but not specifically Poison Immunity) of individuals below Level 40, with said instance dealing an amount of CON Damage to Human possessors below Level 40 equal to the amount of HP loss it deals them on said round unless they possess the ability Necromancer, and that possesses no per-round auto-recovery chance for indiivuals below Level 40
1 | Pure Anti-Danmaku Effect-Over-Time Object-Erasure Bomb Type I- (Consumable, Lethal Item, Magic & Air & Destruction, 1 Charge, 5,000,000 Gold) Individuals below Level 60 may not perform Danmaku Attacks or cast Danmaku spells for the remainder of the round
1 | Rekk'Grymn Flute of the Sentient Acids- (Consumable, Lethal Item, Acid, Unlimited Charges, 716,000 Gold) 30% inflicts Dissolving or 15% inflicts Charm on target Acid element Ooze or Elemental
2 | Sea Slug of the Long Delay- (Consumable, Lethal Item, Water, 1 Charge, 77,000 Gold) Target's next attack or spell hits on any one turn of target's in the future.
Consumable - Libram
2 | Book of Halgrembas- (Consumable, Libram, Darkness & Fire, Unlimited Charges, 200,000 Gold) 500 Fire damage to all foes, Uses 40 MP or 80 HP
2 | Book of Zulinaras- (Consumable, Libram, Darkness & Water, Unlimited Charges, 200,000 Gold) +50 Defense to all party members, Does not stack, Uses 20 MP or 40 HP
Consumable - Magic Item
5 | Beggar's Coin- (Consumable, Magic Item, Earth & Light, 1 Charge, 1 Gold) Lose 10,000 Gold if you possesses that amount or greater, Heals 5,000 HP (or 10,000 HP if you have under 10,000 Gold), Doubles gold from battle if no gold was lost and the total gold gained from the battle, after being doubled is under 10,000
5 | Glowing Rosary- (Consumable, Magic Item, Light, 1 Charge, 15,000,000 Gold) Resurrects target if target was not killed by a source above Level 59 that is not more than 20 Levels above said target, User must have a Patron Deity
Consumable - Medicine
1 | Cryolysis Plume- (Consumable, Medicine, Ice & Darkness, 1 Charge, 20,000,000 Gold) Target may not be resurrected by sources below Level 60
2 | Desert Dew Flower- (Consumable, Medicine, Water, 1 Charge, 2,600 Gold) +20 HP, 35% Cures Fatigue: Dehydration
1 | Dis-Petrify Spray- (Consumable, Medicine, Earth & Air, 1 Charge, 60,000,000 Gold) Cures Petrified
1 | Jar of Landshark Oil- (Consumable, Medicine, Earth & Water, 5 Charges, 270,000 Gold) Target item, ability, or effect's text that is present either on a willing target, the item of a willing target, or a buff applied to a willing target has the types of up to three Zone types, Terrain types, or Phantom Terrain types changed to any other already-exisiting types of the same category in its text, does not stack
127 | 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
Consumable - Potion
1 | Auto-Clone Mist (Yellow)- (Consumable, Potion, Magic & Air, 1 Charge, 10,000,000 Gold) Summons a copy of target on user's side of battle, lasts until the end of battle, all copies of target's gear are Temporary, All XP and Gold possessed by said copy is Temporary, Cannot replicate items worth over 20,000,000 Gold or individuals of Level 20 or greater, This item may not be replicated by individuals below Level 60
1 | Backrift Liquid- (Consumable, Potion, Spatial, 1 Charge, 20,000,000 Gold) 60% unsummons target Demon below Level 80, 40% unsummons target non-Demon below Level 40
2 | Chloroform- (Consumable, Potion, Darkness & Air & Water, 5 Charges, 6,000 Gold) 20% inflicts Fatigued: Knocked Unconcious
2 | Green Jell Potion- (Consumable, Potion, Acid, 800 Gold) Does 8 CON damage to drinker, Heals 120 HP
1 | Hair Gel- (Consumable, Potion, Air, 1 Charge, 900 Gold) 10% Cures Confusion: Depression, +5 to all stats except MIN, does not stack
1 | Phial of Growth- (Consumable, Potion, Earth, 1 charge, 16,000 Gold) +40 STR, +30 CON
1 | Warp Potion- (Consumable, Potion, Spatial, 1 Charge, 200,000 Gold) Target 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, lasts 20 rounds, does not stack
1 | Whale Polish- (Consumable, Potion, Light & Water, 1 Charge, 700,000 Gold) Target Aquatic's actions gain '30% inflicts Charm: Impressed', and said Aquatic gains +800 to all stats, does not stack
Consumable - Powder
1 | Dust of Offensive Fire- (Consumable, Powder, Fire, 5 Charges, 5,000,000 Gold) 100% inflicts Burning, 1 hit against 5
1 | Dust of Poison- (Consumable, Powder, Acid, 5 Charges, 500,000 Gold) 100% inflicts Poison, 1 hit against 5
1 | Dust of Silence- (Consumable, Powder, Air, 5 Charges, 500,000 Gold) 100% inflicts Silence, 1 hit against 5
1 | Ikkrithin Powder Sticks- (Consumable, Powder, Spatial, 1 Charge, 700,000 Gold) User unsummons up to 200 targets below Level 40, User unsummons up to 200 targets below Level 20 at the start of each of the next 5 rounds as a non-stacking buff on user
1 | Regen Dust- (Consumable, Powder, Light, 1 Charge, 500,000 Gold) Target Regenerates 5,000 HP per round, does not stack, lasts 2,000 rounds
Consumable - Summoning Stone
3 | Diamond of Sealed Beasts- (Consumable, Summoning Stone, Magic & Spatial, Unlimited Charges, 50,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below user's Level, and normally fightable for drops, doing so as though said monster is performing said ability, May be used a max of 6 times per thread per user and per instance of this item
3 | Diamond of Sealed Beasts- (Consumable, Summoning Stone, Magic & Spatial, Unlimited Charges, 50,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below user's Level, and normally fightable for drops, doing so as though said monster is performing said ability, May be used a max of 6 times per thread per user and per instance of this item
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 | Document Certifying Partial Ownership of Benedict the Shark- (Consumable, Summoning Stone, Water & Physical & Darkness, Unlimited Charges, 70,000 Gold) To use this item the first time in a month, it costs 50 XP, the second time costs 100 XP, the third 150 XP, etc., this XP cost is counted across players and is cleared at the start of every month, all XP used in this manner goes to the shark, user immediately gains control of Benedict the Shark, and previous owner of said shark immediately, even in the middle of a battle or quest, loses control of said shark
1 | Jar Containing an Unstoppable Pseudobee's Alleged 'Corpse'- (Consumable, Summoning Stone, Earth, 1 Charge, 65,000,000 Gold) Summons 1 Unstoppable Pseudobee that has an 80% chance of being uncontrolled
1 | Master's Hundred-Windowed Gate-Bomb- (Consumable, Summoning Stone, Spatial, 1 Charge, 300,000,000 Gold) User, to a max of once per thread across all users, summons 100 Celestials, Angels, Devas, Illuminated, Elementals, Outsiders, Abstracts, Daemons, Devils, and/or Demons that are below Level 100 and normally fightable for drops on the Enemy List, with said summons having a 100% chance of being uncontrolled unless user possesses 'Master Summoner Magic Attunement' or 'Master Spatial Synchronization', Max 100 summoned, User must be Level 60 or greater
122 | Simurgh Feather- (Consumable, Summoning Stone, Air & Earth & Fire, 1 Charge, 78,000,000 Gold) Summons 1 Simurgh from the Enemy List
4 | Type 11 Summoning Stone- (Consumable, Summoning Stone, Magic, 1 Charge, 123,750 Gold) Summons any Level 11 enemy from the enemy list that is normally fightable for drops under target's control, provided target accepts said control; should target not accept said control, then said enemy becomes its own side of battle (or joins any previous side composed of rogue summons), with all rogue summons joining said side. The target of this consumable, as well as this consumable's user, must be at least level 11.
1 | Wide Ball Summoning-Firework- (Consumable, Summoning Stone, Energy, 1 Charge, 500,000 Gold) User summons 10 Burstsphere from the Enemy List and may deal 5,000 Flat Energy element Damage to up to 50 targets, Max 10 summoned
Consumable - Ticket
1 | Mass Pet Permit- (Consumable, Ticket, Magic, 1 Charge, 100,000 Gold) Permits user to convert any slots at the start of a regular arena match or specialty match (save boss rush) into pet slots, note that this ticket must be occupying a slot to be used
Items-
Item - Antiquity
1 | 'Tale of the Thief and the Hoard of Wonders'- (Item, Antiquity, Earth & Wonder, 300,000 Gold)
1 | *Exploded Remains of the Fourth Metal Mind Machine- (Item, Antiquity, Technology & Psychic & Metal, 50,000,000 Gold)
1 | *Herman Denning's Corpse- (Item, Antiquity, Earth & Air, 15,000,000 Gold)
1 | *Lady Bemberfress's Corpse- (Item, Antiquity, Earth & Air, 20,000,000 Gold)
1 | *Mika Anazaki's Corpse- (Item, Antiquity, Physical & Air, 16,000,000 Gold)
1 | *Phone that Calls Edwin Cloremontt- (Item, Antiquity, Technology, 75,000 Gold)
1 | *Preserved Corpse of Khyzz-Drikk: Watcher from Ulatt Thamarr- (Item, Antiquity, Water & Electrical, 2,975,000 Gold)
1 | *True Spear of the Crimson Citadel- (Item, Antiquity, Fire & Magic, 6,000,000 Gold)
1 | *ZXL-VESORS-595's Databank- (Item, Antiquity, Technology, 205,000 Gold)
656 | 1/1000th Killborg which Must Be Assembled All at Once or It Explodes- (Item, Antiquity, Technology, 1,000 Gold)
4 | 1/12 Holy Imperial Seal of Glory- (Item, Antiquity, Universe, 48,000,000,000 Gold) This item may not be equipped, traded, sold, stolen, discarded, or destroyed, with this item's wording taking precedence over effects that can equip items that cannot normally be equipped, trade items that cannot normally be traded, steal items that cannot normally be stolen, discard items that cannot normally be discarded, or destroy items that cannot normally be destroyed; when this item is obtained as loot from anything, it may not be assigned, given to, or taken by any individual other than the individual that it was generated for, instantaneously being moved to said individual's inventory and being removed from the thread which generated it as an effect that ignores effects that prevent loot leaving a thread or being assigned or taken; this item's text may not be removed or altered as an effect that takes precedence over effects that can remove text from an item that cannot otherwise be removed or alter text on an item that cannot normally be altered; this item may not be equipped, carried, or brought into a thread or by a pet, transformation, or other item that can carry items and may not be held by another pet, transformation, or other item at any time in a thread; effects and/or text may not be added to this item as an effect that takes precedence over effects that may add effects or text to items that cannot normally have effects or text added to them; all effects on this item count as though coming from a Level 101 source
5 | 200 Feet of Silk Rope- (Item, Antiquity, Earth, 900 Gold)
9 | A Faint Memory of Light- (Item, Antiquity, Light, 60,000 Gold)
1 | Airship-Calling Hand-Beacon- (Item, Antiquity, Technology, 325,000 Gold)
1 | Allenmorch's Red-Flowering Portable Hedge-Bush- (Item, Antiquity, Earth, 70,000 Gold)
1 | Ancient Holy Symbol of Orithon- (Item, Antiquity, Light, 150,000 Gold)
1 | Aquatic Goblin’s Fishing Net- (Item, Antiquity, Water, 400 Gold)
1 | Automatic Pumpkin-Carving Tool- (Item, Antiquity, Technology, 2,000 Gold)
1 | Baarthuulian Spice- (Item, Antiquity, Earth & Life, 60,000,000 Gold)
1 | Ball that Perpetually Bounces Until Stopped- (Item, Antiquity, Air & Magic, 16,000 Gold)
1 | Bascaradine Credit Card (500,000,000 Gold Limit)- (Item, Antiquity, Technology, 500,000 Gold)
1 | Basic Cobbler's Tools- (Item, Antiquity, Earth, 6,000 Gold)
1 | Basic Tailor's Tools- (Item, Antiquity, Technology & Air, 6,000 Gold)
2 | Beastman Scalp- (Item, Antiquity, Physical, 80 Gold)
1 | Bel-Miragas Plushie- (Item, Antiquity, Magic, 16,000 Gold)
18 | Book of Race Records- (Item, Antiquity, Air & Physical & Earth, 1,200 Gold)
1 | Box of Three Evils - (Item, Antiquity, Darkness & Mystic & Warding, 666,666,666 Gold)
1 | Box of Tissues- (Item, Antiquity, Physical & Air, 90 Gold)
1 | Building a Necromantic Daemon Artifact Engine to Help Your Business in 15,000,000 Difficult Steps, and Why Doing So Is Worth It- (Item, Antiquity, Technology & Darkness, 470,000 Gold)
1 | Burbanthuris Hat Rack- (Item, Antiquity, Earth & Physical, 65,000 Gold)
1 | Candlebearer Of Iznod Plushie- (Item, Antiquity, Darkness & Fire & Light, 600,000 Gold)
205 | Carnival Prize- (Item, Antiquity, Water, 80 Gold)
1 | Cats and Moose of the World Calendar (Outdated by 3 Years)- (Item, Antiquity, Earth & Technology, 100 Gold)
1 | Chameleon-Type Pumpkin- (Item, Antiquity, Earth, 18,500 Gold)
1 | Chibi-Attracting Whistle- (Item, Antiquity, Air & Magic, 1,500,000 Gold)
1 | Child's Coloring Book- (Item, Antiquity, Light & Air, 600 Gold)
1 | Chunk of Tyrant Bison Meat- (Item, Antiquity, Darkness & Fire & Physical, 250,000 Gold)
1 | Clockwork Toy Soldier- (Item, Antiquity, Technology & Earth & Physical, 16,000 Gold)
1 | Common Jewelry- (Item, Antiquity, Earth, 700 Gold)
1 | Crayons that Write on the Sky in Huge Letters from a Distance- (Item, Antiquity, Air & Earth, 1,200,000 Gold)
1 | Cross-Dimensional Airship-Calling Hand-Beacon- (Item, Antiquity, Technology, 2,325,000 Gold)
10 | Crystal Stalagmite- (Item, Antiquity, Magic & Earth, 30,000 Gold)
432 | Daemon Toys- (Item, Antiquity, Darkness, 65,000 Gold)
9 | Dead Man's Hand- (Item, Antiquity, Darkness, 200 Gold)
1 | Deathmark Assassins Club Hit-Contract Invite- (Item, Antiquity, Fate, 200,000,000 Gold)
15 | Demon Frog Heart- (Item, Antiquity, Darkness & Acid & Water, 650,000 Gold)
1 | Detailed Painting of Every Single Hobo from Disc 14 of Nexus- (Item, Antiquity, Technology & Earth, 16,500,000 Gold)
1 | Diamond- (Item, Antiquity, Earth & Light, 60,000 Gold)
232 | Dragon Lord's Hoarded Treasures- (Item, Antiquity, Physical & Magic & Earth, 87,000,000 Gold)
185 | Dragon's Hoard- (Item, Antiquity, Magic & Physical, 10,000,000 Gold)
5,010 | Dragon's Hoarded Treasures- (Item, Antiquity, Physical & Magic & Earth, 870,000 Gold)
281 | Droplet of Semiinfinity- (Item, Antiquity, Spatial & Time, 200,000,000 Gold)
10 | Dungeon Clear Pennant: Brightbeard Caverns, Standard- (Item, Antiquity, Earth & Light, 50,000 Gold)
16 | Dungeon Clear Pennant: Crimson Citadel of Avandos, Standard- (Item, Antiquity, Fire & Physical, 50,000 Gold)
12 | Dungeon Clear Pennant: Temple of Orithon, Standard- (Item, Antiquity, Earth & Light, 50,000 Gold)
1 | Eerily Glowing Pumpkin- (Item, Antiquity, Light & Darkness & Earth, 7,000 Gold)
1 | Egg of the Lead Goose- (Item, Antiquity, Earth, 5,000 Gold)
27 | Elemental Domain Core: Air- (Item, Antiquity, Air, 80,000,000 Gold)
21 | Elemental Domain Core: Earth- (Item, Antiquity, Earth, 80,000,000 Gold)
106 | Elemental Domain Core: Fire- (Item, Antiquity, Fire, 80,000,000 Gold)
19 | Elemental Domain Core: Water- (Item, Antiquity, Water, 80,000,000 Gold)
1 | Elephant that Steps in Butter- (Item, Antiquity, Earth & Ice, 1,450,000 Gold)
1 | Enchanted Jeweler's Tools- (Item, Antiquity, Magic, 70,000 Gold)
1 | Fancy Cheese Knife- (Item, Antiquity, Earth, 16,500 Gold)
46 | Figuine of the Great Wolf- (Item, Antiquity, Earth & Physical & Darkness, 500,000 Gold)
1 | Fine Dinnerware- (Item, Antiquity, Magic, 27,000 Gold)
1 | First Edition of 'I Fought the War Against Bees and Won'- (Item, Antiquity, Earth & Air, 1,000,000 Gold)
5 | First Text of the Graceblade- (Item, Antiquity, Light, 250,000 Gold)
1 | FIVE HUNDRED BILLION BEES- (Item, Antiquity, Earth & Air, 500,000,000 Gold)
1 | Floating Reservation at a Bascaradine Conference Center on the Imperial Homeworld- (Item, Antiquity, Technology & Water & Earth, 2,500,000 Gold)
14 | Football- (Item, Antiquity, Physical, 200 Gold)
1 | Forceworker's Tools- (Item, Antiquity, Technology & Magic, 60,000 Gold)
8 | Fractal- (Item, Antiquity, Technology & Earth, 5,000,000 Gold)
1 | Frank Ryan's Greatest Score- (Item, Antiquity, Darkness & Technology, 75,000,000 Gold)
1 | Ghost Realm Fern- (Item, Antiquity, Darkness & Water, 3,000,000 Gold)
13 | Ghost Realm Pumpkin- (Item, Antiquity, Darkness & Earth, 6,000,000 Gold)
3 | Giant Pumpkin- (Item, Antiquity, Earth, 16,000 Gold)
1 | Gold Candy Eating Trophy- (Item, Antiquity, Darkness & Air, 100,000 Gold)
1 | Golden Decanter- (Item, Antiquity, Earth, 2,000 Gold)
1 | Golden Priest Statue- (Item, Antiquity, Light, 190,000 Gold)
12 | Golden Trophy- (Item, Antiquity, Physical, 40,000 Gold)
8 | Great Egg of Myrrh- (Item, Antiquity, Fire & Earth & Light, 14,000,000 Gold)
1 | Gus that Just Doesn't Do the Thing- (Item, Antiquity, Life & Ice, 333,333 Gold)
31 | Hambelstern Prototype Engine- (Item, Antiquity, Technology, 30,000,000 Gold)
1 | Hand of Glory- (Item, Antiquity, Darkness, 37,000 Gold)
1 | Hand-Blown Sand Bottle- (Item, Antiquity, Earth, 6,000 Gold)
1 | Hank's Broken Elevator- (Item, Antiquity, Technology & Magic & Darkness, 216,000 Gold)
1 | Hank's Grenade Carpet- (Item, Antiquity, Technology & Fire, 500,000 Gold)
2 | Heiberic Calling Pattern: Killer Swordsman- (Item, Antiquity, Physical, 1,200,000 Gold)
355 | Hydra Plushie (12-Head Edition)- (Item, Antiquity, Earth & Water, 45,000 Gold)
2,500 | Items Owned by Lizardmen- (Item, Antiquity, Earth, 115,000 Gold)
13 | Jeweled Legs- (Item, Antiquity, Earth, 90,000 Gold)
17 | Keening Soul-Diamond- (Item, Antiquity, Darkness & Air & Magic, 60,000,000 Gold)
2 | Large Ladder of Ladderland- (Item, Antiquity, Magic, 1,000,000 Gold)
2 | Large Plush "1" that Looks Like it Could Become an Abstract if Combined Properly- (Item, Antiquity, Light & Air, 11,111 Gold)
2 | Large Stone Tablet- (Item, Antiquity, Earth, 2,000 Gold)
119 | Leviathan's Mail- (Item, Antiquity, Water, 7,000,000 Gold)
2 | Lich Shade Tatters- (Item, Antiquity, Darkness, 30,000,000 Gold)
40 | Lipstick- (Item, Antiquity, Technology, 300 Gold)
19 | List of the Departed and Their Fates- (Item, Antiquity, Darkness & Light, 30,000,000 Gold)
219 | Living Calendar Bead- (Item, Antiquity, Earth, 900 Gold)
1 | Lone Cymbal- (Item, Antiquity, Physical & Air, 1,300 Gold)
1 | Lucky Train Ticket- (Item, Antiquity, Fortune & Light, 60,000 Gold)
12 | Massive Diamond Shell- (Item, Antiquity, Earth, 12,000,000 Gold)
19 | Massive Tentacle- (Item, Antiquity, Darkness & Physical, 500,000 Gold)
1 | Mechanical Rooster which can Count the Number of Grains of Sand in any Desert in Under Three Minutes- (Item, Antiquity, Technology, 6,000,000 Gold)
1 | Metal Pumpkin- (Item, Antiquity, Earth & Physical, 500 Gold)
1 | Moon Dust Attached to Some Tape- (Item, Antiquity, Magic & Earth & Darkness & Technology, 3,700 Gold)
1 | Mutable Selfcore- (Item, Antiquity, Flux & Glory & Dopple & Life & Fate & Wonder, 2,000,000,000 Gold)
102 | Mysterious 12-Millennia-Old Blueprints- (Item, Antiquity, Technology, 25,000,000 Gold)
1 | Nearly-Enchanted Jeweler's Tools- (Item, Antiquity, Technology & Earth & Magic, 27,000 Gold)
1 | Note About Dudes Getting Licked- (Item, Antiquity, Darkness, 300 Gold)
1 | Novelty Wooden Elephant Gift- (Item, Antiquity, Earth & Wood, 5,000 Gold)
1 | Old Laptop Computer- (Item, Antiquity, Technology, 6,000 Gold) Wheee! Lili with a laptop!
3 | Ornamental Portrait Frame- (Item, Antiquity, Fire, 6,000 Gold)
3 | Ornamental Rug- (Item, Antiquity, Fire, 6,000 Gold)
3 | Ornamental Vase- (Item, Antiquity, Fire, 6,000 Gold)
1 | Pack of Children's Stickers- (Item, Antiquity, Light & Technology, 300 Gold)
19 | Pack of Ram Sticks- (Item, Antiquity, Technology, 6,000 Gold)
1 | Personal Spawn Table: Handy Tools (Level 1-40)- (Item, Antiquity, Technology, 35,000,000 Gold)
9 | Peryton Antlers- (Item, Antiquity, Darkness & Air & Physical, 570,000 Gold)
33 | Peryton Feathers- (Item, Antiquity, Darkness & Air, 70,000 Gold)
3 | Phantom Challenge Clear Pennant: Brightbeard Caverns, Manethos Battle- (Item, Antiquity, Earth, 100,000 Gold)
3 | Phantom Challenge Clear Pennant: Brightbeard Caverns, Orindar Battle- (Item, Antiquity, Darkness, 100,000 Gold)
2 | Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Doppelganger Battle- (Item, Antiquity, Illusion, 100,000 Gold)
3 | Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Irastor Battle- (Item, Antiquity, Fire & Magic, 100,000 Gold)
3 | Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Lord Avandos Battle- (Item, Antiquity, Fire, 100,000 Gold)
3 | Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Lyrandora Battle- (Item, Antiquity, Fire, 100,000 Gold)
2 | Phantom Challenge Clear Pennant: Temple of Orithon, Azzhelossi Battle- (Item, Antiquity, Air, 100,000 Gold)
2 | Phantom Challenge Clear Pennant: Temple of Orithon, Khrommanguard Battle- (Item, Antiquity, Light, 100,000 Gold)
2 | Phantom Challenge Clear Pennant: Temple of Orithon, Khyzz-Drikk Battle- (Item, Antiquity, Water, 100,000 Gold)
2 | Phantom Challenge Clear Pennant: Temple of Orithon, Sentinel Battle- (Item, Antiquity, Warding, 400,000 Gold)
1 | Photo of a Pirate Saying Please- (Item, Antiquity, Water, 1,600 Gold)
1 | Photo of a Smug-Looking Chef with an Illegible Autograph- (Item, Antiquity, Physical & Water, 600 Gold)
1 | Photo of Colonel Wilson Jonas On the Dark Side of the Moon with the Samurai Before they All Went Mysteriously Missing- (Item, Antiquity, Moon & Darkness & Time, 5,000,000 Gold)
1 | Photograph of a Yeti- (Item, Antiquity, Ice, 90,000 Gold)
1 | Photograph of Colonel Wilson Jonas Looking Surprised By a Photograph of Doris the Mechanical Detective Returning to Interview Roy Belwoo's Corpse Because that is a Thing She Can Do- (Item, Antiquity, Psychic, 800,000 Gold)
1 | Photograph of Colonel Wilson Jonas Playing Billiards, Clearly Unarrested- (Item, Antiquity, Psychic & Time, 500,000 Gold)
1 | Photograph of Doris the Mechanical Detective Arresting Roy Belwoo's Killer- (Item, Antiquity, Blood & Triumph, 500,000 Gold)
1 | Photograph of Roy Belwoo Being Resurrected Because the Profits from the Roy Belwoo Sound Network Let Him Do That- (Item, Antiquity, Energy & Life, 700,000 Gold)
2,625 | Phylactery- (Item, Antiquity, Darkness & Magic, 10,000,000 Gold)
1 | Pirate's Call-Card- (Item, Antiquity, Water & Darkness, 7,000 Gold)
11 | Plans Detailing the Downfall of an Empire- (Item, Antiquity, Darkness & Air, 800,000 Gold)
1 | Pony Made of Diamonds- (Item, Antiquity, Earth & Wealth, 5,000,000 Gold)
1 | Pressure Cooker- (Item, Antiquity, Technology & Fire & Water, 9,000 Gold)
1 | Providence (2)- (Item, Antiquity, Light & Glory & Fate & Law & Faith, 3,000,000,000 Gold)
1 | Pumpkin that Just Keeps Getting Bigger- (Item, Antiquity, Earth, 2,500,000 Gold)
1 | Quite Fancy Dinnerware- (Item, Antiquity, Earth, 75,000 Gold)
1 | Raregold Pantsbells- (Item, Antiquity, Earth & Ice, 2,000,000 Gold)
2 | Relic from the Depths- (Item, Antiquity, Magic & Earth, 67,000 Gold)
1 | Rope- (Item, Antiquity, Earth, 200 Gold)
150,000,000 | Self-Stacking Storage Crate- (Item, Antiquity, Earth, 250,000 Gold)
1 | Shadowbrass Snaketooth- (Item, Antiquity, Metal & Darkness & Fire, 86,000 Gold)
1 | Silver Chimera Head- (Item, Antiquity, Earth, 5,000,000 Gold)
1 | Silver Chimera Wing- (Item, Antiquity, Technology & Air, 700,000 Gold)
55 | Skycraper-Sized Feather- (Item, Antiquity, Air, 1,000,000 Gold)
1 | Soccer Ball- (Item, Antiquity, Physical, 214 Gold)
25 | Spatial Domain-Core-Linking Crystal- (Item, Antiquity, Spatial, 100,000,000 Gold)
62 | Suncrow Feather- (Item, Antiquity, Fire & Light & Atomic, 30,000,000 Gold)
1 | Tendrilled Pumpkin- (Item, Antiquity, Earth & Darkness, 16,000 Gold)
41 | Tengu Feather- (Item, Antiquity, Air, 40,000 Gold)
1 | Textbook of False Gods- (Item, Antiquity, Air & Darkness & Light, 200,000 Gold)
3 | The Fundamental Laws of Dragon Magic- (Item, Antiquity, Magic & Fire & Water, 45,000 Gold)
1 | The Greatest Pumpkin to Ever Grace the World- (Item, Antiquity, Earth, 150,000,000 Gold)
8 | The Sound of a Horrid Clocktower's Ticking- (Item, Antiquity, Time & Darkness, 365,000 Gold)
2 | Thunderbird Totem- (Item, Antiquity, Electrical & Air, 800,000 Gold)
1 | Titan-Forge- (Item, Antiquity, Fire & Metal & Astral & Primordium, 12,000,000,000 Gold)
1 | Treasured Chest- (Item, Antiquity, 5,000,000 Gold)
1 | Tyrant Bison's Left Arm- (Item, Antiquity, Darkness & Fire & Physical, 5,000,000 Gold)
1 | Tyrant Bison's Left Leg- (Item, Antiquity, Darkness & Fire & Physical, 5,000,000 Gold)
1 | Tyrant Bison's Maimed Corpse- (Item, Antiquity, Darkness & Fire & Physical, 10,000,000 Gold)
1 | Tyrant Bison's Right Leg- (Item, Antiquity, Darkness & Fire & Physical, 5,000,000 Gold)
1 | Tyrant Bison's Spleen- (Item, Antiquity, Darkness & Fire & Physical, 4,000,000 Gold)
70 | Vampiric Dragonheart- (Item, Antiquity, Darkness & Blood, 40,000,000 Gold)
1 | Velociraptor Left Arm- (Item, Antiquity, Earth, 15,000 Gold)
1 | Velociraptor Skull- (Item, Antiquity, Earth & Darkness, 25,000 Gold)
1 | Volleyball- (Item, Antiquity, Physical, 200 Gold)
5,875 | Walrus Festival Token- (Item, Antiquity, Magic, 1 Gold)
1 | Well-Carved Pumpkin- (Item, Antiquity, Earth, 6,000 Gold)
1 | Wingseed of the Voluminous Notion - (Item, Antiquity, Spatial & Magic & Psychic & Wonder, 1,100,000,000 Gold)
1 | Yellow Carctori Flower- (Item, Antiquity, Earth, 900 Gold)
Item - Catalyst
1 | !Blessed Tome of Runes and Daemonic Toys- (Item, Catalyst, Magic & Darkness, 50,000 Gold) Not consumed in combinations it is a part of if combiner is a worshipper of Naria Zalderos
1 | Tome of a Million Daemonic Runes- (Item, Catalyst, Magic & Darkness, 50,000 Gold) Not consumed in combinations it is a part of
Item - Crafting Equipment
19 | Codex of the Ancients- (Item, Crafting Equipment, Technology, 250,000,000 Gold) Is not consumed in combos unless specifically noted
Item - Currency
285,834 | Casino Token- (Item, Currency, Fortune, 100 Gold)
1 | Gold Coin from the Kingdom of Laughing- (Item, Currency, Earth, 100 Gold)
Item - Item Piece
204 | 1/17th Legacy Staff- (Item, Item Piece, Water & Magic, 70,000 Gold)
Item - Key
1 | Botanica Keycard- (Item, Key, Earth, 9,000 Gold)
100 | Old Copper Key- (Item, Key, Earth, 30 Gold)
4 | Old Halaraith Key- (Item, Key, Light, 37,000 Gold)
15 | Old Silver Key- (Item, Key, Earth, 5,000 Gold)
Item - Material
4 | Abyssal Voidsteel- (Item, Material, Darkness, 750,000 Gold)
1 | Accuracy- (Item, Material, Air, 7,000,000 Gold)
504 | Adamantine- (Item, Material, Earth & Physical, 24,000,000 Gold)
80 | Arbandic Gnomish Brass- (Item, Material, Physical & Technology, 17,000 Gold)
20 | Beast Tooth- (Item, Material, Fire, 70 Gold)
18 | Blackened Leather- (Item, Material, Darkness, 700 Gold)
20 | Blessed Earths- (Item, Material, Earth & Light, 3,000 Gold)
1 | Blessedness- (Item, Material, Light, 7,000,000 Gold)
3 | Chaos Crystal Piece- (Item, Material, Chaos, 20,000 Gold)
1 | Commerce- (Item, Material, Commerce, 6,000,000 Gold)
1 | Construct Army Ivory- (Item, Material, Light, 11,000 Gold)
1 | Cosmos Metal- (Item, Material, Light & Darkness & Magic, 70,000,000 Gold)
2 | Covertness- (Item, Material, Air & Psychic & Darkness, 5,000,000 Gold)
1 | Crystalline Bit- (Item, Material, Earth & Technology, 450,000 Gold)
5 | Dark Essence- (Item, Material, Darkness, 300 Gold)
2 | Dark Mana Stone- (Item, Material, Darknes, 500 Gold)
4 | Dark War Iron- (Item, Material, Darkness & War & Destruction, 3,500,000 Gold)
1 | Darkness Crystal- (Item, Material, Darkness, 20,000 Gold)
2 | Death Ash- (Item, Material, Darkness, 900 Gold)
10 | Demon Frog Slime- (Item, Material, Darkness & Acid & Water, 210,000 Gold)
33 | Demon Honeys- (Item, Material, Darkness, 61,000 Gold)
40 | Demon Skin- (Item, Material, Darkness, 41,000 Gold)
1 | Dependability- (Item, Material, Light & Earth, 5,000,000 Gold)
15 | Discord- (Item, Material, Chaos & Darkness, 165,000 Gold)
8 | Earth Element Stone- (Item, Material, Earth, 1,000 Gold)
1 | Effusiant Cloth of Danagor- (Item, Material, Light, 450,000 Gold)
1 | Essence of Mental Suffering- (Item, Material, Darkness & Psychic, 800 Gold)
1 | Essence of the 'Golf Weakness'- (Item, Material, Air & Earth & Water, 4,000,000 Gold)
1 | Fallstone- (Item, Material, Evil, 50,000,000 Gold)
3 | Fiery Glowstone (Item, Material, Fire, 500 Gold)
1 | Fourth-Metal Frame- (Item, Material, Technology & Psychic & Metal, 5,000,000 Gold)
1 | Fury- (Item, Material, Fire, 5,000,000 Gold)
14 | Gatewood- (Item, Material, Magic, 14,000 Gold)
1 | Glass of Fates- (Item, Material, Fire & Magic, 40,000 Gold)
1 | Glass of Shimmering Memories- (Item, Material, Ice & Magic, 50,000 Gold)
8 | Godseed: Love- (Item, Material, Fire & Light, 180,000,000 Gold)
6 | Godseed: War- (Item, Material, War & Destruction, 180,000,000 Gold)
1 | Gold Bar- (Item, Material, Earth, 40,000 Gold)
1 | Grace- (Item, Material, Light & Air, 6,000,000 Gold)
1 | Guile- (Item, Material, Air & Illusion, 6,000,000 Gold)
24 | Half-Ton of Necromantically-Infused Flesh- (Item, Material, Darkness, 8,000 Gold)
10 | Hambelstern Prototype Cannon Drone Parts- (Item, Material, Technology, 2,575,900 Gold)
27 | Hambelstern Prototype Drone Network System Core- (Item, Material, Technology, 11,000,000 Gold)
95 | Hambelstern Prototype Parts- (Item, Material, Technology, 30,575,900 Gold)
4 | Huge Container of Electrical Mana Oil- (Item, Material, Electrical, 500,000 Gold)
471 | Huge Container of Fire Mana Oil- (Item, Material, Fire, 500,000 Gold)
4 | Hyburion Overthruster- (Item, Material, Technology, 40,000 Gold)
1 | Improved Radio Component- (Item, Material, Technology, 700,000 Gold)
1 | Inky Stuff- (Item, Material, Darkness, 6,000 Gold)
5 | Ironsalt- (Item, Material, Physical & Psychic, 16,000 Gold)
13 | Jar of Algae- (Item, Material, Earth, 120 Gold)
1 | Large Container of Air Mana Oil- (Item, Material, Air, 50,000 Gold)
1 | Large Container of Earth Mana Oil- (Item, Material, Earth, 50,000 Gold)
1 | Large Container of Fire Mana Oil- (Item, Material, Fire, 50,000 Gold)
1 | Large Container of Water Mana Oil- (Item, Material, Water, 50,000 Gold)
1 | Lesser Destiny Gem- (Item, Material, Fate, 36,000,000 Gold)
1 | Logic- (Item, Material, Psychic & Technology & Ice, 5,000,000 Gold)
14 | Lurid Spatial Colors- (Item, Material, Magic, 15,000 Gold)
5 | Magic Copper Ore- (Item, Material, Magic, 5,000 Gold)
5 | Magic Gold Ore- (Item, Material, Magic, 100,000 Gold)
5 | Magic Silver Ore- (Item, Material, Magic, 50,000 Gold)
267 | Magical Gears- (Item, Material, Magic & Technology, 26,000 Gold)
1 | Mania- (Item, Material, Darkness & Psychic, 6,000,000 Gold)
2,625 | Massive Sphere of Necromantic Energy- (Item, Material, Darkness & Magic, 7,602,000 Gold)
1 | Moderation- (Item, Material, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Acid & Electrical & Energy & Ice, 5,000,000 Gold)
1 | Offensiveness (Combat Type)- (Item, Material, Fire & Physical & Darkness, 5,000,000 Gold)
115 | Orihalcum- (Item, Material, Earth & Physical & Magic, 100,000,000 Gold)
74 | Ornamental Glass- (Item, Material, Magic & Air, 5,000 Gold)
1 | Piece of Fifth Metal- (Item, Material, Technology & Psychic & Metal, 5,000,000 Gold)
1 | Piece of First Metal- (Item, Material, Technology & Physical & Metal, 5,000,000 Gold)
1 | Piece of Fourth Metal- (Item, Material, Technology & Psychic & Metal, 5,000,000 Gold)
1 | Piece of Second Metal- (Item, Material, Technology & Physical & Metal, 5,000,000 Gold)
1 | Piece of Third Metal- (Item, Material, Technology & Physical & Metal, 5,000,000 Gold)
1 | Plenty- (Item, Material, Earth & Technology & Water, 70,000,000 Gold)
1 | Pouch of Blue Dust- (Item, Material, Water, 500,000 Gold)
1 | Pouch of Red Dust- (Item, Material, Fire, 500,000 Gold)
1 | Power (2)- (Item, Material, Energy, 6,000,000 Gold)
131 | Primordial Clay- (Item, Material, Earth & Life, 15,000,000 Gold)
1 | Psychic Crystal- (Item, Material, Psychic, 20,000 Gold)
2 | Pure Honey- (Item, Material, Earth, 9,000 Gold)
110 | Purity- (Item, Material, Light, 5,000,000 Gold)
1 | Rage- (Item, Material, Fire, 4,000,000 Gold)
10 | Refined Magic Copper- (Item, Material, Magic, 10,000 Gold)
1 | Runic Node-System Power Core- (Item, Material, Darkness & Magic, 14,505,302 Gold)
2 | Sand Diamond- (Item, Material, Earth, 36,000,000 Gold)
2 | Sea Serpent Scales- (Item, Material, Water, 1,690,000 Gold)
1 | Seriousness- (Item, Material, Earth & Darkness & Technology, 5,000,000 Gold)
1 | Sharpness- (Item, Material, Physical, 5,000,000 Gold)
1 | Spectral Essence- (Item, Material, Light, 1,000 Gold)
1 | Spiny Crystal of Tempering- (Item, Material, Physical, 1,900 Gold)
1 | Spirit of the Sand's Essence- (Item, Material, Earth, 9,000 Gold)
1 | Stone of Lathor- (Item, Material, Darkness, 180,000 Gold)
1 | Swiftness- (Item, Material, Air, 5,000,000 Gold)
1 | Tablet of the Fallen God- (Item, Material, Darkness & Evil, 666,666,616 Gold)
35 | The Sound of a Marching Army- (Item, Material, Physical & Technology, 17,000 Gold)
2 | Thousandcolor Diamond- (Item, Material, Earth & Air & Fire & Water & Light & Darkness & Physical & Psychic & Magic & Technology & Ice & Energy & Acid & Electrical, 36,000,000 Gold)
361 | True Dragon Scales- (Item, Material, Magic & Physical, 400,000 Gold)
1 | Truth- (Item, Material, Light, 5,000,000 Gold)
124 | Unknown Substance- (Item, Material, Magic, 5,000 Gold)
173 | Valkyrie's Essence- (Item, Material, Air & Light & War, 40,000,000 Gold)
1 | Warp Diamond- (Item, Material, Astral, 36,000,000 Gold)
1 | White Moon Dust- (Item, Material, Magic & Earth & Darkness, 6,000 Gold)
1 | White Rock of Fortune- (Item, Material, Light, 220,000 Gold)
1 | Wrecked Runic Cannon Drone Parts- (Item, Material, Darkness & Magic, 435,000 Gold)
Item - Property
1 | Candy Mountain- (Item, Property, Light & Air, 1,000,000 Gold)
14 | Clock Tower- (Item, Property, Earth & Technology, 230,000 Gold)
1 | Dojo- (Item, Property, Physical, 110,000 Gold)
1 | Farm with Serfs - (Item, Property, Earth, 95,000 Gold)
149 | Flowing Core- (Item, Property, Fire, 400,000,000 Gold)
2 | Fortified Bunker- (Item, Property, Magic & Earth, 620,000 Gold)
1 | Helipad- (Item, Property, Technology, 45,000 Gold)
1 | Hot Springs- (Item, Property, Fire & Water, 600,000 Gold)
1 | Hotel Run by Intelligent Cockroaches- (Item, Property, Acid & Technology & Darkness & Physical, 210,000 Gold)
1 | House on a Random World- (Item, Property, Physical, 50,000 Gold)
1 | Lemonade Stand- (Item, Property, Light & Ice, 12,000 Gold)
1 | Plaza Containing a Large, Metal Sheep- (Item, Property, Earth & Air, 56,000 Gold)
2 | Private Aquarium- (Item, Property, Water, 1,300,000 Gold)
1 | Run-Down Shack on a Random World- (Item, Property, Physical, 6,000 Gold)
37 | Shrine of Emptiness- (Item, Property, Void, 15,000,000 Gold)
72 | Shrine to the Beast of the Center- (Item, Property, Earth & Metal & Wood & Fire & Water & Ice & Energy & Electrical & Acid, 15,000,000 Gold)
31 | Shrine to the Beast of the East- (Item, Property, Wood & Electrical, 10,000,000 Gold)
37 | Shrine to the Beast of the North- (Item, Property, Water & Ice, 10,000,000 Gold)
35 | Shrine to the Beast of the South- (Item, Property, Fire & Energy, 10,000,000 Gold)
35 | Shrine to the Beast of the West- (Item, Property, Metal & Acid, 10,000,000 Gold)
1 | Small Farming Village in a Remote Dimension- (Item, Property, Earth, 160,000 Gold)
1 | Small Schoolhouse- (Item, Property, Light & Air, 21,000 Gold)
1 | Square Mile of Boneyard on a Random World- (Item, Property, Darkness, 80,000 Gold)
1 | Square Mile of Caverns on a Random World- (Item, Property, Earth, 60,000 Gold)
1 | Square Mile of Cliffside on a Random World- (Item, Property, Air, 40,000 Gold)
1 | Square Mile of Dark Forest on a Random World- (Item, Property, Darkness, 30,000 Gold)
1 | Square Mile of Lake on a Random World- (Item, Property, Water, 30,000 Gold)
1 | Square Mile of Mesa on a Random World- (Item, Property, Fire, 40,000 Gold)
34 | Square Mile of Open Sky on a Random World- (Item, Property, Air, 20,000 Gold)
1 | Square Mile of Orchards on a Random World- (Item, Property, Light, 120,000 Gold)
1 | Square Mile of Road on a Random World- (Item, Property, Physical, 30,000 Gold)
1 | Square Mile of Salt Flats on a Random World- (Item, Property, Psychic, 70,000 Gold)
1 | Square Mile of Stormy Plains on a Random World- (Item, Property, Electrical, 60,000 Gold)
12 | Square Mile of Sun on a Random World- (Item, Property, Light, 1,990,000 Gold)
1 | Square Mile of Sunny Forest on a Random World- (Item, Property, Magic, 40,000 Gold)
1 | Square Mile of Swamp on a Random World- (Item, Property, Acid, 30,000 Gold)
1 | Square Mile of Volcanic Mountains on a Random World- (Item, Property, Fire, 420,000 Gold)
1 | Steampunk-Era City-Dome- (Item, Property, Technology & Earth & Air, 1,756,000 Gold)
1 | Storefront- (Item, Property, Technology & Physical, 65,000 Gold)
2 | Vampire's Chateau- (Item, Property, Darkness & Earth & Air, 16,900,000 Gold)
1 | Worldheart of Enthroned Heroes- (Item, Property, Glory, 400,000,000 Gold)
Item - Quest Item
1 | *Box of the Three Hags of El-Bazaril- (Item, Quest Item, Magic & Darkness & Earth, 60,000 Gold)
1 | *Copy of Pizza Place Employee Roster Found By Dusty- (Item, Quest Item, Technology, 300 Gold)
1 | *Odd Pizza Ad- (Item, Quest Item, Darkness, 100 Gold)
Item - Resource
1 | Leprechaun's Magical Pot o' Gold- (Item, Resource, Magic & Wealth, 50,000,000 Gold) This item produces 5,000,000 Gold at the start of each month
Item - Ticket
1 | Ancient Fish Gift-Box- (Item, Ticket, Wonder, 36,000,000 Gold) Can be opened at the Warehouse for a roll on the Ancient Fish Gift-Box table
1 | Festive Landscape Giftbox- (Item, Ticket, Ice & Fire & Hope, 40,000,000 Gold) Can be opened at the Warehouse for a roll on the Festive Landscape Giftbox table
19 | Fish of the Month Ticket (Item, Ticket, Water, 5,000 Gold)
1 | Random Ultra-Festive Giftbox Plus- (Item, Ticket, Ice & Chaos & Hope, 40,000,000 Gold) Can be opened at the Warehouse for a roll on the Random Ultra-Festive Giftbox Plus table
Item - Trinket
6 | Totally Awesome Walrusfest Bumper Sticker- (Item, Trinket, Chaos & Air, 19,000 Gold) Wielder's vehicle transformations gain +480 to all stats, stacks 5 times
12 | Walrusfest Bumper Sticker- (Item, Trinket, Chaos & Air, 1,900 Gold) Wielder's vehicle transformations gain +70 to all stats
Item - Useless Thing
1 | Useless Thing- (Item, Useless Thing, Junk, 1 Gold)
Item - Material
1 | Essence of Kjall- (Iteme, Material, Magic, 200 Gold)
Spells-
Spell - Abjuration
1 | High Sanctity- (Spell, Abjuration, Warding, 2,500,000 MP, 250,000,000 Gold) Target item cannot be stolen or destroyed by individuals below Level 99 and cannot have its text changed by individuals below Level 99, Caster must be Level 60 or greater and must possess the ability 'Adept Abjuration Magic Attunement' or 'Adept Warding Synchronization'
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
Spell - Alchemy
1 | Bang Potion Formulation- (Spell, Alchemy, Fire, 1,000 MP, 1,000,000 Gold) +1,000 Ranged Attack, may gain 1 hit against 5 and deal 1/2 Damage
1 | Deceit Potion Formulation- (Spell, Alchemy, Darkness & Air, 1,000 MP, 1,000,000 Gold) Target's Level is considered to be 3 higher, to a max of 60, for purposes of having target's stats scanned as an effect that does not bypass 'Immune to under Level X' effects, does not stack
1 | Gray Potion Formulation- (Spell, Alchemy, Magic & Earth, 1,000 MP, 1,000,000 Gold) Removes all Alchemy buffs and debuffs from sources below Level 40 from target
1 | Illicit Desire Potion Formulation- (Spell, Alchemy, Fire & Darkness, 3,000 MP, 300,000 Gold) 30% inflicts Charm: Lust
1 | Lethal Mist Potion Formulation- (Spell, Alchemy, Air & Acid, 5,000 MP, 5,000,000 Gold) +5,000 Ranged Attack, 60% inflicts Poison, 40% inflicts Dissolving, 30% may inflict Instant Death on targets below Level 20, may gain 1 hit against 30 and deal 1/2 Damage
1 | Love Potion!- (Spell, Alchemy, Light & Magic, 3,000 MP, 255,000 Gold) 20% inflicts Charm: Lovestruck
1 | Mix n' Toss- (Spell, Alchemy, Acid & Air, 500 MP, 500,000 Gold) +500 Ranged Attack, Caster uses a single Potion consumable as part of this action
1 | Rage Potion Formulation- (Spell, Alchemy, Fire & Psychic, 1,000,000 Gold) +500 STR, +500 CON, 40% inflicts Confusion: Enraged, does not stack
Spell - Anarchomancy
1 | Alphabetical Assault- (Spell, Anarchomancy, Air & Physical, 10,000 MP, 10,000,000 Gold) +10,000 Magical Attack, Actions this spell is involved in that include its Magical Attack bonus gain an additional +1,000 Magical Attack for each letter out of 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'T', 'U', 'V', 'W', 'X', 'Y', and 'Z' (including lower-case versions) that is present in the name of any item not counting this one that this item's caster has equipped, to a max of +25,000 additional Melee Attack, Actions this spell is involved in that include its Magical Attack bonus gain 5% inflicts Instant Death against targets below Level 40 if the letter 'S' (including the lower case 's') is present in the name of any item not counting this one that this item's caster has equipped
4 | End Feast- (Spell, Anarchomancy, Earth & Air & Water, 500,000 MP, 100,000,000 Gold) +100,000 Magical Attack, targets below Level 99 who are not 5 or more Levels greater than caster may not benefit from Food consumables, Caster must be Level 40 or greater
Spell - Arcanist Magic
1 | Eye of Visions- (Spell, Arcanist Magic, Light & Magic, 20,000 Gold) +30 Melee Attack if user has no weapons equipped, +15 Magic Attack if user has no weapons equipped, User may skip a turn at any time to view enemy stats, May be cast once per battle
1 | Invoke Major Arcana- (Spell, Arcanist Magic, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Acid & Electrical & Energy & Ice, 2,000,000 MP, 400,000,000 Gold) Caster gains two actions, each of which must be a 'Magical Attack', 'Overdrive', or 'Cast a Spell' action, with each of said two actions only being able to cast exactly one spell (with said actions being unable to include zero spells), excluding spells cast through the effects of the spell 'Fool Arcana', with each such spell having to be a different spell out of the set 'Fool Arcana', 'Magician Arcana', 'High Priestess Arcana', 'Empress Arcana', 'Emperor Arcana', 'Hierophant Arcana', 'Lovers Arcana', 'Chariot Arcana', 'Justice Arcana', 'Hermit Arcana', 'Wheel of Fortune Arcana', 'Strength Arcana', 'Hanged Man Arcana', 'Death Arcana', 'Temperence Arcana', 'Devil Arcana', 'Tower Arcana', 'Star Arcana', 'Moon Arcana', 'Sun Arcana', 'Judgment Arcana', 'World Arcana', or 'Aeon Arcana', with said actions being unable to include non-Arcanist techniques, being unable to give their performer additional actions, and not occurring if they would be unable to meet the aforementioned criteria, This spell may only be cast as part of a 'Cast a Spell' action, Caster must be Level 60 or greater and must possess the ability 'Adept Arcanist Magic Attunement'
3 | One Card of Dis-Buff- (Spell, Arcanist Magic, Magic, 50 MP, 12,000 Gold) Removes all stacked copies of 1 positive enhancements accrued on a single opposing character from items used by characters under level 10, spells cast by characters under level 10, and abilities activated by pets, summons, and transformations under level 10"
3 | One Card of Dis-Summon- (Spell, Arcanist Magic, Magic, 50 MP, 12,000 Gold) Unsummons 1 summoned entities that is under level 10 and were summoned by an entity that is under level 10"
1 | One Card of Summon Soldier- (Spell, Arcanist Magic, Magic, 60 MP, 29,000 Gold) Summons 1 One Soldier, Max 100 Summoned"
1 | Three Card of Dis-Buff- (Spell, Arcanist Magic, Magic, 200 MP, 1,200,000 Gold) Removes all stacked copies of 1 buff on a target that come from sources below Level 30
Spell - Artifice
1 | Mystic Treatment: Unbreakable- (Spell, Artifice, Magic, 50 MP, 100,000 Gold) Gives target possession the permanent Mystic Treatment Unbreakable, costs 200 XP, and the item's value in Gold
1 | Reforge: Opulent- (Spell, Artifice, Physical & Earth, 900 MP, 1,000,000 Gold) Gives target possession the permanent Smithing Technique Opulent, costs 500 XP, and 10 times the item's value in Gold
Spell - Astral Magic
26 | Create Constellation of the Azure Dragon- (Spell, Astral Magic, Wood & Electrical, 20,000 MP, 20,000,000 Gold) Caster creates an Empowered Constellation called the 'Constellation of the Azure Dragon', said empowered constellation causes all Wood or Electrical element individuals on its possessor's side of battle to gain +10,000 to all stats as a non-stacking effect and makes Wood a base element
20 | Create Constellation of the Black Tortoise- (Spell, Astral Magic, Water & Ice, 20,000 MP, 20,000,000 Gold) Caster creates an Empowered Constellation called the 'Constellation of the Black Tortoise', said empowered constellation causes all Water or Ice element individuals on its possessor's side of battle to gain +10,000 to all stats as a non-stacking effect and makes Water a base element
22 | Create Constellation of the Vermilion Bird- (Spell, Astral Magic, Fire & Energy, 20,000 MP, 20,000,000 Gold) Caster creates an Empowered Constellation called the 'Constellation of the Vermilion Bird', said empowered constellation causes all Fire or Energy element individuals on its possessor's side of battle to gain +10,000 to all stats as a non-stacking effect and makes Fire a base element
22 | Create Constellation of the White Tiger- (Spell, Astral Magic, Metal & Acid, 20,000 MP, 20,000,000 Gold) Caster creates an Empowered Constellation called the 'Constellation of the White Tiger', said empowered constellation causes all Metal or Acid element individuals on its possessor's side of battle to gain +10,000 to all stats as a non-stacking effect and makes Metal a base element
37 | Create Constellation of the Yellow Dragon- (Spell, Astral Magic, Earth & Metal & Wood & Fire & Water & Ice & Energy & Electrical & Acid, 60,000 MP, 30,000,000 Gold) Caster creates an Empowered Constellation called the 'Constellation of the Yellow Dragon', said empowered constellation causes all Wood, Electrical, Metal, Acid, Water, Ice, Fire, Energy, and Earth element individuals on its possessor's side of battle to gain +15,000 to all stats as a non-stacking effect and makes Wood, Metal, Ice, Water, Electrical, Energy, Fire, Earth, and Acid base elements
1 | Spacetrain Assault- (Spell, Astral Magic, Astral, 7,500 MP, 7,500,000 Gold) +7,500 Ranged Attack, 80% inflicts Fatigued: Stun, May gain 1 hit against 15 and deal 1/2 Damage
8 | Summon Directional Beasts (2)- (Spell, Astral Magic, Metal & Wood & Fire & Water & Ice & Energy & Electrical & Acid, 160,000 MP, 30,000,000 Gold) Summons 1 Genbu, Suzaku, Byakko, or Seiryu, Caster must have at least one empowered constellation set, Max 1 of each summoned
Spell - Bardic Music
1 | Disco Inferno- (Spell, Bardic Music, Fire, 7,000 MP, 160,000 Gold) +167 Magical Attack, 10% inflicts Burning, may deal 1/3 damage and inflict 1 hit against 15
1 | Tune of Flaming Seasons- (Spell, Bardic Music, Fire, 700 MP, 60,000 Gold) Target allies' attacks are solely Fire element, 1 hit against 14, lasts as long as it is maintained for 20 MP a round
Spell - Biomancy
2 | Augment Natural Weaponry- (Spell, Biomancy, Technology, 30 MP, 40,000 Gold) Target 1 Biohorror per caster level has the damage of its natural attacks raised by 40 per caster level to a max of 6,000, stacks 20 times, lasts 40 turns
Spell - Channeling
1 | Establish Channeling Reservoir- (Spell, Channeling, Magic, 90 MP, 80,000 Gold) For the remainder of the battle, caster may user the MP of target ally to pay the cost of spells
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
1 | Improved Transfer MP- (Spell, Channeling, Magic, 1 MP, 200,000 Gold) Transfers from 1-25,000 MP from one allied target to another
31 | Transfer Element- (Spell, Channeling, Magic, 100 MP, 80,000 Gold) Switches the elements of two allies
1 | Transfer HP- (Spell, Channeling, Magic, X MP, 20,000 Gold) Transfers from 1-5,000 HP from one allied target to another, costs 1 MP per 10 HP transferred
2 | Transfer MP- (Spell, Channeling, Magic, 1 MP, 20,000 Gold) Transfers from 1-5,000 MP from one allied target to another
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
1 | Transfer Status Effect: Paralysis- (Spell, Channeling, Magic, 30 MP, 40,000 Gold) Transfers Paralysis from one allied target to another allied target, the target the effect is transfered to may not be immune to it
1 | Transfer Status Effect: Poison- (Spell, Channeling, Magic, 30 MP, 30,000 Gold) Transfers Poison from one allied target to another allied target, the target the effect is transfered to may not be immune to it
Spell - Channeling Magic
1 | Shared Life- (Spell, Channeling Magic, Light, 200 MP, 120,000 Gold) Two target allies of caster (caster included as a possible target) combine HP totals and share HP, does not stack, even if only recast on 1 of the two individuals involved
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
Spell - Chaos Magic
1 | Fading Call: One Billion Evil Carpenters- (Spell, Chaos Magic, Wood & Metal & Terror, 1,800,000 MP, 180,000,000 Gold) +180,000 Melee Attack, +180,000 Ranged Attack, +180,000 Magical Attack, This action may not be countered by individuals below Level 80, This action counts as involving 1,000,000,000 more Humans and Large Structures than it otherwise would, This action may create up to 1,000 Zones of any combination of base elements, This action may create a City or Fell City Terrain, This action may destroy up to 200 Terrains, Phantom Terrains, or Zones created by sources below Level 80, 2 hits against 500,000,000, Caster must be Level 40 or greater
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
1 | "I'm Terribly Sorry About that Pelican that Just Flew Into Your Face While You Were Trying to Explain How You Would Blow Up the World. Could You Possibly Start Over?"- (Spell, Chaos Magic, Chaos, 12,000 MP, 12,500,000 Gold) Possessor may, at the beginning of battle, choose to cast this spell as an action, any individual below Level 60 who is non-unique or who is below Level 40 who would get to choose for something to happen at the beginning of a round has a 50% chance of being able to make said choice while any individual is under an effect that is generated when this spell is cast that sits on its caster and does not stack on a single caster or across casters, Has RP effects
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
Spell - Chronomancy
4 | Desync- (Spell, Chronomancy, Time & Darkness, 5,000 MP, 6,000,000 Gold) Target may not delay its actions
Spell - Combat Arts
1 | Attack from Within- (Spell, Combat Arts, Physical, 7,000 MP, 800,000 Gold) If this spell is equipped, its equipper may take actions while removed from battle by individuals below Level 100 in a manner that is considered being eaten, with each action costing this spell's MP cost and being considered a casting of this spell
204 | Attack from Within- (Spell, Combat Arts, Physical, 7,000 MP, 800,000 Gold) If this spell is equipped, its equipper may take actions while removed from battle by individuals below Level 100 in a manner that is considered being eaten, with each action costing this spell’s MP cost and being considered a casting of this spell
1 | Dropblade Attack- (Spell, Combat Arts, Physical & Air, 7,500 MP, 7,500,000 Gold) +7,500 Melee Attack, deals full Damage to targets below Level 60 in the back row, 'Melee Attack' actions involving this spell may be used in the back row
1 | Smooth Dodge- (Spell, Combat Arts, Air, 500 MP, 1,000,000 Gold) Caster gains +10% Dodge until the start of caster's first action that occurs after the end of caster's next action, does not stack
Spell - Combat Technique
3 | Juaquime's Tangler - (Spell, Combat Technique, Combat Arts, 450 MP, 77,000 Gold) +78 Physical Attack, 50% inflicts Paralysis, a Whip must be equipped to use this spell
Spell - Culinary Arts
1 | Prepare Shining Kumquat- (Spell, Culinary Arts, Light & Earth, 60,000 MP, 12,000,000 Gold) +12,000 Magical Attack, Heals, Cures 3 negative status effects inflicted by sources below Level 60, Caster must be Level 20 or greater
Spell - Dark Magic
1 | Bubbling Cauldron Divination- (Spell, Dark Magic, Acid, 50 MP, 90,000 Gold) Scans target's stats
8 | Greater Variable Curse- (Spell, Dark Magic, Darkness & Magic, 10,000 MP, 5,000,000 Gold) +5,000 Magical Attack, 500 Stat Damage to any one stat, 40% inflicts any one minor negative status effect, -500 to any three chosen stats, 40% may inflict Hexed or Hexed: Ill Fortune, stacks 5 times
1 | Irresistible Desire-Eyes- (Spell, Dark Magic, Darkness & Psychic, 13,000 MP, 6,900,000 Gold) +700 SPI Damage, Ignores the Resistances and Immunities of individuals below Level 40, 30% 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
1 | Tragic Curse- (Spell, Dark Magic, Darkness & Magic & Fate, 40,000 MP, 12,000,000 Gold) +12,000 Magical Attack, 1,000 Stat Damage to any one stat, 60% inflicts any one minor negative status effect, -600 to any three chosen stats, 60% may inflict Hexed or Hexed: Ill Fortune, stacks 5 times, Caster must be Level 20 or greater
5 | Voidstrike- (Spell, Dark Magic, Darkness, 1,000 MP, 500,000 Gold) Inflicts Voidstruck
Spell - Demon Magic
9 | Dark Banquest- (Spell, Demon Magic, Darkness, 7,500 MP, 1,460,000 Gold) If any attack of caster or one of up to 10 other allied targets kills an individual which is an Undead, Human, Humanoid, Animal, Aerial, Aquatic, Dragon, Monster, Celestial, Angel, Deva, Fae, or Insect, then said individual is healed for an amount of HP and MP equal to 1/30 the slain target'ss max HP or max MP (recipient's choice which), to a max of 600,000 HP and MP for non-Demon, non-Fiends and a max of 1,200,000 HP and MP for Demons and Fiends, lasts 86,400 rounds, does not stack
1 | Maw from the Abyss- (Spell, Demon Magic, Darkness, 900 MP, 1,218,000 Gold) +1,184 Magical Attack, 15% inflicts Wounded, 5% inflicts Voidstruck
1 | Summon Corpse-Eater Demon- (Spell, Demon Magic, Acid, 135,000 MP, 1,790,000 Gold) Summons 1 Corpse-Eater Demon from the enemy list, Max 10 summoned, This spell's summons have an 95% chance of being uncontrolled unless a Properly Anointed Sacrifice to the Corpse-Eater Demon is used as a component during the casting of this spell
1 | Summon Crimson Imp- (Spell, Demon Magic, Fire, 90 MP, 78,000 Gold) Summons 1 Crimson Imp, Max 10 Summoned
1 | Summon Duskstinger Imp- (Spell, Demon Magic, Darkness, 90 MP, 72,000 Gold) Summons 1 Duskstinger Imp, Max 10 Summoned
2 | Summon War Demon- (Spell, Demon Magic, Destruction, 68,000 MP, 1,560,000 Gold) Summons 1 War Demon from the enemy list, Max 20 summoned, This spell's summons have an 60% chance of being uncontrolled
Spell - Divine Magic
1 | Divine Revivification- (Spell, Divine 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 have a Patron Deity
23 | Invoke the Celestial Bureaucracy's Final Judgment- (Spell, Divine Magic, Law & Devastation, 4,000,000 MP, 400,000,000 Gold) Caster summons 1 Hoh Sheng from the Enemy List, Any deity present in the same battlespace as caster may cancel said summoning, Max 1 summoned
10 | Summon Subordinate Divinity- (Spell, Divine Magic, Glory & Law, 3,000,000 MP, 300,000,000 Gold) Caster summons a Deity or Planetary below Level 100 that is of lower Level than caster that is normally fightable for drops on the Enemy List, Max 5 summoned, Caster must be a deity or must possess the ability 'Expert Law Synchronization'
1 | Worldwide Harvest- (Spell, Divine Magic, Earth & Life, 3,200,000 MP, 160,000,000 Gold) +160,000 Magical Attack, Heals HP, deals 1/2 Damage, 1 hit against 5,000,000,000 willing targets, May be cast once every 1,000 rounds, Caster must be Level 40 or greater
Spell - Divine Spell
1 | Holy Blast- (Spell, Divine Spell, Light, 7 MP, 1,900 Gold) +5 Magic Attack
Spell - Divining
1 | Predict Strike- (Spell, Divining, Time, 16,000 MP, 7,900,000 Gold) Caster's next Melee Attack action, if it has a chance to not miss and is targetting only individuals below Level 60, does not miss
Spell - Druid Magic
8 | Call for Treants- (Spell, Druid Magic, Earth, 60,000 MP, 2,110,000 Gold) Summons 1 Treant, max 10 summoned
1 | Call Private Cloud Formation- (Spell, Druid Magic, Air, 30 MP, 36,000 Gold) Target ignores negative effects attached to Zones that have a source below level 15
171 | Landseal- (Spell, Druid Magic, Earth, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not destroy Zones, create Zones, alter Zones, attach effects to Zones, remove effects from Zones, or alter effects on Zones without caster's permission, Caster must be Level 40 or greater
Spell - Elemental Magic
1 | Call Unto Seasons: Winter- (Spell, Elemental Magic, Ice, 45 MP, 45,000 Gold) All Ice attacks for the remainder of the battle do Caster's Level * 10 extra damage, Does 700 Ice damage or heals target Ice element individual for 700, does not stack
1 | Call Unto the Conflux- (Spell, Elemental Magic, Earth & Air & Fire & Water, 150 MP, 88,000 Gold) Either +15 Magical Attack, may choose what combination of its elements is used, changes target ally's next attack's element to Earth, Air, Fire, or Water, scans the user's enemies to determine if any of them are Earth, Air, Fire, or Water element, or gives target 5% Earth, Air, Fire, or Water Resistance, caster may choose to count this as a casting of Call Unto Fire, Call Unto Water, Call Unto Earth, or Call Unto Air
1 | Seasonal Conflux Blast- (Spell, Elemental Magic, Earth & Air & Fire & Water & Electrical & Acid & Ice, 7,500 MP, 5,000,000 Gold) +5,000 Magical Attack, 5% inflicts Entombed, Suffocation, Burning, Drowning, Electrocuted, Dissolving, or Frozen
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
4 | Summon Directional Beasts (3)- (Spell, Elemental Magic, Metal & Wood & Fire & Water & Ice & Energy & Electrical & Acid, 160,000 MP, 30,000,000 Gold) Summons 1 Genbu, Suzaku, Byakko, or Seiryu, Call Unto Seasons: Earth, Call Unto Seasons: Air, Call Unto Seasons: Summer, and Call Unto Seasons: Winter must all have been cast, Max 1 of each summoned
1 | Winter's Beauty- (Spell, Elemental Magic, Ice, 60 MP, 46,000 Gold) +47 Magical Attack, Heals target, 3% cures Frozen, Call Unto Seasons: Winter must have already been cast for this spell to be cast
1 | Zone Blaze- (Spell, Elemental Magic, Fire, 6,000 MP, 94,000 Gold) Attaches an effect to a Zone of Fire that deals 5,000 Fire element damage to all individuals in said zone at the start of the turn, Call Unto Fire must have already been cast twice for this spell to be cast
Spell - Elementalist Magic
1 | Large Fireball Projection- (Spell, Elementalist Magic, Fire, 90 MP, 86,000 Gold) +80 Magical Attack, gains +50 Magical Attack, to a max of +8,000 Magical Attack, for each Martial Artist ability, Elementalist ability, or Monk ability possessed for each empty weapon slot or weapon slot occupied by a Staff, 3% inflicts Burning if at least 10 such abilities are possessed, Call Unto Fire must have been cast to cast this spell
Spell - Enchantment
1 | Baby Needs a New Pair of Shoes!- (Spell, Enchantment, Fortune, 150 MP, 110,000 Gold) Caster is afflicted with Favored at the start of caster's next action, does not stack
1 | Brittle Form- (Spell, Enchantment, Ice, 600,000 MP, 30,000,000 Gold) Inflicts Frozen: Brittle, Caster must possess the ability 'Snow Queen', the ability 'Sorceress', and the ability 'Enchanter'
86 | Control Aquatics- (Spell, Enchantment, Water, 500,000 MP, 95,000,000 Gold) Caster gains control of the decisions made by target Aquatic that is below Level 80 that is non-unique, is normally fightable for drops on the Enemy List, and is 10 or more Levels below caster
1 | Control Daemons, Devils, and Illuminated- (Spell, Enchantment, Earth, 500,000 MP, 100,000,000 Gold) Caster gains control of the decisions made by target Daemon, Devil, or Illuminated that is below Level 80 that is non-unique, is normally fightable for drops on the Enemy List, and is 10 or more Levels below caster
1 | Destiny Erasure- (Spell, Enchantment, Fate, 1,600,000 MP, 200,000,000 Gold) All of target's delayed actions and repeating actions are cancelled, Removes all buffs and debuffs from Fate-element sources below Level 90 who are not 20 or more Levels above caster, Fate-element actions from sources who are not 20 or more Levels above caster, and Fate element spells cast by sources who are not 20 or more Levels above caster from target, Only affects targets below Level 90 who are not 20 or more Levels above caster
1 | Doublespeed- (Spell, Enchantment, Air, 12,000 MP, 12,000,000 Gold) Target gains an additional action every round if no opponent is Level 20 or greater, does not stack
9 | Empower Armor: Deflective Pulse- (Spell, Enchantment, Technology, 610 MP, 69,000 Gold) Target armor gains +60 Defense and, should an offensive action from a source at least 5 levels below caster targeting its wearer fail to deal its wearer any negative result, said result may be redirected to a target of wearer's choice
2 | Enchant Weapon: Miserly- (Spell, Enchantment, Magic, 200 MP, 400,000 Gold) Gives target weapon the permanent Enchantment Miserly, costs 300 XP, and 500,000 Gold
1 | Eternal Enslavement- (Spell, Enchantment, Light & Fire & Darkness, 450,000 MP, 130,000,000 Gold) 200% inflicts Charm, individuals below Level 80 afflicted with instances of Charm generated by this spell may not conduct offensive actions that target its caster as an effect that is part of said instances of Charm, this spell ignores the status effect Resistances and Immunities of individuals below Level 60, instances of Charm this spell inflicts possess no per-round auto-recovery chance and may not be auto-recovered from by or cured by individuals below Level 80, Caster must be Level 40 or greater
w/Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
134 | Eternal Love- (Spell, Enchantment, Light & Fire, 450,000 MP, 130,000,000 Gold) 200% inflicts Charm, this spell ignores the status effect Resistances and Immunities of individuals below Level 60, instances of Charm this spell inflicts possess no per-round auto-recovery chance and may not be auto-recovered from by or cured by individuals below Level 80, Caster must be Level 40 or greater
1 | Eye of Autumn- (Spell, Enchantment, Acid, 14,000 MP, 7,000,000 Gold) Scans target's stats, Call Unto Seasons: Fall must have been cast for this spell to be cast, Caster must possess the ability 'Counselor of Faerie', Caster must possess the ability 'Diviner', Has RP effects sometimes
1 | Lullaby for the Sun- (Spell, Enchantment, Light & Air, 16,000 MP, 200,000,000 Gold) Target Solar Being is afflicted with Fatigued: Asleep, Instances of Fatigued: Asleep inflicted by this spell possess no natural per-round chance of wearing off, Actions involving this spell bypass the immunities, resistances, and absorptions of Solar Beings below Level 60, This spell may, at its caster's discretion, also count as a Bardic Music spell
1 | Magic Polish- (Spell, Enchantment, Magic, 5,000 Gold, 2,100,000 Gold) Caster gains +2,500 Magical Attack and +2,500 Melee Attack, does not stack
1 | Recreate Dream- (Spell, Enchantment, Magic & Psychic, 150 MP, 110,000 Gold) Target is afflicted with Invigorated or has a 60% chance of being afflicted with Confusion: Fear (caster's choice at the time of casting) the next time target is afflicted with Fatigued: Asleep, stacks 3 times (note that all stackings will generally trigger at the same time)
2 | Second Chance- (Spell, Enchantment, Air & Fate, 90,000 MP, 30,000,000 Gold) Target is cured of Instant Death: Doomed from a source below Level 60
58 | Sublime Caress- (Spell, Enchantment, Light & Fire, 500,000 MP, 140,000,000 Gold) 30% inflicts Dominion, Caster must by Level 40 or greater
Spell - Ethereal Magic
2 | Body of Vapor- (Spell, Ethereal Magic, Air, 600 MP, 50,000 Gold) Gives caster 98% Dodge so long as caster opts to perform no actions, 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
Spell - Forbidden Magic
19 | Summon Eldritch Monstrosity- (Spell, Forbidden Magic, Darkness, 80,000,00 Gold) Summons 1 Eldritch Monstrosity from the Enemy List, Summons of this spell have a 5000% chance of being uncrontrolled, Max 1 summoned
Spell - Gate Magic
1 | Blank Doorway- (Spell, Gate Magic, Spatial, 3,000,000 MP, 300,000,000 Gold) Inflicts Vanished on all individuals below Level 60 in the same battlespace as caster, Caster must be Level 60 or greater and must possess the ability 'Adept Gate Magic Synchronization'
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
1 | Death's Door- (Spell, Gate Magic, Darkness, 3,000,000 MP, 300,000,000 Gold) Inflicts Instant Death on all individuals below Level 60 in the same battlespace as caster, Caster must be Level 60 or greater and must possess the ability 'Adept Gate Magic Synchronization' or 'Adept Necromancy Synchronization'
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
1 | Establish Planar Gate- (Spell, Gate Magic, Spatial, 2,000,000 MP, 200,000,000 Gold) Caster selects another battlespace that is part of the same battle provided that no individuals 20 or more Levels greater than caster object in either caster's current battlespace or in said selected battlespace, Individuals may, when shifting rows, enter a row-order-formation in either such battlespace, Caster must be Level 40 or greater and must possess the ability 'Adept Gate Magic Synchronization'
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
1 | Grand Rift- (Spell, Gate Magic, Spatial, 8,000,000 MP, 400,000,000 Gold) +400,000 Magical Attack, Targets that are summons below Level 80 that were summoned by a source below Level 100 are unsummoned, Buffs from sources under Level 60 on targets are removed, 1 hit against 500,000,000, deals 1/2 Damage, Caster must be Level 60 or greater and must possess the ability 'Adept Gate Magic Synchronization'
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
1 | Open Gate to Grand Mall of Worlds- (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
1 | 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
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
1 | Planar Overlay- (Spell, Gate Magic, Spatial & Light & Darkness & Earth & Air & Fire & Water, 10,000,000 MP, 500,000,000 Gold) Creates a Persistent Enchantment called Planar Overlay; said Persistent Enchantment's removal condition is the spending of 100 actions by individuals who possess the ability 'Adept Gate Magic Attunment', who are Spatial element and over Level 79, or who possess a Deity Effect, or the spending of 1 action by an individual over Level 99; Caster chooses a terrain type out of 'Domain of Elemental Earth', 'Domain of Elemental Air', 'Domain of Elemental Fire', 'Domain of Elemental Water', 'Land of the Dead', 'Dark Realm', 'Hellscape', 'Abyss', 'Celestial City', 'Heavenly Fields', 'Elysian Wilds', 'Gear Cosmos', 'Domain of Balance', 'Primordial Void', 'Void Cages', 'Abyss of Time', 'Divine Domain', 'Storehouse of Wonders', 'Faerie Kingdom', 'Endless Desert', 'Mage's Sanctum', 'Realm of Magic', 'Astral Void', 'Ethereal Mists', 'Dreamland', 'Twisting Nightmare', 'Wellspring of Life', 'Void of Endings', 'Untamed Wilds', 'Concordant City', 'Frozen Cosmos', 'Silent Hallways', 'Imperial Heavens', 'Alien Domain', 'Sea of Madness', 'Mindscape', 'Crystal Isles', 'Land of Seasons', 'Spirit Realm', 'Cosmic Junkyard', 'Grid Domain', 'Plane of Living Flesh', 'Hive-Realm', 'Fell City', 'Land of Mist and Poison', 'Cosmic Web', 'World Tree', 'Bubble-Cosmos', 'White Void', 'Primordial Soup', or 'Extradimensional Arena', and all battlespaces in this thread count as gaining said terrain, with said terrain gaining an effect that summons up to 20 chosen Celestials, Angels, Devas, Illuminated, Abstracts, Primes, Daemons, Devils, Demons, Darkspawn, Elementals, Spirit, Planetaries, Conceptuals, Outsiders, or Magic Beings that are below Level 99 that are normally fightable for drops at the start of each round, with summon possessing a chance equal to their Level of being uncontrolled if a different subtype than caster, Max 1,000,000 summoned; This spell takes 200 consecutive actions to cast, any individual above Level 99 or who possess the ability 'Adept Gate Magic Attunment' or who is Spatial element and over Level 79, or who possess a Deity Effect, may spend an action to make this spell uncastable so long as this spell's owner is of lower level than said individual and no individual of higher level than said individual has spent any actions to cast this spell; this spell, across all copies, may be cast only once per thread; This spell's effects cannot be cancelled by its caster and do not take a buff slot; Caster must be Level 60 or greater and must possess the ability 'Expert Gate Magic Attunement', This spell has often-intense RP effects; Keep track of the casting count on this, stuff may start happening once it hits various values; Though non-unique, copies of this spell should be tracked separately
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
1 | Rain of Lost Realities- (Spell, Gate Magic, Water & Spatial, 5,000,000 MP, 400,000,000 Gold) +400,000 Melee Attack, This attack gains ( (80 - Target's Level) / 5, rounded down) additional hits against each target, 1 hit against 1,000,000, deals 1/2 Damage, Each hit of this action may gain or solely become any combination of base elements, Each hit of this action may be considered to be within any one terrain (in addition to any other terrains it might be in) that is a type of terrain that possesses a corresponding Square Mile that is in stock in the Shop, Caster must be Level 60 or greater and must possess the ability 'Adept Gate Magic Synchronization'
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
1 | Reality Divider- (Spell, Gate Magic, Spatial, 3,000,000 MP, 300,000,000 Gold) +300,000 Ranged Attack, 10% inflicts Vanished, Targets below Level 80 have their stats halved as a non-stacking debuff, Caster must be Level 60 or greater and must possess the ability 'Adept Gate Magic Synchronization'
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
1 | Return to Reality- (Spell, Gate Magic, Spatial, 2,500,000 MP, 500,000,000 Gold) Cures Vanished up to 5 times per target per thread, Caster must be Level 60 or greater and must possess the ability 'Adept Gate Magic Synchronization'
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
1 | Supreme Banishment- (Spell, Gate Magic, Spatial & Light & Darkness, 8,000,000 MP, 500,000,000 Gold) Unsummons target summon that is below Level 100 that was summoned by a source below Level 100 that is not 10 or more Levels greater than caster, Caster must be Level 60 or greater and must possess the ability 'Expert Gate Magic Synchronization'
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
1 | World Tour- (Spell, Gate Magic, Spatial, 2,250,000 MP, 225,000,000 Gold) +225,000 Melee Attack, This attack gains ( (80 - Target's Level) / 5, rounded down) additional hits against each target, Each hit of this attack may be considered to not be within any present Terrains, Phantom Terrains, and Zones that are of caster's choosing that come from sources that are either caster or are below Level 80, Each hit of this action may gain or solely become any combination of base elements, Each hit of this action may be considered to be within any one terrain (in addition to any other terrains it might be in) that is a type of terrain that possesses a corresponding Square Mile that is in stock in the Shop, Caster must be Level 60 or greater and must possess the ability 'Adept Gate Magic Synchronization'
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
Spell - Geomancy
1 | Create Zone of Acid- (Spell, Geomancy, Acid, 50 MP, 20,000 Gold) Caster creates a Zone of Acid which does not stack with Zones and may set the Phantom Terrain to Swamp
1 | Create Zone of Air- (Spell, Geomancy, Air, 50 MP, 20,000 Gold) Caster creates a Zone of Air which does not stack with Zones and may set the Phantom Terrain to Open Plains
1 | Create Zone of Darkness- (Spell, Geomancy, Darkness, 50 MP, 20,000 Gold) Caster creates a Zone of Darkness which does not stack with Zones and may set the Phantom Terrain to Dark Forest
1 | Create Zone of Earth- (Spell, Geomancy, Earth, 50 MP, 20,000 Gold) Caster creates a Zone of Earth which does not stack with Zones and may set the Phantom Terrain to Mountains
1 | Create Zone of Electrical- (Spell, Geomancy, Electrical, 50 MP, 20,000 Gold) Caster creates a Zone of Electrical which does not stack with Zones and may set the Phantom Terrain to Stormy Plains
1 | Create Zone of Fire- (Spell, Geomancy, Fire, 50 MP, 20,000 Gold) Caster creates a Zone of Fire which does not stack with Zones and may set the Phantom Terrain to Desert
2 | Create Zone of Ice- (Spell, Geomancy, Ice, 50 MP, 20,000 Gold) Caster creates a Zone of Ice which does not stack with Zones and may set the Phantom Terrain to Frozen Waste
1 | Create Zone of Light- (Spell, Geomancy, Light, 50 MP, 20,000 Gold) Caster creates a Zone of Light which does not stack with Zones and may set the Phantom Terrain to Meadow
1 | Create Zone of Magic- (Spell, Geomancy, Magic, 50 MP, 20,000 Gold) Caster creates a Zone of Magic which does not stack with Zones and may set the Phantom Terrain to Sunny Forest
1 | Create Zone of Physical- (Spell, Geomancy, Physical, 50 MP, 20,000 Gold) Caster creates a Zone of Physical which does not stack with Zones and may set the Phantom Terrain to Road
1 | Create Zone of Psychic- (Spell, Geomancy, Psychic, 50 MP, 20,000 Gold) Caster creates a Zone of Psychic which does not stack with Zones and may set the Phantom Terrain to Salt Flats
1 | Create Zone of Technology- (Spell, Geomancy, Technology, 50 MP, 20,000 Gold) Caster creates a Zone of Technology which does not stack with Zones and may set the Phantom Terrain to City
1 | Create Zone of Water- (Spell, Geomancy, Water, 50 MP, 20,000 Gold) Caster creates a Zone of Water which does not stack with Zones and may set the Phantom Terrain to Beach
Spell - Golomancy
1 | Golemic Formula of Thought-Destruction- (Spell, Golomancy, Psychic, 80,000 MP, 9,000,000 Gold) Target allied Golem deals MP Damage instead of HP Damage
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
Spell - Gunslinging
1 | Barrage Fire- (Spell, Gunslinging, Technology & Air, 6,000 MP, 7,900,000 Gold) +7,000 Ranged Attack, (X+1) hits against 1, deals 1/X damage, X can be any number up to caster level, This spell may only be cast by individuals who have a Gun equipped
1 | Trick Shot: Disarming Shot- (Spell, Gunslinging, Technology & Physical, 700 MP, 89,000 Gold) +15 Ranged Attack, 15% unequips a weapon on target of lower or equal level, 15% target of lower level cannot use attacks for which Strength or Agility is the prime attribute that have the element is Physical or Technology for target's next action, Success chances for these effects decrease by 1% each concurrent round this attack is used by anyone on the same side, only works if a Gun is equipped
2 | Trick Shot: Fan the Hammer- (Spell, Gunslinging, Technology & Air, 600 MP, 79,000 Gold) +5 Ranged Attack, X hits against 1, deals 1/X damage, X can be any number up to user level, only works if a Gun is equipped
1 | Trick Shot: Fan the Hammer- (Spell, Gunslinging, Technology & Air, 600 MP, 79,000 Gold) +5 Ranged Attack, X hits against 1, deals 1/X damage, X can be any number up to user level, only works if a Gun is equipped
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
Spell - Healer Magic
2 | 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
17 | Freedom- (Spell, Healer Magic, Air, 70,000 MP, 30,000,000 Gold) Target is immune to row-shifting effects from sources below Level 60, Target's actions cannot be skipped by minor or moderate status effects, Target gains Paralysis Immunity, Target's turn-order-determining stat may not be unwillingly changed by sources below Level 40, Target's actions may not be unwillingly controlled by sources below Level 20, Caster must be Level 39 or higher, lasts 5 rounds, does not stack
1 | Improved Heal- (Spell, Healer Magic, Light, 100 MP, 90,000 Gold) +110 Magical Attack, Heals
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
1 | Improved Repair Spirit- (Spell, Healer Magic, Light, 500 MP, 5,000,000 Gold) Heals 5,000 SPI Damage, Cures Stat Drain: SPI Drain
1 | Restore Stats- (Spell, Healer Magic, Light & Air, 20 MP, 150,000 Gold) Heals 50 points of stat damage for all stats
61 | Shade Restore- (Spell, Healer Magic, Darkness, 35 MP, 2,000 Gold) +30 Magic Attack, Heals target
2 | Treat Debuff- (Spell, Healer Magic, Light, 5,000 MP, 450,000 Gold) Removes any one debuff from a source below Level 50
Spell - Hypertech
1 | *Jennifer Tardil's Secret Repair Technique- (Spell, Hypertech, Technology, 140 MP, 85,000 Gold) +80 Ranged Attack, Heals, Only effects Robots, Machines, Mechs, Vehicles, and War Machines
1 | *Nexus PD Grenade Barrage- (Spell, Hypertech, Fire & Technology, 40 MP, 40,000 Gold) Does 500 Technology & Fire Damage, 1 hit against 25
1 | Brass Chimera Laser- (Spell, Hypertech, Technology, 44,000 MP, 2,100,000 Gold) +2,200 Ranged Attack, +2,200 Magical Attack, Damage dealt by this action may not be healed by individuals below Level 40, 15% inflicts Antimatter
7 | Create Turrets- (Spell, Hypertech, Physical, 90 MP, 70,000 Gold) This spell if cast inside a Zone of Technology creates a turret that has 12,000 HP, 230 Defense, and deals 1,500 Technology damage as an action at the end of its creator's first action each round, A max of 3 turrets may be created at once, these turrets disappear if no longer in a Zone of Technology
1 | Design Decent Robot that Shoots Electricity?-(Spell, Hypertech, Technology & Electrical, 1,400 MP, 140,000 Gold) Summons 1 Semi-Jerry-Rigged Automated Armored Improved Electranetic Robot Cannoneer with a 95% chance of success, a 4% chance of no result, and a 1% chance of the summon going rogue and joining an enemy side that is randomly determined from the available enemy sides, Max 5 summoned
1 | Explosive Blasts- (Spell, Hypertech, Fire & Air, 600 MP, 1,490,000 Gold) +1,500 Ranged Attack, 30% Inflicts Fatigued: Stun, 1 hit against 6
1 | Grenade Barrage- (Spell, Hypertech, Fire & Air, 60 MP, 49,000 Gold) +45 Ranged Attack, 2% Inflicts Stun, 1 hit against 6
29 | Hambelstern Prototype Drone Siren 0.03- (Spell, Hypertech, Technology, 565,985 MP, 7,895,700 Gold) Summons 5 Hambelstern Prototype 0.08 Cannon Drone, max 20 summoned, summons of summons from this spell count towards the cap of summons that this spell may produce
1 | Hyperspace Jump- (Spell, Hypertech, Technology & Astral & Spatial, 2,000 MP, 7,00,000 Gold) Has RP effects if caster is in an appropriate spacecraft or other vehicle, Permits escape from random quests at the start of the round after it is cast
33 | Raise Fortifications- (Spell, Hypertech, Physical, 90 MP, 70,000 Gold) This spell attaches an effect to a Zone of Technology that raises the Defense of all of caster's allies and caster in said zone by 200, This spell may, instead, increase the Defense of all of caster's allies and caster by 40, stacks 3 times regardless of which effect is chosen
1 | Sky Torpedo- (Spell, Hypertech, Air & Fire, 78,500 Gold) +195 Ranged Attack, deals 1/4 damage to targets that are non-Aerials and are not Air element unless the terrain or phantom terrain is some sort of sky, always hits and is a critical against Air element Vessels under level 20
Spell - Illusion Magic
1 | Disguise Self: Abstract- (Spell, Illusion Magic, Magic, 1,000 MP, 200,000 Gold) Caster's subtype becomes Abstract until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Aerial- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Aerial until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Alien- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Alien until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Angel- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Angel until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Aquatic- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Aquatic until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Bio-Horror- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Bio-Horror until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Celestial- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Celestial until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Clockwork- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Clockwork until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Cthonian- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Cthonian until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Daemon- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Daemon until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Darkspawn- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Darkspawn until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Demon- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Demon until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Deva- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Deva until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Devil- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Devil until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Dragon- (Spell, Illusion Magic, Magic, 1,000 MP, 200,000 Gold) Caster's subtype becomes Dragon until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Fae- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Fae until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Golem- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Golem until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Horror- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Horror until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Human- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Human until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Humanoid- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Humanoid until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Illuminated- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Illuminated until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Insect- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Insect until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Machine- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Machine until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Magic Being- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Magic Being until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Monster- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Monster until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Ooze- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Ooze until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Outsider- (Spell, Illusion Magic, Magic, 1,000 MP, 200,000 Gold) Caster's subtype becomes Outsider until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Plant- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Plant until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Prime- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Prime until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Robot- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Robot until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Shapeshifter- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Shapeshifter until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Spirit- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Spirit until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | Disguise Self: Undead- (Spell, Illusion Magic, Magic, 500 MP, 100,000 Gold) Caster's subtype becomes Undead until caster's stats have been scanned unless caster's stats have been scanned earlier in this battle
1 | 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
1 | Liar's Million-Billion Razors- (Spell, Illusion Magic, Physical, 70,000 MP, 450,000,000 Gold) +225,000 Ranged Attack, This spell gains an additinoal +325,000 Ranged Attack against individuals who have not scanned caster's stats and have not been present in battle at a point in which caster previously cast this spell, If caster possesses the ability Illusionist, this spell inflicts Wounded on targets who have not scanned caster's stats, have not been present in battle at a point in which caster previously cast this spell, and are no more than 10 Levels higher than caster, if caster possesses the ability Illusionist, this spell deals 10 hits against each target who has not scanned caster's stats, is no more than 10 Levels higher than caster, have not been present in battle at a point in which caster previously cast this spell, and is below Level 80, If caster possesses the ability Illusionist, this spell deals 1,000 hits against each opposing target who is non-unique, more than 20 levels below caster, has not scanned caster's stats, has not been present in battle at a point in which caster previously cast this spell, and is below Level 80
Spell - Leadership
1 | Give A Piggy-Back Ride!- (Spell, Leadership, Physical & Light, 1 MP, 18,000 Gold) Target occupies the same spot in the rows as caster does, negative actions which target this spell's target have a 50% chance of also affecting this spell's caster, negative actions which target this spell's caster have a 50% chance of also affecting this spell's target, target takes all of target's actions for the round when caster takes caster's first action, may only affect willing targets, may only be affecting one target at a time
1 | Phone the Bank- (Spell, Leadership, Wealth, 150 MP, 110,000 Gold) Caster gains +11,000 Defense against Gold Damage, stacks 5 times
Spell - Necromancy
1 | *Create Ebon Network Archmissionary Node: Jebediah- (Spell, Necromancy, Darkness, 49,000 MP, 19,500,000 Gold) Gives user an Ebon Network Node, all Ebon Network Nodes in battle gain a buff effect that adds +5,000 to all of their possessor’s stats, +4,000 Magical Attack, +17% Critical, +30% to Hit, +15% Dodge, and +15% Resilience, takes 3 turns to cast, does not stack
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
1 | Deny Death- (Spell, Necromancy, Darkness & Warding, 3,600,000 MP, 180,000,000 Gold) Target becomes Immune to Instant Death from sources below Level 80 that are not 20 or more Levels greater than caster, Caster must be Level 40 or greater
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 | 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
Spell - Other: Catastrophe Magic
1 | Apocalypse- (Spell, Other: Catastrophe Magic, Destruction & Fate & Light & Acid & War & Earth & Darkness, 940,000 MP, 210,000,000 Gold) +440,000 Magical Attack, 30% inflicts Plague, 30% inflicts Dominion, 30% inflicts Devestated, 30% inflicts Smited, 30% inflicts Instant Death, deals 1/2 Damage, 1 hit against 5,000,000, 150% this action hits all allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, Caster must by Level 60 or greater
2 | Proto-Ragnarok- (Spell, Other: Catastrophe Magic, Destruction & Fate & Fire & Ice & Electrical & Physical & War, 160,000 MP, 80,000,000 Gold) +160,000 Magical Attack, 30% inflicts Devastated, deals 1/2 Damage, 1 hit against 400,000, 95% this action hits all allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, Caster must by Level 40 or greater
38 | Ragnarok- (Spell, Other: Catastrophe Magic, Destruction & Fate & Fire & Ice & Electrical & Physical & War, 640,000 MP, 160,000,000 Gold) +320,000 Magical Attack, 60% inflicts Devastated, deals 1/2 Damage, 1 hit against 4,000,000, 95% this action hits all allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, Caster must by Level 40 or greater
Spell - Other: Danmaku
2 | Black Pentagon Danmaku- (Spell, Other: Danmaku, 31 MP, Darkness, 55,000 Gold) +25 Ranged Attack. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Blinking Indigo Danmaku- (Spell, Other: Danmaku, 60 MP, Psychic, 50,000 Gold) +40 Ranged Attack, instead provides +200 Ranged Attack on odd numbered turns. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Blue Hexagon Danmaku- (Spell, Other: Danmaku, 130 MP, Water, 165,000 Gold) +170 Ranged Attack. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Burning-Moon-Danmaku- (Spell, Other: Danmaku, 31 MP, Fire & Earth, 260,000,000 Gold) +260,000 Ranged Attack, 150% inflicts Burning, 150% inflicts Fatigued: Stun, This action gains '10 hits against 1' against targets who possess an ability or Constant Effect named 'Supermassive' or 'Hypermassive', with said hits not allowing said action to hit such targets more than 12 times. The action associated with this spell is now considered to be a Danmaku Attack. This action’s To Hit is halved. For each Danmaku spell involved in this action, this action’s To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor’s Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor’s Danmaku Support Value, which defaults to 5.
30 | Chicken Drumstick Danmaku- (Spell, Other: Danmaku, 61 MP, Physical & Air, 27,000 Gold) +24 Ranged Attack, May Heal, gains an additional +90 Ranged Attack if caster possesses at least 5 Chef abilities. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Circular Orange Danmaku- (Spell, Other: Danmaku, 30 MP, Earth, 31,000 Gold) +35 Ranged Attack. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Dagger Danmaku- (Spell, Other: Danmaku, 58 MP, Physical, 41,000 Gold) +44 Ranged Attack, 10% Critical. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Danmaku Pattern: Continually Present Row-Shifting Danmaku- (Spell, Other: Danmaku, 1,000 MP, Magic, 550,000 Gold) +1 Ranged Attack, This action may only target individuals in front rows on even numbers of turns since casting, as well as the turn of casting, and targets in back rows on odd numbers of turns since casting. This spell may only be in effect as part of one Danmaku Attack at a time for each caster, with Danmaku Attacks containing castings from the same caster prior to this casting disappearing upon casting. This action repeats itself at the start of every round so long as its caster is present at the beginning of each round. This spell counts as 5 spells for determining MP cost multipliers for Danmaku Attacks. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Danmaku Pattern: Gratuitously Large Blind Spot- (Spell, Other: Danmaku, 9 MP, Ice, 69,000 Gold) +1 Ranged Attack, there is a 9% chance that this action deals full damage to the back row, This chance increases by 9%, to a max of 50% for each Danmaku spell involved in this action. This action cannot negatively affect the front row. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Danmaku Pattern: Highly Repetitive Danmaku- (Spell, Other: Danmaku, 140 MP, Air, 70,000 Gold) +1 Ranged Attack, Should caster's next action be identical to this action, then caster's next action gains -20% To Hit (as an effect that stacks up 50 times for sequential re-use of this effect) but costs 0 MP. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Danmaku Pattern: Infuriating Background-Color Matching Chameleon Danmaku- (Spell, Other: Danmaku, 30 MP, Psychic, 120,000 Gold) +1 Ranged Attack, This spell, if used in a Danmaku Attack, counts as a number of Danmaku spells equal to the number of elements that match between it and the elements of Zones present in this battle minus the number of elements present in this action that are not present as the elements of Zones present in this battle for all purposes except MP cost multipliers, for which it counts as one spell. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Danmaku Pattern: Slow-Moving Formation- (Spell, Other: Danmaku, 40 MP, Earth, 55,000 Gold) +1 Ranged Attack, Affects target(s) in one target side's front row at the start of the round after it comes into effect. Hits target(s) in the same side's back row at the start of the round after said round. Note that this spell does not add hits to an attack. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Danmaku Pattern: Spread-Out Formation- (Spell, Other: Danmaku, 160 MP, Air, 53,000 Gold) +1 Ranged Attack, 1 hit against 10, deals 1/3 damage. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Fire Danmaku- (Spell, Other: Danmaku, 65 MP, Fire, 61,000 Gold) +65 Ranged Attack, 10% inflicts Burning. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Gold Laser Danmaku- (Spell, Other: Danmaku, 101 MP, Light, 104,000 Gold) +110 Ranged Attack, Ignores 150 Defense. The Defense ignoring of this spell does not stack with other effects that ignore Defense. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Gray Ring Danmaku- (Spell, Other: Danmaku, 61 MP, Air, 53,000 Gold) +64 Ranged Attack. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Ice Danmaku- (Spell, Other: Danmaku, 61 MP, Ice, 54,000 Gold) +40 Ranged Attack. 10% inflicts Frozen. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Kickass Beer Danmaku- (Spell, Other: Danmaku, 10,000 MP, Water & Fire & Physical, 5,000,000 Gold) +5,000 Ranged Attack, 60% inflicts Poison: Drunk. The action associated with this spell is now considered to be a Danmaku Attack. This action’s To Hit is halved. For each Danmaku spell involved in this action, this action’s To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor’s Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor’s Danmaku Support Value, which defaults to 5.
2 | Large Violet Danmaku- (Spell, Other: Danmaku, 60 MP, Magic, 51,000 Gold) +59 Ranged Attack. Provides an additional +40 Ranged Attack if another copy of this spell has been cast as part of a Danmaku Attack that this spell is part of. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Lightning Danmaku- (Spell, Other: Danmaku, 61 MP, Electrical, 65,000 Gold) +65 Ranged Attack, 10% inflicts Electrocuted. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Literal Bullet Danmaku- (Spell, Other: Danmaku, 50 MP, Technology & Physical, 50,000 Gold) +50 Ranged Attack. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Musical Note Danmaku- (Spell, Other: Danmaku, 61 MP, Air, 74,000 Gold) +35 Ranged Attack, Gives up to 5 of caster’s allies, including caster, +10 to all stats, stacks 20 times. The action associated with this spell is now considered to be a Danmaku Attack. This action’s To Hit is halved. For each Danmaku spell involved in this action, this action’s To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor’s Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor’s Danmaku Support Value, which defaults to 5.
2 | Oblong Green Danmaku- (Spell, Other: Danmaku, 29 MP, Acid, 22,000 Gold) +25 Ranged Attack. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
1 | Pure Rainbow Danmaku- (Spell, Other: Danmaku, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Acid & Electrical & Ice & Energy, 10,000 MP, 5,000,000 Gold) +5,000 Ranged Attack, Actions this spell is cast as part of become solely every Base Element if any Base Elements exist. The action associated with this spell is now considered to be a Danmaku Attack. This action’s To Hit is halved. For each Danmaku spell involved in this action, this action’s To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor’s Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor’s Danmaku Support Value, which defaults to 5.
2 | Rapid-Firing Shiny Bullet- (Spell, Other: Danmaku, 70 MP, Physical, 34,000 Gold) +30 Ranged Attack. One of caster's prime attributes is increased by 40, with caps still applying to this increase, for this action. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Shiny Ring Danmaku- (Spell, Other: Danmaku, 64 MP, Physical, 61,000 Gold) +69 Ranged Attack. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Silver Crescent Danmaku- (Spell, Other: Danmaku, 120 MP, Technology, 145,000 Gold) +104 Ranged Attack, 12% Critical. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Small, Slow-Moving White Danmaku - (Spell, Other: Danmaku, 20 MP, Ice, 21,000 Gold) +10 Ranged Attack, Provides an additional +200 Ranged Attack if at least 4 other Danmaku spells are involved in this action. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Sparkling Star Danmaku- (Spell, Other: Danmaku, 201 MP, Magic, 210,000 Gold) +204 Ranged Attack, 120% To Hit. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Square Red Danmaku- (Spell, Other: Danmaku, 27 MP, Fire, 14,000 Gold) +15 Ranged Attack. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Sword Danmaku- (Spell, Other: Danmaku, 110 MP, Physical, 113,000 Gold) +140 Ranged Attack, 8% Critical. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
2 | Syringe Danmaku- (Spell, Other: Danmaku, 9,400 MP, Darkness & Technology, 330,000 Gold) +315 Ranged Attack. May Heal, 10% may inflict Poison. 10% may inflict Diseased, The action associated with this spell is now considered to be a Danmaku Attack. This action’s To Hit is halved. For each Danmaku spell involved in this action, this action’s To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor’s Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor’s Danmaku Support Value, which defaults to 5.
2 | Triangular Yellow Danmaku- (Spell, Other: Danmaku, 30 MP, Electrical, 15,000 Gold) +25 Ranged Attack. The action associated with this spell is now considered to be a Danmaku Attack. This action's To Hit is halved. For each Danmaku spell involved in this action, this action's To Hit increases by 5%, to a max of the value this action would have without its To Hit being halved by this spell. These To-Hit-halving and To-Hit-increasing qualities do not stack. A number of Danmaku spells, counting this one, may be used together as part of this Danmaku Attack equal to possessor's Danmaku Capacity value, which defaults to 5. The MP cost of all such Danmaku spells used as part of this attack is multiplied by the number of such spells in this attack, taking this into account before applying other MP-cost-modifying effects. No non-Danmaku spell or non-Bullet-. Technique may be used as A number of Danmaku Support Sources may be factored into this Danmaku Attack up to possessor's Danmaku Support Value, which defaults to 5.
Spell - Other: Dragon Magic
37 | Call Dragons- (Spell, Other: Dragon Magic, Magic, 1,000,000 MP, 170,000,000 Gold) Caster summons up to 5 Dragons below Level 80 that are normally fightable for drops from the Enemy List, Max 5 summoned, Caster must be Level 40 or greater
Spell - Other: Spatial Magic
1 | Hole Toss- (Spell, Other: Spatial Magic, Spatial, 50 MP, 50,000 Gold) +50 Magical Attack, Caster may choose to generate no attack when casting this spell, Caster may choose to obtain one item carried by a willing target or to trade one item to a willing target in addition to this action's other effects
1 | Hole Toss II- (Spell, Other: Spatial Magic, Spatial, 5,000 MP, 5,000,000 Gold) +5,000 Magical Attack, Caster may choose to generate no attack when casting this spell, Caster may choose to obtain one item carried by a willing target or to trade one item to a willing target in addition to this action's other effects
Spell - Protection Magic
3 | All-Wall- (Spell, Protection Magic, Magic & Earth, 600,000 MP, 14,000,000 Gold) Caster and all of caster's allies take half damage from sources below Level 40, lasts 5 rounds, Caster must be at least Level 40
1 | Impenetrable Warding Hand- (Spell, Protection Magic, Physical, 50,000 MP, 50,000,000 Gold) +CON Defense, provides a max of +50,000 Defense, Individuals below Level 40 may not pierce target's Defense, does not stack
1 | Protector's Grasp- (Spell, Protection Magic, Physical, 50 MP, 100,000 Gold) +CON Defense, provides a max of +2,000 Defense, 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[/size]
Spell - Psychic Power
3 | Lunar Mind Bullets- (Spell, Psychic Power, Psychic & Light, 70 MP, 60,000 Gold) +74 Ranged Attack, 5% inflicts Confusion, 5% hits the turn after it is used, may be chosen to be only Psychic element or Psychic and Fire
3 | Mind Arts- (Spell, Psychic Power, Psychic, 50 MP, 8,000 Gold) +50 Magic Attack, 1 hit against 2
3 | Mindfire- (Spell, Psychic Power, Psychic, 90 MP, 19,000 Gold) +30 Magic Attack, 15 MIN damage
1 | Psychic Detect Intent- (Spell, Psychic Power, Psychic, 500 MP, 600,000 Gold) Scans target's stats, If target is below Level 40 and the stat scanning is successful, it must declare the name of the ability it intends to use as its next action (out of the names of abilities it possesses) and use said ability for said action if possible
Spell - Ritual Magic
2 | Reweave Fate- (Spell, Ritual Magic, Fate, 100,000 MP, 50,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability, May be cast a max of 12 times per thread per caster and per copy of this spell, Summons created through this spell may not summon, This action is delayed for 5 to 24 rounds (chosen by caster at the time of casting), Costs 10,000 XP and 2,000,000 Gold to cast, Has RP effects
Spell - Rune Magic
2 | Animate Toy Swarm- (Spell, Rune Magic, Darkness & Earth, 6,000 MP, 1,620,000 Gold) Summons 1 Legion of Daemon Toys from the enemy list, Max 15 summoned, This summon has a 50% chance of being uncontrolled if not summoned by an individual with the ability Rune Mage or the ability Puppet Master, This spell requires 1 Daemon Toys to be used as part of the casting
1 | Archdaemonic Rune of Power- (Spell, Rune Magic, Darkness & Magic, 2,000,000 MP, 200,000,000 Gold) +20,000 to all stats, stacks 10 times for Daemons and Rune Magic summons and 2 times for others, Caster must be Level 40 or greater and must possess the ability 'Adept Rune Magic Attunement' or the ability 'Adept Puppet Master Knowledge'
1 | Call Dark Wanderer Marionette- (Spell, Rune Magic, Darkness & Air & Water, 71,800 MP, 32,473,000 Gold) Summons 1 Dark Wanderer Marionette, Max 20 summoned, Caster must have the ability Rune Mage and be at least level 16
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
4 | Call Doom Puppets- (Spell, Rune Magic, Darkness & Magic, 30 MP, 6,000 Gold) Summons 2 Doom Puppet, Max 20 summoned
1 | Call Gilbezbran Doctor Doll- (Spell, Rune Magic, Darkness, 5,890 MP, 1,210,000 Gold) Summons 1 Gilbezbran Doctor Doll, Max 5 summoned
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
3 | Call Mage Puppets- (Spell, Rune Magic, Darkness & Magic, 40 MP, 14,000 Gold) Summons 2 Doom Puppet Mage, Max 10 summoned
1 | Call Mage Puppets- (Spell, Rune Magic, Darkness & Magic, 40 MP, 14,000 Gold) Summons 2 Doom Puppet Mage, Max 10 summoned
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
1 | Call Mirage Puppet- (Spell, Rune Magic, Darkness & Magic, 400 MP, 79,000 Gold) Summons 1 Mirage Puppet, Max 80 summoned
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
1 | Call Priestess Doll- (Spell, Rune Magic, Light & Magic, 150 MP, 95,000 Gold) Summons 1 Priestess Doll, Max 70 summoned
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
3 | Call Puppet Archers- (Spell, Rune Magic, Darkness & Magic, 35 MP, 13,000 Gold) Summons 2 Doom Puppet Archer, Max 10 summoned
1 | Call Rolling Bobble Speartoy Captain of the Lower Realms- (Spell, Rune Magic, Darkness & Magic, 800 MP, 80,000 Gold) Summons 1 Rolling Bobble Speartoy Captain of the Lower Realms, Max 5 Summoned, Summoner must possess 1 Rune Mage ability or this summon has a 5% chance of forming its own side of disgruntled Rune Magic summons
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
4 | Call Shadow Channeler Puppet- (Spell, Rune Magic, Darkness & Magic, 90 MP, 50,000 Gold) Summons 1 Shadow Channeler Puppet, Max 80 summoned
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
1 | Call Violet Syndicate Effigy- (Spell, Rune Magic, Darkness & Magic & Fire, 80 MP, 90,000 Gold) Summons 1 Violet Syndicate Effigy, Max 40 summoned
1 | Call Young Ice Fairy Empress Doll- (Spell, Rune Magic, Ice & Magic, 1,009 MP, 149,000 Gold) Summons 1 Young Ice Fairy Empress Doll, Max 9 summoned
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
1 | Craft Daemonic Runic Summoning Circle- (Spell, Rune Magic, Darkness, 6,000 MP, 6,000,000 Gold) Creates a summoning circle for its caster that gives all Rune Magic summons +(100 * Caster Level, to a max of +12,000) to all stats and a 75% less chance of being uncontrolled, does not stack
1 | Craft Elder Daemonic Rune Mage's Summoning Circle- (Spell, Rune Magic, Darkness, 60 MP, 5,000,000 Gold) Caster creates a Circle Effect for its caster that gives all of caster's Rune Magic summons +100 * caster level (to a max of +25,000) to all stats and an 80% less chance of opposing their summoner, does not stack
1 | Fading Call: Daemon Plushie Army- (Spell, Rune Magic, Darkness, 5,000 MP, 1,000,000 Gold) If caster has a Rune Magic spell equipped that could summon something below Level 40 whose name includes 'Plushie', caster may immediately replicate the effect of any ability performable by said summon 10 times in a row, doing so as though said summon were performing said ability, with summons being unable to be summoned by this spell or any effect is that it replicates
1 | Fading Call: Doom Marionette Army- (Spell, Rune Magic, Darkness, 5,000 MP, 1,000,000 Gold) If caster has a Rune Magic spell equipped that could summon something below Level 40 whose name includes 'Doom Marionette', caster may immediately replicate the effect of any ability performable by said summon 10 times in a row, doing so as though said summon were performing said ability, with summons being unable to be summoned by this spell or any effect is that it replicates
3 | Inscribe Rune: Rune of Aipros- (Rune Magic, Darkness, 30 MP, 12,000 Gold) Either gives target weapon, accessory, pet, or armor the permanent Inscribed Rune Rune of Aipros (2) or creates 1 Rune of Aipros costs 120 XP and 1,200 Gold
3 | Inscribe Rune: Rune of Brismus- (Rune Magic, Darkness, 30 MP, 9,000 Gold) Either gives target weapon, accessory, pet, or armor the permanent Inscribed Rune Rune of Brismus (2) or creates 1 Rune of Brismus, Affects Armor, Weapons, Pets, and Accessories, costs 90 XP and 900 Gold
1 | Inscribe Rune: Rune of Huethalgras- (Rune Magic, Light, 190 MP, 78,000 Gold) Either gives target weapon, accessory, pet, or armor the permanent Inscribed Rune Rune of Huethalgras (2) or creates 1 Rune of Huethalgras, Affects Armor, Weapons, Pets, and Accessories, costs 2,900 XP and 75,000 Gold
1 | Inscribe Rune: Rune of Irrulakkys- (Rune Magic, Life, 24,500 MP, 12,500,000 Gold) Either gives target Daemon or Golem pet or summon the permanent Inscribed Rune Rune of Irrulakkys (2) or creates 1 Rune of Irrulakkys, costs 1,200,000 XP and 12,000,000 Gold
3 | Inscribe Rune: Rune of Khandos- (Rune Magic, Darkness, 30 MP, 15,000 Gold) Either gives target weapon, accessory, pet, or armor the permanent Inscribed Rune Rune of Khandos (2) or creates 1 Rune of Khandos, Affects Armor, Weapons, Pets, and Accessories, costs 150 XP and 1,500 Gold
3 | Inscribe Rune: Rune of Lichtros- (Rune Magic, Darkness, 30 MP, 75,000 Gold) Either gives target weapon, accessory, pet, or armor the permanent Inscribed Rune Rune of Lichtros (2) or creates 1 Rune of Lichtros, Affects Armor, Weapons, Pets, and Accessories, costs 1,500 XP and 15,000 Gold
3 | Inscribe Rune: Rune of Morinduel- (Rune Magic, Darkness, 30 MP, 80,000 Gold) Either gives target weapon, accessory, pet, or armor the permanent Inscribed Rune Rune of Khandos (2) or creates 1 Rune of Morinduel, Affects Armor, Weapons, Pets, and Accessories, costs 200 XP and 30,000 Gold
1 | Inscribe Rune: Rune of Naembras- (Rune Magic, Darkness, 7,777 MP, 700,000 Gold) Either gives target weapon, accessory, pet, or armor the permanent Inscribed Rune Rune of Naembras (2) or creates 1 Rune of Naembras, Affects Armor, Weapons, Pets, and Accessories, costs 7,000 XP and 70,000 Gold
4 | Inscribe Rune: Rune of Noctros- (Rune Magic, Darkness, 30 MP, 12,000 Gold) Either gives target weapon, accessory, pet, or armor the permanent Inscribed Rune Rune of Noctros (2) or creates 1 Rune of Noctros, Affects Armor, Weapons, Pets, and Accessories, costs 120 XP and 1,200 Gold
1 | Inscribe Rune: Rune of Yashekmo- (Rune Magic, Fire, 21,000 MP, 12,600,0000 Gold) Either gives target weapon, accessory, pet, or armor the permanent Inscribed Rune Rune of Yashekmo (2) or creates 1 Rune of Yashekmo, Affects Armor, Weapons, Pets, and Accessories, costs 950,000 XP and 12,000,000 Gold
1 | Lili VonMion's Rune of Dominon- (Spell, Rune Magic, Darkness, 8,000 MP, 280,000,000 Gold) 100% may inflict Charm, 40% inflicts Dominion, Target gains +5,000 to all stats as a non-stacking bonus while under the control of Lili VonMion, does not stack, has RP effects, Does not affect targets of higher Level than caster, May only be cast if caster's name is 'Lili VonMion', caster must be Level 40 or greater
1 | Minor Violet Nightmare Rune Missile Storm- (Spell, Rune Magic, Darkness, 389 MP, 169,000 Gold) +154 Magical Attack, 1 hit against X, where X is no greater than 15, deals 1/X damage, 20% inflicts Sleep, gain an additional +400 Magical Attack against targets that are asleep, one Rune must be equipped to cast
1 | Playtime!!: Doom Marionette Army- (Spell, Rune Magic, Darkness & Magic, 1,700 MP, 97,000 Gold) Summons MIN/10 Doom Marionette, max of 200 Marionettes summoned
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
4 | Rune Missiles- (Spell, Rune Magic, Darkness, 70 MP, 75,000 Gold) +89 Magical Attack
4 | Rune of Explosions- (Spell, Rune Magic, Darkness, 20 MP, 70,000 Gold) This spell creates a Rune of Explosions that does 500 Fire damage to 3 targets per round, it may be destroyed by any character with over 200 MIN who skips a turn to do so, it vanishes if its caster dies, no more than 15 Runes of Explosions may be created by caster at one time
2 | Rune of Ycchatmos- (Spell, Rune Magic, Physical, 45,000,000 MP, 45,000,000 Gold) +45,000 Magical Attack, 60% inflicts Wounded: Maimed, Target's treasure drop chance increases to 100% if already at least 1%, Disassembles targets for their component parts as an RP effect
1 | Runic Apocalypse- (Spell, Rune Magic, Destruction & Fate & Darkness & Magic, 1,280,000 MP, 160,000,000 Gold) +320,000 Magical Attack, 30% inflicts Crippled: Devastated, 100% inflicts Voidstruck, 100% inflicts Manablasted, deals 1/2 Damage, 1 hit against 4,000,000, Cannot damage Daemons or Rune Magic summons, 95% this action hits all allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, Caster must by Level 40 or greater
1 | Undo Glyph Magic: True- (Spell, Rune Magic, Darkness, 5,000,000 MP, 250,000,000 Gold) All of caster's opponents below caster's Level lose all of their Glyph Mage abilities for the duration of the thread and cannot cast Glyph Magic spells, All Glyph Magic spells worth under 250,000,000 Gold become Rune Magic spells for the duration of the thread, with caster gaining an effect that performs this change at the beginning of every action, Caster gains Glyph Magic Immunity against lower-Level individuals who are below Level 80
Spell - Shadow Magic
1 | *Shadow Negotiation: Duke Mierphobul- (Spell, Shadow Magic, Darkness, 4,000 MP, 980,000 Gold) Summons Shadow Duke Mierphobul, Shadow Duke Mierphobul has a 150% chance of being uncontrolled, which is reduced by 5% for every 150,000 Gold worth of non-Light-element antiquities used as part of this spell's cost, Note that the Gold value attached to this spell changes as Duke Mierphobul does, so please include this spell in any combos, absorptions, or level ups involving the Duke
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
Spell - Shaman Magic
1 | Call Spirits of the Land- (Spell, Shaman Magic, Magic, 300,000 MP, 30,000,000 Gold) Caster summons up to 5 Elementals or Spirits below Level 40 that are normally fightable for drops from the Enemy List, Max 5 summoned
3 | Call Thunderbird- (Spell, Shaman Magic, Electrical, 300,000 MP, 30,000,000 Gold) Summons 1 Thunderbird from the Enemy List, Max 1 summoned
Spell - Spatial Magic
1 | Conjunction- (Spell, Spatial Magic, Spatial & Mystic, 4,000,000 MP, 300,000,000 Gold) +300,000 Magical Attack, This spell may be cast as though it possessed no attack bonus, Summoning, Astral Magic, and Forbidden Magic spells cost caster 1,500,000 less MP to cast as a non-stacking buff, Caster's summons gain +60,000 to all stats as a non-stacking buff, Caster must be Level 60 or greater and must possess the ability 'Adept Spatial Magic Synchronization' or the ability 'Esoteric Wiseman'
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
1 | Cosmic Cradle- (Spell, Spatial Magic, Spatial & Astral, 6,000,000 MP, 300,000,000 Gold) +300,000 Magical Attack, Each hit of this attack may be considered to not be within any present Terrains, Phantom Terrains, and Zones that are of caster's choosing that come from sources that are either caster or are below caster's Level and below Level 99, Caster may select up to 6 different Empowered Constellations that are settable by Astral Magic, Spatial Magic, or Wizard Magic spells equipped by caster or caster's willing allies that are worth under 300,000,000 Gold and cost under 6,000,000 MP and set those Empowered Constellations, Caster must be Level 60 or greater and must possess the ability 'Adept Spatial Magic Synchronization' or the ability 'Adept Astral Magic Synchronization'
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
Spell - Spirit Magic
6 | Summon Directional Beasts- (Spell, Spirit Magic, Metal & Wood & Fire & Water & Ice & Energy & Electrical & Acid, 160,000 MP, 30,000,000 Gold) Summons 1 Genbu, Suzaku, Byakko, or Seiryu, Caster cannot possess a black spiritual mark, Max 1 of each summoned
Spell - Summoner Magic
8 | 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
4 | Summon- (Spell, Summoner Magic, Magic, 20,000 MP, 5,000,000 Gold) Summons any single non-Holy-One, non-Serpent-Blessed, non-Fiend monster from the enemy list that is non-Elite, below Level 40, and can normally be fought for drops, A max of 1 being may be summoned through this spell at a time, beings summoned through this spell may not summon
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 | Summon Draconite Gunman- (Spell, Summoner Magic, Electrical & Magic, 47 MP, 27,000 Gold) Summons 1 Draconite Gunman, a max of 8 can be summoned at once
4 | Variable Fading Call: Skeleton- (Spell, Summoner Magic, Darkness, 100 MP, 10,000 Gold) Replicates the effect of any ability performable by a 'Skeleton' from the Enemy List
Spell - Summoning
1 | Fading Call: My Pets!- (Spell, Summoning, Magic & Air, 5,000 MP, 250,000 Gold) Possessor may, at the start of a thread, attach up to forty pets that possessor could normally equip to this ability, when this spell is cast, caster chooses one of said pets and this spell performs an action as though said pet were performing said action, bonuses and penalties that possessor's pets would possess are not possessed by pets attached to this spell, as said pets are not considered equipped by possessor for purposes other than object location purposes in relation to multiple threads, This spell possesses an additional MP cost equal to twice the cost of the ability chosen on the selected pet, this spell may only be cast as part of a Cast a Spell action and is not modified by abilities and equipment of individuals below level 100 save in regards to reducing its MP cost
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
30 | Fading Call: Star Marines- (Spell, Summoning, Technology, 200 MP, 60,000 Gold) Deals 5,500 Technology element damage to 5 targets
1 | Summon Brass Chimera Head- (Spell, Summoning, Technology, 18,000 MP, 3,000,000 Gold) Summons 5 Brass Chimera Head from the Enemy List, Max 80 summoned
5 | Summon Directional Beasts (4)- (Spell, Summoning, Metal & Wood & Fire & Water & Ice & Energy & Electrical & Acid, 160,000 MP, 30,000,000 Gold) Summons 1 Genbu, Suzaku, Byakko, or Seiryu, Max 1 of each summoned
Spell - Sword Arts
30 | Blade Technique I- (Spell, Sword Arts, Physical, 100 MP, 50,000 Gold) +50 Melee Attack, user must have a Sword equipped
31 | Blade Technique II- (Spell, Sword Arts, Physical, 250 MP, 250,000 Gold) +250 Melee Attack, caster must have a Sword equipped
8 | Elegant Strike- (Spell, Sword Arts, Physical & Air, 500 MP, 310,000 Gold) +350 Melee Attack, this spell may be used as part of an Attack with Finesse action
8 | Swift Strike- (Spell, Sword Arts, Physical & Air, 40 MP, 180,000 Gold) +70 Melee Attack, This spell's possessor may declare at the start of a round that the first action it makes this round must be a Melee Attack action that includes this spell, if its possessor does so, its possessor gains +5,000 to possessor's turn-order-determining stat total for turn-order-determining purposes this round and must perform such an action as possessor's first action, with possessor having to forfeit any actions which are not such action unless a non-allied source is controlling said actions or any source other than this spell's possessor is forcing said actions to specifically occur
Spell - Transmutation
3 | Transmute Form: Body of Magesteel- (Spell, Transmutation, 990 MP, Magic, 370,000 Gold) Target gains +350 Defense, overrides other Transmute Form spells, does not stack
Spell - Unarmed Technique
1 | Earthquake Stomp- (Spell, Unarmed Technique, Earth, 5,000 MP, 3,000,000 Gold) +8,000 Magical Attack, 30% inflicts Entombed, 50% deals 1/3 damage, otherwise deals 1/2 damage, 1 hit against 30
3 | Ki Fireball- (Spell, Unarmed Technique, Magic, 5 MP, 50,000 Gold) +50 Magical Attack, gains +50 Magical Attack, to a max of +7,000 Magical Attack, for each Martial Artist ability or Monk ability possessed for each empty Weapon slot
1 | Radiant Beatdown- (Spell, Unarmed Technique, Light & Glory, 77,000,000 Gold) +77,000 Melee Attack, 200% inflicts Awestruck, 80% inflicts Fatigued: Knocked Out, This action deals (770,000 additional Damage to non-bosses and 7,700,000 additional Damage to bosses) if its caster possesses a Combo Counter that is at least 40, 2 hits against 1, deals 3/4 Damage unless caster possesses the ability 'Adept Unarmed Technique Training' and has at least one open weapon slot, Caster must be Level 20 or greater and must possess the ability Monk
47 | Triplefabulous Heeldrop- (Spell, Unarmed Technique, Chaos & Glory & Wealth, 100,000 MP, 30,000,000 Gold) +30,000 Melee Attack, 33% inflicts Charm, 33% inflicts Charm: Impressed, 33% inflicts Charm: Lovestruck, 3% gains '3 hits against 1'
1 | Warp Kick- (Spell, Unarmed Technique, Spatial & Physical, 50 MP, 500,000 Gold) +500 Melee Attack, deals full Damage to targets below Level 40 in the back row, this action gains +5% To Hit as a non-stacking bonus
10 | Wind Knee- (Spell, Unarmed Technique, Air, 50,000 Gold) +59 Melee Attack, 15% inflicts Stun, this attack deals solely Air element damage and does not include the melee attack bonuses from weapons that do not have Air as one of their elements
Spell - Wizard Magic
1 | *Light of the Orange Fogsea Beacon- (Spell, Wizard Magic, Magic, 600,000 MP, 2,000,000 Gold) Creates a Persistant Enchantment called Orange Beacon's Light; said Persistant Enchantment's removal condition is the spending of 5,000 actions by individuals over level 20 who are Magic element or the spending of 10 actions by individuals who are above Level 60, or the spending of 1 action by an individual over Level 90; All individuals in this thread may draw upon a pool of 5,000,000 MP that is created upon this spell's casting, said MP pool regenerates 300,000 MP at the start of every round, All stats of all individuals below Level 40 are automatically revealed to all individuals in battle at the start of every round, All individuals in this thread gain +20% To Hit, All individuals in this thread below Level 40 lose all Magic Immunity and Magic Resistance; This spell takes 200 consecutive actions to cast, any individual above Level 60 may spend an action to make this spell uncastable so long as this spell's owner is of lower level than said individual and no individual of higher level than said individual has spent any actions to cast this spell, this spell, across all copies, may be cast only once per thread; This spell's effects cannot be cancelled by its caster and do not take a buff slot; This spell has often-intense RP effects; Keep track of the casting count on this, stuff may start happening once it hits various values
-Casting Count: 2
3 | Arcane Healing- (Spell, Wizard Magic, Magic, 5,000 MP, 2,200,000 Gold) +2,300 Magical Attack, Heals, 50% cures any one minor status effect
1 | Enrage- (Spell, Wizard Magic, Fire, 1,000 XP, 1,000,000 Gold) 80% inflicts Confusion: Enraged
3 | Mass Confuse- (Spell, Wizard Magic, Magic, 70 MP, 20,000 Gold) +2 Magical Attack, 15% Confusion, 1 hit against 19
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
3 | Message Via Dreams- (Spell, Wizard Magic, Magic, 200 MP, 300,000 Gold) Target who is afflicted with Fatigued: Asleep gains +300 MIN and +300 SPI, does not stack
1 | Paralyze Other- (Spell, Wizard Magic, Earth, 50 MP, 3,000 Gold) 55% Inflicts Paralysis
2 | Power Words: Duct Tape Fixes Everything!- (Spell, Wizard Magic, Magic & Technology & Innovation, 5,000 MP, 60,000 Gold) +15 Magical Attack, +15 Melee Attack, Heals, 30% cures any one minor status effect, 30% inflicts Paralysis, May heal damage that cannot normally be healed (but not reductions to max HP, MP, or other values), provided that said healing limitation comes from a source below Level 30
1 | Realized Nightmares- (Spell, Wizard Magic, Darkness, 5,000 MP, 3,000,000 Gold) +2,000 Magical Attack, 30% inflicts Confusion: Fear, Deals double damage to targets who are afflicted with Fatigued: Asleep, to a max of 2,000,000 additional points
5 | Wish- (Spell, Wizard Magic, Magic, 100,000 MP, 50,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability, May be cast a max of 12 times per thread per caster and per copy of this spell, Summons created through this spell may not summon, Costs 5,000 XP and 1,000,000 Gold to cast, Has RP effects
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
5 | Wizard’s Acid- (Spell, Wizard Magic, Acid, 5,000 MP, 2,400,000 Gold) +2,500 Magical Attack, 40% inflicts Dissolving
10 | Wizard’s Avalanche- (Spell, Wizard Magic, Ice, 7,500 MP, 2,600,000 Gold) +2,750 Magical Attack, 30% inflicts Frozen, 1 hit against 30, deals 1/2 damage
6 | Wizard’s Blast- (Spell, Wizard Magic, Magic, 5,000 MP, 2,400,000 Gold) +2,500 Magical Attack, 40% inflicts Manablasted
15 | Wizard’s Blaze- (Spell, Wizard Magic, Fire, 7,500 MP, 2,600,000 Gold) +2,750 Magical Attack, 30% inflicts Burning, 1 hit against 30, deals 1/2 damage
7 | Wizard’s Bolt- (Spell, Wizard Magic, Electrical, 5,000 MP, 2,400,000 Gold) +2,500 Magical Attack, 40% inflicts Electrocuted
13 | Wizard’s Burst- (Spell, Wizard Magic, Magic, 7,500 MP, 2,600,000 Gold) +2,750 Magical Attack, 30% inflicts Manablasted, 1 hit against 30, deals 1/2 damage
9 | Wizard’s Corona- (Spell, Wizard Magic, Light, 7,500 MP, 2,600,000 Gold) +2,750 Magical Attack, 30% inflicts Awestruck, 1 hit against 30, deals 1/2 damage
3 | Wizard’s Corrosion- (Spell, Wizard Magic, Acid, 7,500 MP, 2,600,000 Gold) +2,750 Magical Attack, 30% inflicts Dissolving, 1 hit against 30, deals 1/2 damage
9 | Wizard’s Deluge- (Spell, Wizard Magic, Water, 7,500 MP, 2,600,000 Gold) +2,750 Magical Attack, 30% inflicts Drowning, 1 hit against 30, deals 1/2 damage
11 | Wizard’s Fire- (Spell, Wizard Magic, Fire, 5,000 MP, 2,400,000 Gold) +2,500 Magical Attack, 40% inflicts Burning
6 | Wizard’s Frost- (Spell, Wizard Magic, Ice, 5,000 MP, 2,400,000 Gold) +2,500 Magical Attack, 40% inflicts Frozen
14 | Wizard’s Light- (Spell, Wizard Magic, Light, 5,000 MP, 2,400,000 Gold) +2,500 Magical Attack, 40% inflicts Awestruck
10 | Wizard’s Quake- (Spell, Wizard Magic, Earth, 7,500 MP, 2,600,000 Gold) +2,750 Magical Attack, 30% inflicts Entombed, 1 hit against 30, deals 1/2 damage
10 | Wizard’s Shadow- (Spell, Wizard Magic, Darkness, 5,000 MP, 2,400,000 Gold) +2,500 Magical Attack, 40% inflicts Voidstruck
4 | Wizard’s Spike- (Spell, Wizard Magic, Earth, 5,000 MP, 2,400,000 Gold) +2,500 Magical Attack, 40% inflicts Entombed
10 | Wizard’s Storm- (Spell, Wizard Magic, Electrical, 7,500 MP, 2,600,000 Gold) +2,750 Magical Attack, 30% inflicts Electrocuted, 1 hit against 30, deals 1/2 damage
2 | Wizard’s Summoning- (Spell, Wizard Magic, Magic, 50,000 MP, 5,000,000 Gold) Summons any single non-Holy-One, non-Serpent-Blessed, non-Fiend monster from the enemy list that is non-Elite, below Level 40, and can normally be fought for drops, A max of 1 being may be summoned through this spell at a time, beings summoned through this spell may not summon
7 | Wizard’s Tornado- (Spell, Wizard Magic, Air, 7,500 MP, 2,600,000 Gold) +2,750 Magical Attack, 30% inflicts Suffocation, 1 hit against 30, deals 1/2 damage
15 | Wizard’s Void- (Spell, Wizard Magic, Darkness, 7,500 MP, 2,600,000 Gold) +2,750 Magical Attack, 30% inflicts Voidstruck, 1 hit against 30, deals 1/2 damage
8 | Wizard’s Wave- (Spell, Wizard Magic, Water, 5,000 MP, 2,400,000 Gold) +2,500 Magical Attack, 40% inflicts Drowning
7 | Wizard’s Wind- (Spell, Wizard Magic, Air, 5,000 MP, 2,400,000 Gold) +2,500 Magical Attack, 40% inflicts Suffocation
7 | Wizard’s Wounding- (Spell, Wizard Magic, Physical, 7,500 MP, 2,600,000 Gold) +2,750 Magical Attack, 30% inflicts Wounded, 1 hit against 30, deals 1/2 damage
Pets-
Gateau
*'At the International Parade, the Queen Told the Poor to Eat Cake, but She Had Them Executed With a Scythe When They Ate Hers: Was This a Cunning Decision or a Political Faux Pas?': An Interpretative Monster- (Pet, Abstract, Water & Physical & Chaos, Lv. 79, 215,000,000 Gold)
HP- 158,445,544
MP- 14,650,001
STR- 127,007
AGI- 114,599
CON- 150,350
MIN- 128,110
SPI- 131,400
XP- 3,098,400,000
XP Needed- 3,098,400,000 (Standard Multiplier x6, Raised to x120 bypass Level 80 barrier)
Minimum Level- 18
Defense- 49,500, +495,000 against Chaos
Defense against Stat Damage- 187,485
Critical Chance- 115%
Resilience- 147%
To Hit- 220%
Dodge- 123%
Resistances and Immunities- 100% Chaos Resistance, 90% Air Resistance, 90% Psychic Resistance, 90% Wealth Resistance, 90% Magic Resistance, 90% Law Weakness, Immune to Minor Status Effects, Immune to Burning, Entombed, Awestruck, Suffocation, Mindblasted, Manablasted, Antimatter, and Voidstruck, 89% Moderate Status Effect Resistance, 20% Major Status Effect Resistance
Prime Attribute- Constitution
Constant Effects-
Fake Unit- This unit has increments in its HP called thresholds, This unit's thresholds each contain (Max HP / 100 rounded up HP), This unit gains a number of actions equal to (the number of thresholds it possesses / 20) each time it would normally have an action, Unit Effect
'I Met A Man Who Was Complaining About His Mother-In-Law. I Killed Her By Hopping On Her and Driving Her Into The Core of the Planet. I Then Made Myself His New Mother-In-Law. I Am Sure He Is Thrilled.'- Whenever one of possessor's opponents below Level 80 who was summoned by a source below Level 80 that could normally be fought for drops on the Enemy List or that is below Level 60 conducts an offensive action that targets said source, possessor inflicts Instant Death on said source if it is not Immune to Physical, Earth, or Fire, and, if said source becomes dead due to said infliction, possessor becomes the controller of said summon if it could normally be fought for drops on the Enemy List, Constant Effect
Indexed Effects-
'I Am SO FANCY'- Possessor counts as being worth 30,000,000 additional Gold, Constant Effect
'Why Is This Lawful Man YELLING Inside My Brain? I DEMAND He Be Removed!'- Possessor gains -2,000 MIN, Constant Effect
'I Find Poor People Funny. My Loud Laughter Seems To Disturb Them.'- Possessor's abilities' Damage values increase by 20,000 points against individuals who both possess below 50,000 Gold and have a value of Gold dropped that is below 50,000 Gold, Constant Effect
'Once My Parade Starts Moving It DOES NOT STOP! Not Even For Cute Fluffy Animals.'- Possessor's CON increases by 25,000 points at the start of every round of battle as a buff that stacks 5 times and lasts until the end of battle, Possessor may choose at the start of the third round of battle for possessor's turn-order-determining stat to become CON until the end of battle, and, if possessor does so, as an additional non-stacking buff, possessor gains an effect that may deal 1,240,605 Flat Physical element Damage to any one target each time possessor switches rows, to a max of 10 times per round, Constant Effect
'I Was Offended To Receive Mere Plates As A Gift, So I Bashed Their Giver's Head In. I Then Realized The Plates Were Quite Fancy And Began Using Them For My Afternoon Tea.'- The first time during each thread that possessor is afflicted with a buff, possessor may deal 4,500,000 Flat Physical element damage to its source, If possessor opts to do so, possessor gains +35,000 to all stats and +69,000 to Defense as a buff that does not stack, Constant Effect
Finally (Slightly Begrudgingly) Accepts Its Nickname- Possessor's name counts as including 'Gateau', Constant Effect
'I Don't Think I Am The Most Important Person In The Room. I KNOW I Am the Most Important Person In Any Room'- Possessor is Immune to individuals below Level 50, Possessor is afflicted with Elevated at the start of each round, Other individuals in the same battle as possessor who are below Level 90 cannot be afflicted with Elevated, Possessor cannot obtain debuffs from sources below Level 60, Constant Effect
Abilities-
'If I Yell Loudly Enough, Will Deaf Earnest Surrender?'- 52,803 Damage, inflicts any one Minor Status effect, may inflict Voidstruck additionally if at least 5,000,000 damage is dealt by this attack, Sonic or Sonic & Darkness, 0 MP
'Off With Their Heads!'- 60% inflicts Instant Death on non-unique targets below caster's level, does not affect individuals of Level 80 or greater, Physical & Darkness, 9,000 MP
'If I Say 'Off With Everything but Their Heads!' Will the Result Be Any Different?'- 60% inflicts Instant Death on non-unique targets below caster's level, does not affect individuals of Level 80 or greater, Darkness & Physical, 9,000 MP
'Do You Want Duck Jive Brand? It is Most Excellent.'- 57,310 Damage, Heals Abstracts, deals 5 times normal damage when solely Healing HP, MP or both HP and MP, Chaos, 8,000 MP
'Some Might Call Purchasing the Solid Gold Bicycle Fiscally Irresponsible, as I Normally Have No Legs, but I Call it AWESOME!'- Cures all minor and moderate negative status effects on caster, +35,000 to all stats of target Abstract, stacks 5 times, Chaos & Wealth, 20,000 MP
'I Maintain That Informing the Nation that I am Out of Tea is a Fine Use of the Emergency Broadcast System.'- Purchases any one in-stock item from the Shop that is worth under 200,000,000 Gold, with caster and caster's controller having to pay all Gold costs for said item, all of casters allies' who are below Level 60 and are not caster have their Defense halved for a round (to a maximum reduction of 5,000,000 points) and cannot have buffs inflicted on them during said round by sources below Level 80, Air & Water & Chaos, 55,000 MP
'Have You Met My Uncle? You Simply Must!'- Target is removed from battle for 5 rounds, Only affects non-unique targets below Level 80 or unique targets below Level 60, Air & Chaos & Spatial, 97,600 MP
Glorious Overcrash: 'All Hail the Queen! Also: There Is A Mandatory Dance Party. Additionally: People Who Do Not Bow Will Be Executed (Brutally, Of Course)'- Caster gains control of all summons below Level 80 that come from sources below Level 80, All non-summon opponents are afflicted with Confusion and, if below Level 80, lose their next 3 actions as a non-replicable, non-stacking effect, After these two effects, all opponents below Level 60 are afflicted with Instant Death, Nobility, 1 MP, Reduces caster's MP to 0 for remainder of thread
Indexed Abilities-
'Some One Once Told Me That Gambling Was A Bad Idea. I Find This Completely Untrue, But That Might Just Be Because I Use Other People's Money.'- Caster chooses a willing ally and spends 500,000 of said target's Gold, Casster then randomly uses one of caster's abilities that costs below 500,000 MP at no MP cost, Air & Fire, 0 MP
'Eat This Kumquat! EAT IT!'- 5,500 MP Damage, Deals MP Healing, Light & Water, 50 MP
'Eat This Chicken! EAT IT!'- 5,500 HP Damage, Deals HP Healing, Physical & Air, 50 MP
'You Are LATE! This Invalidates EVERYTHING You Have Ever Done!'- Removes all buffs, debuffs, status effects, zones, terrains, phantom terrains, and effects attached to zones that have target individual below Level 80 who was not present in battle during any round of battle that caster was present on and is now present in the same battle that caster is as a source, Time, 50,000 MP
'I Could Not See The Concert Well, So I Took The National Budget And Used It To Build Giant Balloons To Hold Up My Castle To See Better. No One Who Is Currently Alive Ever Complained About This, So It Must Have Been An Excellent Idea'- Caster or one of caster's willing allies spends 2,000,000 Gold as part of this ability's cost, Caster and one chosen ally deal full damage to individuals below Level 80 who are in the back row and gain +1% To Hit as a non-stacking buff, Air & Wealth, 60,000 MP
'I Banned Six New Technologies This Week Because The Paper Their Descriptions Were Written On Looked Shifty.'- Individuals in this battle obtain a debuff that prevents them from inflicting Antimatter or its sub-status effects, and, if they are below Level 60, prevents them from applying buffs with Technology-element actions, Chaos & Air, 111,000 MP
'I Got Tired Of Riding Everywhere In The Same Parade Float, So I Got A Fancy New City-Sized Sportscar. I Cannot See Over The Dashboard and Run Into Things Randomly, But That Is a Minor Detail.'- 200,000 Damage, this action hits random opposing targets (or, if caster is in the back row, random opposing targets or random allies in its row-order-formation's front row), this attack obtains -100% To Hit, this attack hits each target a max of 4 times, 20 bonus hits divided among 21, Physical & Earth, 293,661 MP
'I Heard Cheering the Other Day Coming From a Nearby Baseball Field. Given the High Walls Surrounding the Field, I Was Pleasently Shocked That the People There Were Able To See Me Approaching To Cheer.'- Caster obtains +17,000 to all stats, this action may only be used on a round during which an action (including an action in a different battlespace) that did not target caster gave an individual other than caster a buff, stacks 5 times, Air & Nobility, 245,000 MP
'I Demand An Encore. Heavens Help You If You Can't Perform It.'- Target repeats its last action at the beginning of the next round if no other action of target's has yet been repeated at the start of said round. Said repeated action must have the same targets as the original action. This ability cannot cause overcrashes to be repeated. This action can only target individuals below Level 60. If said repeated action cannot be performed, its source takes 10,265,078 Flat Chaos and Sonic element Damage at the time when said repetition would otherwise occur, Chaos & Sonic, 25,000 MP
'This Fly In My Soup Is Insulting. It is Far Too Small and Ordinary! I Demand a Fancier Fly Next Time!'- Removes all debuffs on caster from sources below Level 80, All such sources acquire a debuff that requires them to spend an additional 655,565 MP to place any debuff on caster in the future as an effect that does not stack and prevents the application of any debuff that does not have the MP surcharge paid for it, Air & Magic, 80,000 MP
'I Have Developed My Own Style of Music Called 'Queen Rock'. It Is Now the Only Type Legally Able to Be Played.'- Caster's opponents below Level 60 may not perform actions that involve Bardic Music spells, Sonic & Chaos, 45,000 MP
'Will You Please Excuse the Hats and Heads My Goat Vomited? He Inadvertently Put Them On the Wrong Table.'- 44,540 Damage, 1 hit against 25, for each target chosen, an additional secondary target is chosen, and a debuff is applied to each primary target that contains copies of all buffs present on said primary target's corresponding secondary target, excepting those buffs that come from sources above level 99, with said attached buffs applying to the secondary target whose buffs they were copied from, not applying to the primary target whose debuff they are attached to, and not stacking with the copies of the buffs that they were copied from or stacking beyond their capability to stack not counting this ability; the debuff component of this ability counts as a buff instead if applied to an allied target and each buff on it counts as a buff for the purposes of its carrier's buff slots, No more than 5 buffs may be carried by buffs or debuffs created by this ability per individual who is being affected by said buffs as a secondary target of this ability, Chaos & Magic & Spatial, 12,000 MP
'I Once Got Annoyed By The Thin People Dancing Prettily, So I Decreed That Mass Was To Be The Source Of Speed And Grace.'- All individuals in battle who are either willing or below Level 80 now use Constitution as their sole turn-order-determining stat, lasts 50 rounds, Earth & Physical, 110,000 MP
'While Some People Might Consider My Choosing to Bowl Using My Head Unfair, I Consider It Tactically Advantageous'- 87,211 Damage, this action cannot miss targets below Level 60, Physical, 34,727 MP
'Do You Like My New Hairpiece? It Is Made Of Both Lobsters And Rage!'- Caster deals 710,000 Flat Chaos element damage to any individual who conducts an offensive action against caster, stacks 20 times, Chaos, 70,000 MP
'The Doctor Attempted to Ascertain My Weight; I Killed The Intrusive Man By Jumping On Him! Come, I Will Help You Be Wary Of Such Invidiuals.'- Places a buff on caster and one target that is only functional when caster is alive and present, all stat-scanning attempts on recipients of this buff with sources below Level 85 are stopped, and the sources of said attempts take 1,234,967 Flat Physical & Chaos element Damage with caster as its source upon each such cancelled attempt, to a max of 200 such cancelled attempts per round, may only affect one non-caster target at a time, does not stack, lasts 2,000,000 rounds, Physical & Chaos, 60,000 MP
'Some People Consider the Laws I Make Arbitrary. I Ask Them "So What?" and Then Roll My Enormous Eyes At Any Rebuttal'- Caster's actions may not be countered by individuals below Level 79, Buffs and debuffs with caster as a source cannot be removed by sources below Level 79, Chaos, 716,346 MP
'I Once Saw A Large Man Sitting By the Sea and Became Concerned I Was Not Large Enough. I Therefore Learned How To Make People Tiny By Glaring At Them, Therefore Able To Make Myself Obviously The Most Important-Looking Person In the Room By Virtue of Size'- Target cannot count as more than 1 individual in its row for row-order-purposes, Magic & Air, 42,515 MP
'THESE Are My Subjects! They Are Excellent At Marching.'- Caster summons up to 20 non-Illuminated, non-Elite individuals from the Enemy List who are normally fightable for drops, have a x1 XP multiplier for their listed subtype, and are below Level 80, All such summoned individuals gain a buff that does not stack that provides them with an application of a buff that stacks 15 times that lasts 5 rounds that gives them +35,000 AGI or +35,000 CON each time they voluntarily use the Switch Rows action, Max 20 summoned, Earth & Wealth, 200,000 MP
'MY THOUSANDS OF MOUTHS CAN OUTYELL YOU! THIS IS PROOF OF MY IMPORTANCE!'- Cancels the action of a target who is lower level than caster, Cannot affect the same target more than 10 times, this ability may only be used as a pre-emptive counter, Sonic & Darkness, 79,000 MP
Awards-
Has Reached Round 41 in a Pet Endurance Match
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
Minor Rune of Runic Mastery <+5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
*Benedict the Shark- (Pet, Aquatic, Water & Darkness & Physical, Lv.19, 14,500,000 Gold)
HP- 325,000
MP- 298,000
STR- 9,055
AGI- 5,750
CON- 6,400
MIN- 3,350
SPI- 4,100
XP- 0
XP Needed- 2,700,000, (Standard Multiplier x3, Raised to x30 to bypass Level 20)
Minimum Level- 1
Defense- 4,100, +41,000 against Physical, +41,000 against Water
Defense against Stat Damage- 450
Critical Chance- 38%
Resilience- 33%
To Hit- 134%
Dodge- 33%
Resistances and Immunities- 90% Water Resistance, 50% Physical Resistance, Drowning Immunity, Confusion: Fear Immunity, 20% Minor Status Effect Resistance (Excluding Charm), Always gets Charmed / Dominated by attacks / effects that have a chance of doing so
Prime Attribute- Strength
Constant Effects-
Don't Jump Over Me- If possessor is in the front row and an opponent targets one or more of possessor's allies in the back row without targeting either possessor or at least one of possessor's allies in the front row, possessor may choose to inflict Hexed with an 160% chance of success and Hexed: Ill Fortune with a 155% chance of success on said enemy, Constant Effect
Time to Join the Winning Side!- Possessor switches to an opposing side as a unique individual with no controller if possessor's owner is killed, Constant Effect
Traitor's Power- +600,000 HP, +600,000 MP, +4,500 to all stats, and possessor's damage-dealing offensive actions deal an additional 12,000 damage, Constant Effect
Ravenous Beast- +9,000 STR, Constant Effect
Abilities-
Mega Chomp- 10,400 Damage, may deal HP Drain, Physical, 0 MP
Pool Cue Jab- 6,100 Damage, 80% inflicts Impaired: Blind, Physical, 0 MP
Leer Angrily- 1,850 SPI Damage, 50% inflicts Stat Drain: SPI Drain, Darkness, 300 MP
Pull Below- 9,200 Damage, 100% inflicts Drowning, 40% may inflict Wounded, Water, 150 MP
Rending- 12,030 Damage, 100% inflicts Wounded, 50% inflicts Wounded: Bleeding, 30% inflicts Wounded: Maimed, Earth or Physical, 270 MP
Fix Eggs- 70,000 Damage, 50% cures any one minor negative status effect that is not Charm, Heals, Light, 2,850 MP
Run People Over In a Huge Truck- 12,000 Damage, 95% inflicts Fatigued: Stunned, 1 hit against 1 target in each row of one side, Physical, 10,000 MP
Cunningly Assault with Pool Balls- 125,000 Flat Physical element damage, Physical, 8,400 MP
Benedict's Benediction- 45,000 Damage, 80% inflicts Awestruck, 80% inflicts Vodistruck, 1 hit against all individuals in battle (to a max of 500,000 allies and 500,000 enemies) who are not possessor, Light & Darkness, 15,000 MP
Plan that Wrecked the Army- Target Unit that is below Level 40 may take a max of 1 action per round, with things that occur before and after skipped actions still occurring, War & Air & Psychic, 20,000 MP
Tidal Wave- 3,500 Damage, 60% inflicts Drowning, 1 hit against 250, Water, 35,000 MP
Indexed Abilities-
Wink- 100% inflicts Confusion: Fear: Disconcerted, Darkness & Psychic, 0 MP
Laughing Hyaena Grin-ades- 6,000 Damage, 95% inflicts Pain: Tickle Overload, 1 hit against 15, Technology & Fire & Air, 5,000 MP
Enhancements-
Rune of Minor Runic Mastery (2) +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP, Rune
*Hugo Loudchair, President of the Association of Spanking- (Pet, Human, Physical, Lv.25, 25,000,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- #, (Standard Multiplier x1)
Minimum Level- 5
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Pain Immunity, Human Traits
Prime Attribute- Strength
Constant Effects-
Excellent At Spanking Things- Possessor ignores the Pain Resistance of Level 1 individuals, Constant Effect
Indexed Effects-
Association Leader- Possessor's allies gain +500 to all stats, Constant Effect
Abilities-
Punch- # Damage, Deals 1/2 Damage, Physical, 0 MP
Spank- # Damage, 50% may inflict Pain, 50% removes one buff or minor positive status effect from a source below Level 40 from target, Physical, 0 MP
Chastising Spanking- # Damage, 50% may inflict Pain, Cures all debuffs with target as a source if target is below Level 20, Physical, # MP
Hard Spanking- # Damage, 100% may inflict Pain, 50% may inflict Fatigued: Stun, 50% removes one buff or minor positive status effect from a source below Level 40 from target, Physical, # MP
Promiscuity-Punishing Spanking- # Damage, 50% may inflict Pain, target, if below Level 20, may not summon, Physical, # MP
Traumatizing Spanking- # Damage, # MIN Damage, 100% may inflict Pain, 100% may inflict Pain: Mental Anguish, Physical, # MP
Armor-Piercing Spanking- # Damage, 50% may inflict Pain, Pierces # Defense, Physical, # MP
Stunning, Dazing Spanking- # Damage, 50% may inflict Pain, 100% inflicts Fatigued: Stun, 50% causes target to skip its next action as a non-stacking effect that only works on targets below Level 20, Physical, # MP
Throw Sand With Shocking Force- # Damage, 50% inflicts Wounded: Maimed, Earth or Earth & Physical & Air, # MP
Yell Forcefully- 50% inflicts Fatigued: Stun, 1 hit against 15, Air, # MP
Lick Blood Off His Inner Eyelids- Caster regenerates # HP, is cured of Fatigued: Dehydration, and may choose up to 3 targets to have a 50% chance of inflicting Confusion on, Water & Darkness, # MP
Grapple Right-Back Tooth With Smallest Toe On Left Foot- 50% inflicts Paralyzed, status effects inflicted by this action are cured if their caster is no longer alive in battle with their target, Physical, # MP
*Larry From Accounting's Animated Corpse- (Pet, Undead, Darkness, Lv.60, 100,011,001 Gold)
HP- 7,160,000
MP- 7,310,000
STR- 64,450
AGI- 77,750
CON- 71,500
MIN- 88,760
SPI- 85,990
XP- 0 (exactly enough to reach 60)
XP Needed- 18,140,000 (Standard Multiplier x2, Power x3)
Minimum Level- 1
Defense- 27,050, +270,500 against Darkness, +270,500 against Technology
Defense against Stat Damage- 8,900
Critical Change- 81%
Resilience- 67%
To Hit- 258%
Dodge- 74%
Resistances and Immunities- 99% Psychic Resistance, 90% Darkness Resistance, 80% Technology Resistance, Immune to Poison, Charm, Disease, Impaired, Voidstruck, Antimatter, Fatigue, Drowning, Suffocation, Entombed, Burning, Confusion, Pain, Hexed, and Stat Drain, 170% Minor Status Effect Resistance, 100% Moderate Status Effect Resistance
Prime Attribute- Mind
Constant Effects-
His Accounting Genius Lives On!- 20% Additional Gold is gained at the end of battle if possessor is still alive, Constant Effect
Stoic and Unflappable- Possessoris Immune to individuals below Level 40, Constant Effect
Mathematical Knowledge- Possessor gains +89,000 MIN, Constant Effect
Propelled by Diabolical Vectors- Possessor's turn order determining stat is Mind, Constant Effect
Abilities-
Number Crunch- 16,500 Damage, Magic, 0 MP
Fell Derivative- 22,999 Damage, 320% Inflicts Hexed, Darkness, 200 MP
Unholy Integral- 33,339 Damage, 260% inflicts Confusion, Darkness & Fire, 400 MP
Show Confusing Charts- 350% inflicts Confusion, 90% inflicts Charm: Impressed, 1 hit against 15,000, Psychic, 900 MP
Wail of the Grave- 27,460 Damage, may deal 18,950 MIN Damage or 18,950 SPI Damage, 220% inflicts Confusion: Fear, 1 hit against 46,656, Darkness & Air, 675 MP
Wail of the Office- 8,900 Damage, may deal 6,950 MIN Damage or 6,950 SPI Damage, 220% inflicts Confusion: Depression, 1 hit against 46,656, Darkness & Air & Technology, 975 MP
Eldritch Statistical Manipulation- Target allies' attacks always have the variable their Sum of Relevant Attributes is multiplied to obtain their Randomized Attribute sum set to the number that results in average damage, with this effect also possessing a 25% chance of effecting each opponent of its caster who is targeted that is under level 80, 1 hit against 25, does not stack, Technology & Magic, 1,400 MP
Calculus Inferno- 140,000 Damage, 300% inflicts Burning, 300% inflicts Pain, 1 hit against 1,307,674,368,000, deals 1/5th normal damage, Darkness & Fire or Technology & Fire, 5,000 MP
Unholy Mathematical Power From Beyond Space and Time: Divide By Zero- 25% inflicts Vanished on target and caster, 25% each ally of caster under level 50 loses a level if Vanished is inflicted on target, Does not work on targets with more than double caster's MIN or targets over level 99, Darkness & Technology & Hax, 40,000 MP
FOIL Your Plans- 30% Cancels target's action, only works on targets below level 60, May only be used once per round, This action may only be used as a preemptive counter, Technology & Darkness, 5,000 MP
Fiend-Born Technique of Outlier Eradication- Take the mean and standard deviation of target's stats, If any of target's stats fall more than 2 standard deviations from the mean, then they are changed so that they equal a value equal to one standard deviation in the same direction from said mean, Does not work on targets above Level 60, stacks 10 times, Darkness & Technology, 4,000 MP
Prime Shield- Caster becomes Immune to attacks from individuals below Level 60 whose Level is not a Prime Number, lasts 15 rounds, Technology & Warding, 50,000 MP
Annihilator Method- 88,123 Damage, 40,000 Stat Damage to any one stat, 20% inflicts Instant Death, 20% inflicts Devastated, Destruction & Void, 600,000 MP
Murder the Hypotenuse- Caster targets two individuals who are both below Level 60 and have one of their stats, their HP, their MP, or their Defense linked to each other, inflicts Instant Death on one of them (with caster choosing which one) and links its own value of the same type as the prerequisite-fulfilling link to said individual's value, Darkness & Hope, 40,050 MP
Function Elimination- Target individual below Level 60 loses 1 active ability of caster's choice that either is not in the Attack class (if a PC-format ability) or possess an MP cost greater than 0 (if an enemy-format ability), Stacks 5 times, Psychic & Magic, 1,400,000 MP
Level 3 Demise- 100% inflicts Instant Death on every individual in the same battlespace as caster whose Level is a multiple of 3 and is 60 or lower, Darkness, 369,630 MP
Indexed Abilities-
Startlingly Accurate Estimate of Projected Profits- Scans amount of Gold dropped by target as though caster were 25 Levels higher, 1 hit against 9,999, Psychic, 40 MP
Fading Call: My Dead Aunt Sally- Caster creates an effect that sits as a buff on its caster that lasts until the end of the round that alters the processing of Damage formula calculations for Damage-dealing actions that use the Damage Formula that come from sources below Level 61 that are not affecting sources over Level 60; instead of using the regular Damage Formula, each attack is given a Sally Value, which begins as 0 and is passed through the following seven steps in a randomized order: 1. (The Sally Value is set to a summed value of all relevant (stats / Prime Attributes).), 2. (The Sally Value is multiplied by a value, called the Randomized Attribute Multiplier, randomly chosen from numbers between .5 and 5, inclusive, using all whole numbers and numbers equal to (.5 + 0 or any whole positive number) within said range.), 3. (The Sally Value is added to a summed value of (all relevant Attack Bonuses and any listed Damage value of abilities used for the action).), 4. (The Sally Value is modified by any modifications to Damage Dealt, triggering in an order determined by standard triggering rules.), 5. (It is determined whether or not the attack is a Critical; if it is, the Sally Value is multiplied by the Critical Multiplier of the individual making the attack (which defaults to 3).), 6. (Weaknesses an Resistances are applied to the Sally Value.), and 7. (Defense is subtracted from the Sally Value.); The Sally Value is then subtracted from the value being damaged as though it were the Final Damage Sum, Darkness & Technology & Air, 7,000 MP
Enhancements-
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
*Leopold Fitzpatrick- (Pet, Human, Physical, Lv.5, 5,000,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- #, (Standard Multiplier x1)
Minimum Level- 1
Defense- #, +# against Physical
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities-
Prime Attribute- Strength or Agility
Constant Effects-
Also Called Mr. Galnefushtiacitude- Possessor's name counts as though it included 'Mr. Galnefushtiacitude', Constant Effect
Also Called Mr. Galnefeshnitude- Possessor's name counts as though it included 'Mr. Galnefeshnitude', Constant Effect
Also Called Ace- Possessor's name counts as though it included 'Ace', Constant Effect
One Cool Cat With His Sunglasses And White Suit- Possessor gains 30% inflicts Charm: Impressed against lower-Level targets who possess under 20,000,000 Gold and whose carried items are worth a total of less than 20,000,000 Gold, Constant Effect
Gang Boss- Possessor's summons gain +# to all stats, Constant Effect
Knows Where the Hot Chicks Are At- Possessor's summons' Charm infliction chances are increased by 5%, Constant Effect
Abilities-
Smooth Fist- # Damage, 30% inflicts Charm, Physical, 0 MP
Check Out My Gun- # Damage, 5% inflicts Charm: Impressed on targets below Level 5, Technology, 0 MP
Lightning Ball- # Damage, Electrical, # MP
Beat You and Hang You Out With the Laundary to Dry- # Damage, target obtains a debuff that removes all stackings of a random buff from a source below Level 40 from them at the start of each round that does not stack and lasts 5 rounds, Physical & Water & Air, # MP
Wash That Right Out- Cures one debuff from a source below Level 40, Water, # MP
This Is My Posse, You Got a Problem?- Caster summons 5 Humans of lower Level that are either fightable for drops on the Enemy List or are in-stock in the shop (including levelled-up versions of in-stock pets), Max 30 summoned, Air or Physical, # MP
*Master Mauslesy's Mobile Warcastle- (Pet, Large Structure, War & Warding, Lv.39, 100,000,000 Gold)
HP- 22,000,000
MP- 2,000,000
STR- 35,000
AGI- 33,500
CON- 37,000
MIN- 29,000
SPI- 26,500
XP- 0
XP Needed- 131,200,000 (Standard Multiplier x8, Raised to x160 to break Level 40 cap)
Minimum Level- 39
Defense- 24,000
Defense against Stat Damage- 5,500
Critical Chance- 50%
Resilience- 200%
To Hit- 150%
Dodge- 6%
Resistances and Immunities- 50% Base Element Resistance, 50% War Resistance, 100% Minor Status Effect Resistance, 50% Moderate Status Effect Resistance, Immunity to Impaired, Confusion, Pain, Poison, Diseased, and Charmed
Prime Attribute- Any One or Possessor's Controller's Mind
Constant Effects-
Passenger Capacity (10,000)- Possessor may at any time take an action to pick up or deploy 1 passenger, Possessor may, at the start of a thread, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor dies or is defeated, Vehicle Trait
Massive- Possessor gains +24,000 Defense, +20,000,000 HP, +100% Resilience, and may count as up to 500 individuals in its row for row-order purposes, Constant Effect
Auto-Repairing Life Mortar- Possessor regenerates 1,000,000 HP at the start of every round, Constant Effect
Abilities-
Massive Cannons- 40,000 Damage, 1 hit against 200, Physical or Technology or War, 0 MP
Erect Ward- Caster gains +15,000 Defense, stacks 20 times, lasts 200 rounds, Warding, 100,000 MP
Stomp- 35,000 Damage, 100% inflicts Fatigued: Stun, 1 hit against 20, Physical, 50,000 MP
Defensive Spear-Body- 45,000 Damage, 100% inflicts Wounded, may be used as a counter, Physical, 50,000 MP
Invisible-Lava-Summoning Guard Gargoyles- 40,000 Damage, 100% inflicts Burning, this action gains +50% To Hit, may be used as a counter, Fire or Fire & Magic or Fire & Earth or Fire & Earth & Magic, 50,000 MP
Siege-Stopping Hypnotic Fireworks- 100% inflicts Charm, this action ignores the status effect immunities of Units below Level 20, 1 hit against 500, Fire & Magic & Air, 150,000 MP
w/
Has Reached Round 41 in a Pet Endurance Match
*Shadow Duke Mierphobul- (Pet, Umbral, Darkness, Lv. 39, X Gold) (Summoned)
HP- 1,990,000
MP- 2,105,000
STR- 34,250
AGI- 35,580
CON- 35,650
MIN- 36,950
SPI- 36,950
XP- 0
XP Needed- 24,600,000 (Standard Multiplier x3, Raised to x30 to bypass Level 40 jump)
Minimum Level- 9
Defense- 11,500, +115,000 against Darkness
Defense against Stat Damage- 4,220
Critical Chance- 60%
Resilience- 60%
To Hit- 160%
Dodge- 65%
Resistances and Immunities- Absorbs Darkness, 100% Darkness Resistance, 250% Light Weakness, Hexed Immunity, Diseased Immunity, Absorbs Voidstruck, 90% Minor Status Effect Resistance, 50% Moderate Status Effect Resistance, Immune to Darkness (from sources no more than 10 levels above possessor)
Prime Attribute- Any One
Constant Effects-
Master of Hounds- At the start of each round, possessor summons three Mierphobul's Unrelenting Shadow Hound, max 30 summoned, Constant Effect
Dark Gentleman- Possessor gains +18,000 to all stats when interacting with individuals who possess a dubuff called Dark Gentleman's Mark, Constant Effect
Unfair Bargaining Terms- If possessor's highest stat is higher than possessor's controller's lowest stat, then at the start of each round, possessor has a 200% chance of becoming uncontrolled if possessor's controller does not give 100,000 Gold worth of non-Light-element antiquities if its name is either 'Lili VonMion' or 'Lili's Shielding Golem' or does not give 20,000,000 Gold worth of non-Light-element antiquities otherwise, Constant Effect
Very Unfair Bargaining Terms- If possessor's lowest stat is higher than possessor's controller's highest stat, then at the start of each of possessor's actions, possessor has a 200% chance of becoming uncontrolled if possessor's controller does not give 200,000 Gold worth of non-Light-element antiquities if its name is either 'Lili VonMion' or 'Lili's Shielding Golem' or does not give 20,000,000 Gold worth of non-Light-element antiquities otherwise, Constant Effect
Lord of the Umbral Domains- Possessor gains +15,000 to all stats while in a Zone of Darkness, Constant Effect
Umbral Master- Possessor gains +650,000 HP, +650,000 MP, +10,000 to all stats, +15,000 Defense, +3,500 Defense against Stat Damage, and possessor's damage-dealing actions count as dealing an additional 25,000 damage if possessor chooses such, Constant Effect
Umbral Duke- Possessor's Umbral allies gain +8,000 to all stats, Constant Effect
Indexed Effects-
Duke of Darkness- Possessor gains +200,000 HP, +200,000 MP, +3,000 to all stats, +2,700 Defense, +800 Defense against Stat Damage, +15% Critical Chance, +15% Resilience, +15% To Hit, and +15% Dodge, and possessor's damage dealing actions count as dealing an additional 7,000 damage if possessor chooses such, Constant Effect
Power of the Shadow Kingdoms- Possessor gains +200,000 HP, +200,000 MP, and +3,000 to all stats, Constant Effect
Form of Resilient Shadow- Possessor gains +200,000 HP, Constant Effect
Umbral Potency- Possessor gains +3,000 to all stats, Constant Effect
Abilities-
Black Cane- 38,000 Damage, inflicts Charm, may inflict Fatigued: Stun, may inflict Confusion, may inflict Voidstruck, 50% may inflict Voidstruck: Turned to Shadow, may heal Umbrals, Darkness, 0 MP
Shadow Assault- 40,000 Damage, Heals Umbrals, 5% may gain '2 hits against 1', Darkness, 0 MP
Umbral Benediction- All allied Umbrals in this battle lose their Light Weakness so long as caster spends an action within every 5 rounds maintaining this ability, Darkness, 0 MP
Dark Gentleman's Mark- Target gains a debuff named 'Dark Gentleman's Mark', Caster may decide at the beginning of any round to make said debuff, as a non-stacking effect, provide its possessor with -6,000 to all stats, Darkness, 1,000 MP
Ebon Step- Caster enters the location or combat containing any individual who possesses a debuff named 'Dark Gentleman's Mark', 100% Caster gains another action immediately after this action, Darkness, 500 MP
Embrusssio- 41,000 Damage, 80% inflicts Voidstruck: Turned to Shadow, does not affect targets of higher Level than caster or unique targets above level 60, Darkness, 17,000 MP
Utter Ruin- 9,000 Stat Damage to all of target's stats, Inflicts Voidstruck if target is below level 55, Darkness, 19,000 MP
Send for the Hounds- Each ally of caster named 'Mierphobul's Unrelenting Shadow Hound' gains an action immediately after this action, Darkness & Air, 1,500 MP
Shadow Column- 35,000 Damage, inflicts Voidstruck, deals 3/4 damage, 1 hit against 400, Darkness, 11,000 MP
Banish the Grace of Night- Target loses all Darkness Resistance, loses Darkness Immunity, loses Darkness Reflection, and cannot be affected by positive effects attached to Zones of Darkness that come from sources below Level 60, Only affects targets below Level 40, Darkness, 1,000 MP
Create Nightland- Caster creates a Zone of Darkness and may attach an effect to it that does not stack across Zones or on the same Zone that gives all Umbrals in said Zone +15,000 to all stats, Darkness, 500 MP
Upwelling of Shadow Powers- Attaches an effect to target Zone of Darkness that stacks 5 times across all zones that gives +9,000 to all stats of all Umbrals within said zone and gives +3,000 to the stats of all Darkness-element individuals within said Zone, Darkness, 35,000 MP
Chastise- 43,000 Damage, 11,500 MIN Damage, Removes 1 buff or positive status effect with a source below Level 60 from target, Darkness & Psychic, 7,000 MP
Banish Back Into Darkness- Caster may unsummon any Umbrals present that are below Level 40 that were summoned by individuals below Level 40, Darkness, 20,000 MP
Mierphobul's Unrelenting Shadow Hound- (Pet, Umbral, Darkness, Lv.39, X Gold) (Summoned) (Tied to the unique summon Mierphobul)
HP- 574,000
MP- 432,000
STR- 34,300
AGI- 37,500
CON- 32,910
MIN- 22,350
SPI- 33,950
XP- 0
XP Needed- 2,460,000 (Standard Multiplier x3)
Minimum Level- 1
Defense- 11,700
Defense against Stat Damage- 2,390
Critical Chance- 66%
Resilience- 59%
To Hit- 158%
Dodge- 54%
Resistances and Immunities- 50% Darkness Resistance, Darkness Immunity from sources below level 49, 300% Light Weakness, Confusion Immunity, Fatigued Immunity, Voidstruck Immunity, 90% Minor Status Effect Resistance, 20% Moderate Status Effect Resistance
Prime Attribute- Spirit or Strength
Constant Effects-
Unrelenting- Possessor may follow any individual below level 80 who leaves battle, going to whatever location said individual goes to, Constant Effect
Just...Keeps...Coming- Possessor has a 34% chance of auto-ressurecting at the start of each round, for up to 10 rounds after death, provided that such resurrection does not break its controller's summon cap, Constant Effect
Pack Hunter- Possessor gets +2,000 to all stats for every ally possessor has that shares either possessor's name or the Constant Effect "Pack Hunter", to a max of 200 such allies, Constant Effect
Abilities-
Ravage- 38,250 Damage, 100% may inflict Wounded, 100% may inflict Wounded: Maimed, 60% may deal HP Drain, Darkness & Physical, 0 MP
Shadow Assault- 41,000 Damage, Heals Umbrals, Darkness, 0 MP
Horrid Baying- 6,000 SPI Damage, 140% inflicts Confusion: Fear, 1 hit against 300, Darkness, 100 MP
Countdown to the Hound- Caster chooses a number of rounds between 1 and 64 and a target opponent, Caster gains +25,000 to all stats when interacting with said opponent on the round said number of rounds from this round, does not stack, Darkness, 300 MP
Converging Mists- Target with a STR and MIN both lower than 33,950, who does not have the ability Adept Divine Magic Attunement, the ability Adept Spirit Magic Attunement, or the ability Prophet of the Brightest Heavens, cannot willingly change rows, Darkness & Ice & Air, 50 MP
Level 59 Pending Version wrote:
*Shadow Duke Mierphobul- (Pet, Umbral, Darkness, Lv. 59, X Gold) (Summoned)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x3, Raised to x30 to bypass Level 60 cap)
Minimum Level- 9
Defense- #, +# against Darkness
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Absorbs Darkness, 100% Darkness Resistance, 250% Light Weakness, Hexed Immunity, Diseased Immunity, Stat Drain Immunity, Absorbs Voidstruck, 160% Minor Status Effect Resistance, 100% Moderate Status Effect Resistance, 20% Major Status Effect Resistance, Immune to Darkness (from sources no more than 10 levels above possessor)
Prime Attribute- Any One
Constant Effects-
Master of Hounds- At the start of each round, possessor summons twelve Mierphobul's Unrelenting Shadow Hound, max 60 summoned, Constant Effect
Dark Gentleman- Possessor gains +# to all stats when interacting with individuals who possess a dubuff called Dark Gentleman's Mark, Constant Effect
Unfair Bargaining Terms- If possessor's highest stat is higher than possessor's controller's lowest stat, then at the start of each round, possessor has a 200% chance of becoming uncontrolled if possessor's controller does not give 100,000 Gold worth of non-Light-element antiquities if its name is either 'Lili VonMion' or 'Lili's Shielding Golem' or does not give 80,000,000 Gold worth of non-Light-element antiquities otherwise, Constant Effect
Very Unfair Bargaining Terms- If possessor's lowest stat is higher than possessor's controller's highest stat, then at the start of each of possessor's actions, possessor has a 200% chance of becoming uncontrolled if possessor's controller does not give 200,000 Gold worth of non-Light-element antiquities if its name is either 'Lili VonMion' or 'Lili's Shielding Golem' or does not give 80,000,000 Gold worth of non-Light-element antiquities otherwise, Constant Effect
Lord of the Umbral Domains- Possessor gains +# to all stats while in a Zone of Darkness, Constant Effect
Umbral Master- Possessor gains +# HP, +# MP, +# to all stats, +# Defense, and +# Defense against Stat Damage, and possessor's Damage-dealing actions deal an additional # Damage if possessor chooses such, Constant Effect
Umbral Duke- Possessor is Immune to individuals below Level 20, Possessor's Umbral allies gain +8,000 to all stats, Constant Effect
Indexed Effects-
Duke of Darkness- Possessor gains +200,000 HP, +200,000 MP, +3,000 to all stats, +2,700 Defense, +800 Defense against Stat Damage, +15% Critical Chance, +15% Resilience, +15% To Hit, and +15% Dodge, and possessor's damage dealing actions count as dealing an additional 7,000 damage if possessor chooses such, Constant Effect
Power of the Shadow Kingdoms- Possessor gains +200,000 HP, +200,000 MP, and +3,000 to all stats, Constant Effect
Form of Resilient Shadow- Possessor gains +200,000 HP, Constant Effect
Umbral Potency- Possessor gains +3,000 to all stats, Constant Effect
Abilities-
Black Cane- # Damage, inflicts Charm, may inflict Fatigued: Stun, may inflict Confusion, may inflict Voidstruck, 100% may inflict Voidstruck: Turned to Shadow, 200% may inflict Hexed, may heal Umbrals, Darkness, 0 MP
Shadow Assault- # Damage, Heals Umbrals, 15% may gain '4 hits against 1', Darkness, 0 MP
Umbral Benediction- All allied Umbrals in all battlespaces of the current battle lose their Light Weakness so long as caster spends an action within every 5 rounds maintaining this effect, Darkness, 0 MP
Dark Gentleman's Mark- Target gains a debuff named 'Dark Gentleman's Mark', Caster may decide at the beginning of any round to make said debuff, as a non-stacking effect, provide its possessor with -# to all stats, Darkness, 1,000 MP
Ebon Step- Caster enters a battlespace containing any individual who possesses a debuff named 'Dark Gentleman's Mark', Caster gains another action immediately after this action, Darkness, 500 MP
Utter Ruin- # Stat Damage to all of target's stats, Inflicts Voidstruck if target is below level 75, Darkness, 19,000 MP
Banish the Grace of Night- Target loses all Darkness Resistance, loses Darkness Immunity, loses Darkness Reflection, and cannot be affected by positive effects attached to Zones of Darkness that come from sources below Level 80, Only affects targets below Level 60, Darkness, 1,000 MP
Create Nightland- Caster creates a Zone of Darkness and may attach an effect to it that does not stack across Zones or on the same Zone that gives all Umbrals in said Zone +# to all stats, Darkness, 500 MP
Upwelling of Shadow Powers- Attaches an effect to target Zone of Darkness that stacks 5 times across all zones that gives +# to all stats of all Umbrals within said zone and gives +# to the stats of all Darkness-element individuals within said Zone, Darkness, 35,000 MP
Chastise- # Damage, # MIN Damage, Removes 2 buffs or positive status effects with a source below Level 80 from target, Darkness & Psychic, 7,000 MP
Banish Back Into Darkness- Caster may unsummon any Umbrals present that are below Level 60 that were summoned by individuals below Level 60, Darkness, 20,000 MP
Summon Umbrals- Caster summons up to 50 Umbrals from the Enemy List that are below Level 50 and normally fightable for drops, Max 200 summoned, Darkness, # MP
Indexed abilities-
Embrusssio- # Damage, 130% inflicts Voidstruck: Turned to Shadow, does not affect targets of higher Level than caster or unique targets above level 80, Darkness, 17,000 MP (Indexed at Level 55)
Send for the Hounds- Each ally of caster named 'Mierphobul's Unrelenting Shadow Hound' gains an action immediately after this action, this action affects allies of caster in other battlespaces and may move allies that it gives an action to to the battlespace that caster is present in, Darkness & Air, 1,500 MP (Indexed at Level 55)
Shadow Column- # Damage, inflicts Voidstruck, 1 hit against 4,000,000, Darkness, 11,000 MP (Indexed at Level 59)
Mierphobul's Unrelenting Shadow Hound- (Pet, Umbral, Darkness, Lv.59, X Gold) (Summoned) (Tied to the unique summon Mierphobul)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x3, Not raised to bypass Level 60 cap)
Minimum Level- 1
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Absorbs Darkness, 75% Darkness Resistance, Darkness Immunity from sources below level 49, 150% Light Weakness, Confusion Immunity, Fatigued Immunity, Voidstruck Immunity, Hexed Immunity, Cursed Immunity, 150% Minor Status Effect Resistance, 50% Moderate Status Effect Resistance
Prime Attribute- Spirit or Strength
Constant Effects-
Unrelenting- Possessor may follow any individual below level 80 who leaves battle, going to whatever location said individual goes to, Constant Effect
Just...Keeps...Coming- Possessor has a 75% chance of auto-resurrecting at the start of each round, for up to 10 rounds after death, provided that such resurrection does not break its controller's summon cap, Constant Effect
Pack Hunter- Possessor gets +# to all stats for every ally possessor has that shares either possessor's name or the Constant Effect "Pack Hunter", to a max of 200 such allies, Constant Effect
Abilities-
Ravage- # Damage, 150% may inflict Wounded, 150% may inflict Wounded: Maimed, May deal HP Drain, Darkness & Physical, 0 MP
Shadow Assault- # Damage, Heals Umbrals, Darkness, 0 MP
Horrid Baying- # SPI Damage, 230% inflicts Confusion: Fear, 1 hit against 60,000, Darkness, 100 MP
Countdown to the Hound- Caster chooses a number of rounds between 1 and 64 and a target opponent, Caster gains +# to all stats when interacting with said opponent on the round said number of rounds from this round, does not stack, Darkness, 300 MP
Converging Mists- Targets with a STR and MIN both lower than #, who does not have the ability 'Expert Divine Magic Attunement', the ability 'Expert Spirit Magic Attunement', or the ability 'Prophet of the Brightest Heavens', cannot willingly change rows, 1 hit against 20,000, Darkness & Ice & Air, 50 MP
Bascaradine Employee Miniatures Collectable Animated Figurine #46,315: Edwin Cloremontt- (Pet, Golem, Physical, Level 45, 280,000,000 Gold)
HP- 200,000
MP- 200,000
STR- 3,500
AGI- 3,650
CON- 3,380
MIN- 3,450
SPI- 3,350
XP- 0
XP Needed- 170,000 (Standard Multiplier x1)
Minimum Level- 45
Defense- 2,650
Defense against Stat Damage- 220
Critical Chance- 24%
Resilience- 24%
To Hit- 125%
Dodge- 22%
Resistances and Immunities- 50% Physical Resistance, 50% Fire Resistance, 50% Air Resistance, 50% Ice Resistance, 50% Technology Resistance, 25% Minor Status Effect Resistance, Fatigued, Pain, Confusion, Impaired, Poison, and Diseased Immunity
Prime Attribute- Strength or Agility
Constant Effects-
Unusually Weak- Possessor counts as being 1/2 possessor's level for all purposes, rounded up, Constant Effect
Replica of a Human- Possessor may choose to count as a Human either in addition to or instead of possessor's other subtypes at the beginning of a thread, Constant Effect
Sound Investor- Possessor's controller gains +10,000 Defense against Gold Damage, Constant Effect
Clever Throwing Trajectories- Possessor has a 20% chance of dealing full damage to the back row with actions that include Throwing Weapons, Constant Effect
Shield Use Mastery- Possessor gains +2,500 Defense on rounds following rounds during which possessor used an action that involved a Shield, Constant Effect
Bascaradine Employee Replica- Possessor is considered to be a Devout Worshiper of Bascaradine Corporation, Possessor gains +250 to all stats for each item possessor's controller has equipped with 'Bascaradine' in its name, to a max of 200 such items, Worshiper Benefit
Abilities-
Punch- 6,500 Damage, Physical, 0 MP
Fling Throwing Stars- 8,000 Damage, 5% deals 2 hits against 1, This action is treated as including a Throwing Weapon, Air & Physical, 0 MP
Shield Bash- 7,000 Damage, 50% inflicts Fatigued: Stun, This action is treated as including a Shield, Physical, 0 MP
Block- Caster gains +2,500 Defense, does not stack, lasts 15 rounds, This action is treated as including a Shield, Physical, 0 MP
Block and Strike- 5,500 Damage, 50% inflicts Fatigued: Stun, Caster gains +2,000 Defense, does not stack, lasts 10 rounds, This action is treated as including a Shield and a Throwing Weapon, Physical, 6,000 MP
Fling Shield- 4,750 Damage, 95% deals full damage to the back row, 35% inflicts Fatigued: Stun, This action is treated as including a Shield, Physical or Physical & Air, 7,000 MP
Reflective Preparation- Caster chooses a base element and has a 25% chance of reflecting actions from individuals below Level 40 that are the chosen element, stacks across 10 different elements, does not stack for the same element, lasts 5 rounds, This action is treated as including a Shield, Energy & Air & Ice & Fire, 5,000 MP
Guard and Block- Caster gains +2,500 Defense, One non-caster target gains +2,500 Defense that goes away if caster is dead or is not in the same battle as target, lasts 8 rounds, stacks 2 times, This action is treated as including a Shield, Physical & Air, 10,000 MP
Improve Shield Designs- Target Shield, if it provides a bonus to Defense, has said bonus increase by 1,000 points, stacks 3 times, Technology, 10,000 MP
Advertise Shield- Target Shield is treated by individuals other than caster as being worth 500,000 additional Gold, stacks 4 times, Technology, 2,000 MP
Pep Meeting- +750 to all stats, Cures Fatigued, 40% cures Confusion, 1 hit against 30, does not stack, This action is treated as including a Leadership spell, Air & Ice, 13,000 MP
Inspiring Speech- +500 to all stats, cures Confusion, stacks 4 times, This action is treated as including a Leadership Spell, Air, 6,000 MP
Money Guard- Target gains +20,000 Defense against Gold Damage, stacks 2 times, Wealth & Earth & Technology, 8,000 MP
Throwing Star Barrage- 14,000 Damage, deals 1/5 damage, 3 hits against 15, This action is treated as including a Throwing Weapon, Physical & Air, 6,000 MP
Shadow Star- 6,000 Damage, 60% inflicts Voidstruck, This action is treated as including a Throwing Weapon, Darkness, 3,000 MP
Poison Knives- 4,000 Damage, 80% inflicts Poison, 1 hit against 3, This action is treated as including a Throwing Weapon, Physical or Acid & Physical, 3,000 MP
Accurate Throw- 15,000 Flat Physical element Damage, This action is treated as including a Throwing Weapon, Physical or Air or Air & Physical, 1,500 MP
Taste Wine- May only be cast if one of caster's allies possesses a Drink consumable that is worth over 10,000 Gold and has a chance of inflicting Poison: Drunk, Caster is healed of 40,000 points of Flat Water-element HP Healing and has a 50% chance of being cured of any one minor negative status effect, Water & Air & Darkness, 4,000 MP
Chthonian Plushy (Summoned)
Level 8
Golem, Darkness
HP- 4,500
MP- 9,000
STR- 210
AGI- 320
CON- 190
MIN- 260
SPI- 1,200
XP- 0
Xp Needed- 7,500
Minimum Level- 2
Defense- 400, +1,300 Defense Against Light, +750 Defense against Darkness
Defense against Stat Damage- 0
Critical Chance- 14%
Resilience- 19%
To Hit- 131%
Dodge- 15%
Resistances and Immunities- 30% Darkness Resistance, Pain Immunity, Fear Immunity, Deafened Immunity, Poison Immunity, Hexed Immunity, Impaired Immunity, Diseased Immunity
Prime Attribute- Spirit
Constant Effects-
Cute and Huggable!- Enemies with less SPI than Chthonian Plushy have an 10% chance per attack that would hit it to cancel said attack because of its odd degree of cuteness, Constant Effect
Daemon Link- Possessor gains +60 to all stats if controller is a Daemon, Constant Effect
Abilities-
Claw Pinch- 1,100 Damage, 2 hits against 1, Physical, 0 MP
Darkness Bolt- 1,200 Damage, Darkness & Magic, 15 MP
Shade Warp- 390 Damage, 90 SPI damage, Darkness, 20 MP
Cute and Fuzzy Tentacle Assault- 400 Damage, 7 hits against 1, Darkness & Magic, 19 MP
Black Curse of Zalderos- 450 Damage, 90 MIN damage, 15% inflicts Hexed, Darkness, 20 MP
Grappling Tentacle- 350 Damage, 10% inflicts Paralysis, Darkness, 40 MP
Choking Tentacle- 350 Damage, 10% inflicts Suffocation, Darkness & Air, 40 MP
Life Transfer Tentacle- 900 Damage, Heals a second target for damage equal to half damage dealt, Darkness, 60 MP
Replicate- 300 Damage, Summons an additional Chthonian Plushy for controller if controller's summon cap is not maxed out, can only be used on Paralyzed targets, 95% has no effect if it would not kill target, Darkness, 900 MP
Accursed Gaze of Madness- 5% inflicts Confusion, 5% inflicts Hexed, Darkness, 200 MP
Look Really Cute- 5% inflicts Charm, Light, 100 MP
Corgi Puppy- (Pet, Animal, Light, Lv.1, 25,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x0.25)
Minimum Level- 1
Defense- #, +# against Darkness
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- None
Prime Attribute- Strength
Constant Effects-
Unusually Weak- Possessor counts as being 1/2 possessor's level for all purposes, rounded up, Constant Effect
Abilities-
Bite- # Damage, Physical, 0 MP
Cute Howl- 1% inflicts Charm, Air & Light, # MP
Cuddle- # Damage, 75% this action does nothing, Heals, Physical & Light, # MP
Crimson Imp (Summoned)
Level 3
Demon, Fire
HP- 3,500
MP- 3,500
STR- 110
AGI- 145
CON- 130
MIN- 120
SPI- 145
XP- 0
XP Needed- 5,000
Minimum Level- 3
Defense- 220
Defense against Stat Damage- 0
Critical Chance- 5%
Resilience- 2%
To Hit- 102%
Dodge- 4%
Resistances and Immunities- 60% Darkness Resistance, 60% Fire Resistance, 80% Light Weakness, 80% Water Weakness, Stat Drain Immunity, Pain Immunity, Paralyzed Immunity, Hexed Immunity, Diseased Immunity
Prime Attribute- Agility
Constant Effects-
Burning Chuckle- Possessor may change any base elements of abilities possessed, except Universe, into Fire when using possessed abilities, Constant Effect
Abilities-
Cruelly-Hooked Claws- 1,000 Damage, 3% inflicts Wounded, deals 1/2 damage, 2 hits against 1, Physical, 0 MP
Flame-Injection Stinger- 600 Damage, 5% inflicts Burning, 5% inflicts Stat Drain, Fire, 120 MP
Ignite- 750 Damage, 1% inflicts Burning, Fire, 140 MP
Scheme- +50 AGI, +50 MIN, +50 SPI, +50 MP, affects caster only, stacks 5 times, Darkness, 700 MP
Dark Wanderer Marionette (Summoned)
Level 25
Golem, Darkness
HP- 247,840
MP- 243,652
STR- 6,840
AGI- 7,290
CON- 4,655
MIN- 4,999
SPI- 11,190
XP- 0
XP Needed- 475,000
Minimum Level - 25
Defense- 6,400
Defense against Stat Damage- 640
Critical Chance- 24%
Resilience- 20%
To Hit- 126%
Dodge- 22%
Resistances and Immunities- 90% Darkness Resistance, 50% Air Resistance, 50% Water Resistance, 50% Ice Resistance, 50% Acid Resistance, 50% Electrical Resistance, 130% Light Weakness, Immune to Pain, Fear, Deafened, Poison, Hexed, and Diseased
Prime Attribute- Strength, Spirit, or Agility (but not more than one at the same time)
Constant Effects-
Phrauxmatiel's Touch- Summoner may choose to have this respond as a Darkness element Golem to effects that react differently to Darkness element Golems, Gains an additional +500 to all stats if caster is a devout worshipper of Phrauxmatiel, Constant Effect
Abilities-
Seeking Missiles- 11,500 Damage, this attack possesses 500% to Hit, 1 hit against 10, Magic, 0 MP
Dark Guidance- +20% to Hit, 15% Darkness Resistance, 15% Air Resistance, 15% Water Resistance, 15% Ice Resistance, 15% Acid Resistance, 15% Electrical Resistance, does not stack, lasts 40 turns, 0 MP
Ghostly Fire of the Hopeless Carinival- 15,700 Damage, 95% inflicts Hexed, 1,420 SPI damage, Darkness & Fire, 5,400 MP
Repair Other Toy- 21,000 Damage, Heals, can only target Rune Magic Golem summons, Darkness, 6,000 MP
Phrauxmatiel's Spire- 23,700 Damage, 20% inflicts Suffocation, 1 hit against 20, may only be used if summoner is a devout worshipper of Phrauxmatiel, Air, 6,000 MP
Phrauxmatiel's Waves- 23,700 Damage, 20% inflicts Drowning, 1 hit against 20, may only be used if summoner is a devout worshipper of Phrauxmatiel, Water, 6,000 MP
Phrauxmatiel's Dissolving Mire- 23,700 Damage, 20% inflicts Dissolving, 1 hit against 20, may only be used if summoner is a devout worshipper of Phrauxmatiel, Acid, 6,000 MP
Phrauxmatiel's Blizzard- 23,700 Damage, 20% inflicts Frozen, 1 hit against 20, may only be used if summoner is a devout worshipper of Phrauxmatiel, Ice, 6,000 MP
Phrauxmatiel's Bleakness- 23,700 Damage, 20% inflicts Voidstruck, 1 hit against 20, may only be used if summoner is a devout worshipper of Phrauxmatiel, Darkness, 6,000 MP
Dancing Sphere Cloud of Hut'Rangoor - (Pet, Magic Being, Acid, Lv.16, 1,219,000 Gold)
HP- 45,000
MP- 165,000
STR- 1,124
AGI- 1,690
CON- 1,520
MIN- 1,982
SPI- 1,880
XP- 0
XP Needed- 165,000 (Standard Multiplier x3)
Minimum Level- 16
Defense- 1,600
Defense against Stat Damage- 180
Critical Chance- 13%
Resilience- 12%
To Hit- 119%
Dodge- 30%
Resistances and Immunities- 95% Magic Resistance, 90% Acid Resistance, 80% Physical Resistance, 300% Air Weakness, Immunity to Fatigue and Diseased
Prime Attribute- Spirit
Constant Effects-
Acidic Cloud of Color and Motion- At the start of each round, possessor deals 5,000 Acid element damage to up to 30 targets, with a 40% chance of inflicting Confusion and a 10% chance of inflicting Impaired: Blind on each such target, Constant Effect
Serenity of Form- Possessor gets +180 Defense against Stat Damage, Constant Effect
Abilities-
Acid Fog- 4,500 Damage, 5% inflicts Dissolving, Acid, 0 MP
Gamelheddio- 5,500 Damage, 50% inflicts Dissolving, Acid, 5,000 MP
Magic Rays- 6,120 Damage, 5% inflicts 1 hit against 3, Magic, 7,000 MP
Sphere Motion- +400 AGI, stacks 5 times, lasts 4 turns, Acid & Magic & Fire, 9,000 MP
Dissolution of Body- 190 CON Damage, 50% inflicts Stat Drain: CON Drain, Acid, 11,000 MP
Doom Marionette (Summoned)
Level 2
Golem, Darkness
HP- 500
MP- 340
STR- 58
AGI- 41
CON- 35
MIN- 39
SPI- 35
XP- 0
Xp Needed- 2,000
Minimum Level- 2
Defense- 25, +50 Against Darkness
Defense against Stat Damage- 0
Critical Chance- 3%
Resilience- 1%
To Hit- 99%
Dodge- 3%
Resistances and Immunities- 15% Darkness Resistance, 15% Light Weakness, Immune to Pain, Confusion, Impaired, Poison, and Diseased
Prime Attribute- Strength
Constant Effects-
Cloaked in the Winter of Waerdael- Possessor may deal 5,000 flat Ice element damage to an equal number of allies and enemies at the start of each round, to a max of 30 such targets, Constant Effect
Abilities-
Marionette Scythe- 80 Damage, Physical, 0 MP
Marionette Reaper- 80 Damage, hits another target if it kills its current target, Physical, 200 MP
Cackle- -50 Damage to all of target's attacks, stacks 5 times, Darkness, 20 MP
Duskstinger Imp (Summoned)
Level 3
Demon, Darkness
HP- 3,400
MP- 3,400
STR- 115
AGI- 145
CON- 130
MIN- 140
SPI- 135
XP- 0
XP Needed- 5,000
Minimum Level- 3
Defense- 235
Defense against Stat Damage- 0
Critical Chance- 4%
Resilience- 3%
To Hit- 102%
Dodge- 5%
Resistances and Immunities- 60% Darkness Resistance, 180% Light Weakness, Confusion Immunity, Pain Immunity, Hexed Immunity, Diseased Immunity
Prime Attribute- Agility
Constant Effects-
Void Venom- Resistance to Voidstruck applies to Poison infliction by possessor, Poison Resistance does not apply to Poison infliction by possessor, Voidstruck and Poison Immunity both apply to Poison infliction by possessor, Constant Effect
Abilities-
Small Claws- 900 Damage, 1% deals no damage, deals 1/2 damage, 2 hits against 1, Physical, 0 MP
Dusk Stinger- 650 Damage, 5% inflicts Poison, Darkness, 100 MP
Scheme- +50 AGI, +50 MIN, +50 SPI, +50 MP, affects caster only, stacks 5 times, Darkness, 700 MP
Earth-Shaking Trow- (Pet, Monster, Earth, Lv.28, 46,000,000 Gold)
HP- 500,000
MP- 300,000
STR- 9,000
AGI- 3,500
CON- 5,500
MIN- 2,000
SPI- 2,500
XP- 0
XP Needed- 295,000 (Standard Multiplier- x1)
Minimum Level- 28
Defense- 5,000
Defense against Stat Damage- 340
Critical Chance- 34%
Resilience- 33%
To Hit- 120%
Dodge- 22%
Resistances and Immunities- 90% Earth Resistance, 50% Physical Resistance, 100% Fire Weakness, 100% Acid Weakness, 30% Light Weakness, 50% Bardic Music Weakness, 40% Minor Status Effect
Prime Attribute- Strength
Constant Effects-
Regeneration- Possessor regenerations 40,000 HP and 4,000 MP per round, Constant Effect
Great Regenerative Power- If possessor is killed by a source that does not include count as of possessor's weaknesses and is not using an action or damage type that is an element which is one of possessor's weaknesses, and said source is not above Level 60, then there is a 95% chance that possessor does not count as being dead and is instead immediately resurrected at full HP, full MP, and full values on all stats with all prior buffs and debuffs still applied, Constant Effect
Bipedal- Possessor may choose to count as a Humanoid either instead of being a Monster or in addition to possessor's normal subtypes, Constant Effect
Abilities-
Claw- 13,000 Damage, Physical, 0 MP
Excellent Fiddling- May give +1,000 to all stats, 50% may inflict Fatigued: Sleep, 1 hit against 10, stacks 4 times, Air & Magic, 60,000 MP
Earth-Shattering Stomp- 5,000 Damage, inflicts Entombed, 1 hit against 30, Earth, 5,000 MP
Armor-Slicing Slash- 15,000 Damage, Pierces 15,000 Defense, 50% inflicts Wounded, Physical or Earth, 15,000 MP
Fog Bird- (Pet, Aerial, Water & Air, Lv.2, 90,000 Gold)
HP- 4,100
MP- 2,600
STR- 80
AGI- 90
CON- 40
MIN- 50
SPI- 35
XP- 0
XP Needed- 1,000
Minimum Level- 2
Defense- 15
Defense against Stat Damage- 2
Critical Chance- 1%
Resilience- 0%
To Hit- 99%
Dodge- 1%
Resistances and Immunities- 5% Water Resistance
Prime Attribute- Agility
Constant Effects-
Likes the Fog- If controller is wearing Fog Boots, possessor's natural, unbuffed stats are multiplied by 4, Constant Effect
Abilities-
Claw- 20 Damage, Physical, 0 MP
Vanish?- 5% gives caster 80% Dodge for the next 3 turns, does not stack, Air & Water, 0 MP
Fog Blast- 900 Damage, may deal 1/5 damage to deal 1 hit against 5, gives allies 15% Dodge for the next 5 turns if they desire such, Does not stack, May only be used if controller is wearing Fog Boots, Air & Water, 800 MP
Fog Horn- 500 Damage, 15% inflicts Deafened, may deal 1/5 damage to deal 1 hit against 5, Air, 875 MP
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
General Moth- (Pet, Insect, Air, Lv.4, 140,000 Gold)
HP- 52
MP- 2,500
STR- 5
AGI- 190
CON- 6
MIN- 290
SPI- 186
XP- 0
XP Needed- 5,000
Minimum Level- 2
Defense- 4
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Mind
Constant Effects-
None
Abilities-
Gust- 9 Damage, Air, 0 MP
Zap- 15 Damage, Electrical, 2 MP
Inspire- +90 HP, Can bring HP above max, Air, 10 MP
Currents of War- +25 STR, +25 CON, +60 Damage for Melee Attacks, Affects up to 21 friendly creatures, Air, 15 MP
Shieldwall Tactics- Up to 50 friendly creatures that defend this turn have each others defenses added to theirs, Earth, 18 MP
Mind of the General- +35 MIN, Air, 10 MP
Direct- Give another character an extra turn after this one, Air, 35 MP
War Whispers- Target's next attack has a 1% chance of inflicting 2 hits if it normally only inflicts 1 hit on 1 target, Air, 30 MP
w/
Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
Gilbezbran Doctor Doll (Summoned)
Level 14
Golem, Darkness
HP- 58,500
MP- 62,324
STR- 1,440
AGI- 1,910
CON- 1,856
MIN- 2,410
SPI- 1,996
XP- 0
XP Needed- 350,000
Minimum Level- 14
Defense- 1,270, +1,400 against Darkness
Defense against Stat Damage- 0
Critical Chance- 12%
Resilience- 21%
To Hit- 114%
Dodge- 15%
Resistances and Immunities- 50% Darkness Resistance, 50% Light Weakness, 95% Minor Status Effect Resistance, 50% Voidstruck Resistance, Immune to Pain, Confusion, Impaired, Poison, and Diseased
Prime Attribute- Spirit
Constant Effects-
Dr. Beak's Touch- Summoner may choose to have this respond as a Daemon to effects that react differently to Daemon, This summon's level is adjusted for equipping and level up purposes by +5 if its summoner is not a worshipper of Doctor Beak, Constant Effect
Accomplished Dark Physician- Possessor's defense applies to Poison and Diseased, Constant Effect
Abilities-
Dark Taint- 3,950 Damage, Darkness, 0 MP
Doctor's Rod- 2,979 Damage, 50% may either cure or inflict Diseased, may Heal, Darkness, 0 MP
Infectious Force- 4,100 Damage, 60% inflicts Diseased, 40% inflicts Diseased on a secondary target if this ability's primary target is already Diseased, Acid, 1,000 MP
Heal- 2,900 Damage, Heals, Light or Darkness, 1,800 MP
Fifty Five Diseases- Inflicts Diseased, Darkness, 1,400 MP
Incurable Ailment- Inflicts Diseased: Immunodeficiency, Darkness, 3,800 MP
Machine Plague- 2,700 Damage, Inflicts Diseased: Computer Virus, Technology, 2,900 MP
Mass Infection- 70% inflicts Diseased, 1 hit against 30, Darkness, 10,600 MP
Pox- Inflicts Diseased, 50% inflicts Fatigue: Weakened, Darkness, 2,700 MP
Dark Immunization- Gives target 50% Minor Status Effect Resistance and 50% Voidstruck Resistance, lasts 1,500 rounds, Darkness, 14,500 MP
Diabolically Miraculous Cure- Cures target of any 1 minor status effect, Darkness, 6,800 MP
Boost Power- +75 to any one of target's stats, lasts 20 rounds, stacks 5 times, Magic, 5,400 MP
Medical Shroud- +500 Defense and 75% Disease Resistance to all allies in the back row, may only be cast while in the back row, lasts 5 rounds, does not stack, Darkness & Physical, 7,900 MP
Wondrous Overcrash: Impossible Operation- 10,500 Damage, Heals, Cures all minor and moderate status effects, Gives target immunity to one minor status effect, May optinally have no other positive effect to have a 10% chance of resurrecting a target who died the turn before to a source under level 50, Requires 5 of this summon to be summoned by this summon's summoner, Dis-summons all of caster's summons of this type, Removes the ability of the summoner to summon another summon of this type for the remainder of this thread, Darkness & Magic, Full MP
Greater Runic Guard Cannon Drone (Summoned)
Level 65
Golem, Darkness & Magic
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x1)
Minimum Level- 1
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 50% Base Element Resistance, 5% Life Resistance, 150% Minor Status Effect Resistance, Immune to Pain, Poison, Fatigued, and Diseased, Golem Traits
Prime Attribute- Agility
Constant Effects-
None
Abilities-
Rune Cannon!- # Damage, Darkness or Magic or Darkness & Magic, 0 MP
Group Fire- (# x the number of individuals named 'Greater Runic Guard Cannon Drone' on caster's side) Damage with the number of such individuals capping out at 200, Darkness & Magic, # MP
Runic Flash- Inflicts a combination of 3 of Confusion, Charm, Stun, Impaired: Blind, Hexed, Paralyzed, and Weakened which can differ for each target, 1 hit against 20, Darkness or Magic or Darkness & Magic, # MP
Warning Alarm- Summons 1 Greater Runic Guard Cannon Drone from the same source of summons as caster, max 1 summoned, this summon may not be unsummoned by individuals below level 45, Technology, # MP
Incarnate Avatar of the Uncle's Whackiness- (Pet, Conceptual, Chaos & Whimsy, Lv.65, 185,000,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- #
XP Needed- # (Standard Multiplier x4)
Minimum Level- 65
Defense- #, +# on odd numbered turns
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Absorbs Chaos, Reflects Tacky, 20% Electrical Weakness on even numbered turns, Pain Immunity, Confusion Immunity, Impaired Immunity, Poison Immunity, Diseased Immunity, Conceptual Traits (Stat = CON)
Prime Attribute- Strength
Constant Effects-
Blade of Whacky- Possessor's attacks each may cause a roll on the 'Uncle Steve's Whacky Sword Effect Table', Constant Effect
Joined an Airplane-Rowing Team that One Time- Possessor gives all Water or Air element vehicles that possessor is a passenger in +# AGI and #% Dodge, Constant Effect
Dwells Partially Within the Conceptual Domain- Possessor's opponents of lower Level than possessor must choose, each time they perform an attack that targets possessor, for either possessor to gain +#% Dodge against said attack or for that attack to deal half Damage to possessor, Constant Effect
Semi-Avatar: Uncle Steve- Possessor may choose for its name to count as including 'Steve' at any point, Possessor may choose to count as a devout worshipper of 'Uncle Steve', Possessor may choose to not count as a deity, Deity Effect
Positively Uncle-Tastic- If possessor is a Deity, possessor's controller's pets and summons (not counting possessor), gain +# to all stats unless they possess a patron deity whose name does not include 'Uncle', 'Aunt', 'Father', or 'Mother', Deity Effect
Conceptual Power- Possessor's HP and MP determining stats are Constitution, Possessor's turn-order-determining stat becomes Constitution, Constant Effect
Abilities-
Whacky Blade- # Damage, this action generates two rolls on the 'Uncle Steve's Whacky Sword Effect Table', Physical, 0 MP
Cheese Tres!- # Damage, Heals, 3 hits against 3, Physical & Water, 0 MP
Loud Tie (With Its Own Song and Dance Routine)- # Damage, 190% inflicts Impaired: Deafened, 190% inflicts Confusion, this action repeats itself at the start of every round that one of its caster's other actions did not already repeat on, Ice or Tacky or Sonic, # MP
Declare Gin (And Tonic!) Out of Nowhere- # Damage, Deals MP Damage, 190% inflicts Confusion, deals 1/4 damage, 1 hit against 4, Psychic, 1,150 MP
Uncle Face Montage- # Damage, # MIN Damage, May deal HP Healing, May deal MIN Healing, 150% may inflict Mindblasted, 150% may inflict Confusion, 100% may inflict Mindblasted: Stupefied, 150% may inflict Mind Restore: Overflowing Vigor, this action may gain '3 hits against 15' and deal 1/3 Damage (including Stat Damage), Chaos or Psychic or Tacky or Glitz, # MP
Billiard Ball Ricochet Insanity- # Damage, 135% inflicts Fatigued: Stun, 1 hit against up to 1,000,000 targets in the same row-order formation, Physical, # MP
Solid-Bismuth, Squirrel-Head-Shaped Comet- # Damage, 1 hit against 33,000,000 on turns that are multiples of 4 but not 9, this action may summon any entity from the Enemy List that is below Level 60, has 'Moose' in its name, and is normally fightable for drops, caster skips its next action if this action is used in a Zone of Glory, Fire & Earth, # MP
Pour Gratuitous Amounts of Glue- 165% inflicts Paralysis, 165% inflicts Paralysis: Sticky, 1 hit against 1,000,000, Physical & Earth, # MP
It's Always Disco Time!- # Damage, 100% inflicts Awestruck, 100% inflicts Electrocuted, +#% Dodge for the next two turns, this action may be used as a counter, does not stack, Electrical, # MP
Throw Golf Club Across the Planet (And Optionally Surf On It!)- # Damage, 130% inflicts Fatigued: Stun, this attack may be delayed for 1-50 rounds, only 14 instances of this ability may be delayed from one source at a time, this attack may not be used if 14 instances of it with possessor as its source are currently delayed, caster may target individuals below Level 60 in different battlespaces with this action, Caster may choose to enter the battlespace of an individual targeted with this action unless an individual of Level 80 or greater in either the battlespace being entered or the battlespace being exited objects, This ability can cause its performer to be surfing on multiple golf clubs to different places simultaneously in RP threads, Physical & Air or Physical & Air & Chaos, # MP
Uncle Antics- Caster replicates the effect of any ability performable by a Human, Humanoid, Abstract, or Deva on the enemy list that is below Level 60, below caster's Level, and normally fightable for drops, doing so as though said entity is performing said ability, Chaos, # MP
Kelp- (Pet, Plant, Water, Lv.1, 40 Gold)
HP- 2
MP- 1
STR- 2
AGI- 1
CON- 3
MIN- 1
SPI- 2
XP- 0
XP Needed- 100 (Standard Multiplier x0.1)
Minimum Level- 1
Defense- 1
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Constitution
Constant Effects-
Unusually Weak- Possessor counts as being 1/2 possessor's level for all purposes, rounded up, Constant Effect
Aquatic Plant- Possessor may choose at the start of a thread to count as an Aquatic, Constant Effect
Abilities-
Brush Against Target- 1 Damage, 95% does no damage, Earth or Water, 0 MP
Killborg- (Pet, Robot, Darkness & Technology, Lv.19, 10,000,000 Gold)
HP- 210,000
MP- 210,000
STR- 3,800
AGI- 3,450
CON- 3,360
MIN- 3,550
SPI- 3,200
XP- 0
XP Needed- 140,000
Minimum Level- 19
Defense- 3,400
Defense against Stat Damage- 300
Critical Chance- 32%
Resilience- 18%
To Hit- 130%
Dodge- 21%
Resistances and Immunities- 70% Fire Resistance, 70% Physical Resistance, 70% Technology Resistance, Immune to Pain, Confusion, Impaired, Poison, and Diseased (except Computer Virus)
Prime Attribute- Any Three without buffs included or Any One
Constant Effects-
It's a Killborg!- Possessor gets +30% Critical, Possessor's damage-dealing actions and effects deal an additional 12,000 Damage with their first hit against each target, Constant Effect
Must Not Be Placed Near Other Killborgs or It Explodes- If possessor is in the same battle as another Killborg, both are afflicted with Instant Death at the start of every round, All allies of a Killborg that dies take 25,000 Fire & Technology element damage, Constant Effect
Abilities-
Kill! Kill! Kill!- 12,000 Damage, This attack deals 1.5 times extra damage (to a max of 1,000,000 extra) if at least 5 weaknesses are hit by it, Any combination of base elements, 0 MP
Killing Spree- 12,000 Damage, Caster gains an additional action, to a max of 200 additional actions per round, each time this ability kills a target, Physical & Technology, 10,000 MP
Everywhere Missiles- 12,000 Damage, 1 hit against 1,000,000, May only be used once per 5 rounds, Technology, 30,000 MP
Eradication Ray- 10% inflicts Instant Death, only affects targets below Level 20, Technology, 300,000 MP
w/
Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
Lesser Rune Golem- (Pet, Golem, Earth & Magic & Darkness, Lv.20, 5,000,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x1)
Minimum Level- 20
Defense- #, +# against Magic, +# against Physical
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 50% Darkness Resistance, 50% Rune Magic Resistance, 50% Glyph Magic Weakness, Immune to Pain, Confusion, Impaired, Poison, Diseased
Prime Attribute- Strength
Constant Effects-
Bolstered by Runes- Possessor gains +# Defense if possessor has a Rune Magic buff on it, Constant Effect
Infused with Rune Magic- Buffs that possessor's controller applies to possessor's controller's Rune Magic summons are applied to possessor as though possessor were such a summon, Constant Effect
Abilities-
Golem Hand- # Damage, Earth or Physical, 0 MP
Rune Ray- # Damage, deals 1/2 Damage, 1 hit against 5 individuals in each of two selected rows, Darkness or Magic, # MP
Rune Shield- +# Defense, lasts 50 rounds, does not stack, Magic & Darkness, # MP
Lili's Laughing Hat- (Pet, Golem, Darkness & Law & Glory, Lv. 70, 200,000,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x1)
Minimum Level- 70
Defense- #, +# against Darkness
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Fatigued Immunity, Stat Drain Immunity, Confusion Immunity, Charm Immunity, 140% Minor Status Effect Resistance, 70% Moderate Status Effect Resistance, 30% Major Status Effect Resistance, Golem Traits
Prime Attribute- Mind
Constant Effects-
Laughing- Possessor may choose to count as being afflicted with Confusion: Overwhelmed by Laughter, Possessor obtains no negative effects from the status effect Confusion: Overwhelmed by Laughter, Constant Effect
Lili's Hat- Possessor may only by equipped by individuals who are either named 'Lili VonMion' or who possess the ability 'Member of the Multi-Lili Mind Network', Constant Effect
Abilities-
Proclamation- # Damage, may heal, 100% inflicts any one minor status effect, Darkness or any combination of (base elements and Law), 0 MP
Mass Mindthrall- 200% inflicts Charm, 1 hit against 2,000,000,000, Psychic & Darkness, # MP
Limited Direct- Target gains an action immediately after this action, this ability may be used a max of once per round and may not be replicated by sources below Level 100, Air, # MP
Lushook'Tynood- (Pet, Abstract, Light & Air, Lv.5, 195,005 Gold)
HP- 318,500
MP- 30,515
STR- 69
AGI- 51
CON- 819
MIN- 80
SPI- 270
XP- 0
XP Needed- 56,000
Minimum Level- 4
Defense- 290
Defense against Stat Damage- 70
Critical Chance- 1%
Resilience- 20%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- Immune to Poision, Charm, Confusion, Paralysis, Impaired, Fatigue, and Stat Drain
Prime Attribute- Spirit
Constant Effects-
Priest of the Voices- 50% Becomes its own side in battle if controller does not worship The Voices That Be, +150 to all of controller's stats if controller worships The Voices That Be, Constant Effect
That Right There Is My Good Friend Jim, I'm Sure of It!- Possessor may not be targeted by offensive actions by individuals who are Confused and acting randomly, Constant Effect
Abilities-
~~~@@@~~~- 105 Damage, 50% inflicts Confusion, Magic, 0 MP
$$(&)- Inflicts Drowning, Suffocation, and Entombed, Water & Air & Earth, 400 MP
@#@K?- Cures Poison, Paralysis, and Disease, Light, 550 MP
```%^- Inflicts Paralysis: Turned to Glass, Earth & Water, 320 MP
%,@###- Inflicts Confusion, Psychic, 450 MP
Mirage Puppet (Summoned)
Level 5
Golem, Darkness
HP- 2,900
MP- 2,650
STR- 65
AGI- 186
CON- 110
MIN- 120
SPI- 235
XP- 0
XP Needed- 10,000
Minimum Level- 3
Defense- 120, +250 Against Darkness
Defense against Stat Damage- 0
Critical Chance- 2%
Resilience- 1%
To Hit- 99%
Dodge- 3%
Resistances and Immunities- 20% Darkness Resistance, 5% Light Weakness, Immune to Confused, Paralyzed, and Awestruck, Immune to Darkness element Charm effects, Immune to Pain, Impaired, Poison, and Diseased
Prime Attribute- Spirit
Constant Effects-
Puppet Extension: Mind Within the Mirage- Controller gains 30 MIN, Controller becomes Immune to Confusion, Requires Establish Puppet Link to activate, Constant Effect
Puppet Extension: Soul Within the Mirage- Controller gains 30 SPI, Controller becomes Immune to Charm, Requires Establish Puppet Link to activate, Constant Effect
Linked to Master- HP and MP restored directly by controller are doubled, Constant Effect
Abilities-
Dazzling Dust- 460 Damage, 10% inflicts Confusion, Light & Magic, 0 MP
Dazzling Dust II- 15% inflicts Confusion, Light & Magic, 0 MP
Dark Drain- 600 Damage, Mirage Puppet is healed for 50% damage dealt, Darkness, 20 MP
Puppet's Gift- Transfers up to 400 HP and up to 400 MP to controller, can only be used once per summoned puppet, Darkness & Magic, 50 MP
Power of the Mirage- Mirage Puppet restores 30% of damage dealt as MP, lasts 5 turns, 20 MP
Delusions of Love- 8% inflicts Charm, Darkness & Magic, 60 MP
Such Pretty Pictures!- 20% inflicts Confusion, Darkness & Psychic, 60 MP
Welcome to the Festival!- Creates a Zone of Darkness and sets the phantom terrain to Daemon Carnival, Darkness, 2,000 MP
Phantom Pox- 5 CON damage if caster's SPI is greater than target's, 4% inflicts Disease, Darkness, 49 MP
Illusory Carnival Blades- 1,200 Damage, 15% inflicts Wounded, The terrain or phantom terrain must be Daemon Carnival, Darkness & Physical, 350 MP
Pete the Janitor
One Soldier (Summoned)
Level 1
Golem, Physical
HP- 100
MP- 120
STR- 8
AGI- 15
CON- 9
MIN- 12
SPI- 6
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 10
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- 30% Hexed Weakness, Immune to Pain, Confusion, Impaired, Poison, and Diseased
Prime Attribute- Strength
Constant Effects-
None
Abilities-
Spear Attack- 65 Damage, Physical, 0 MP
Wet Ancient Fakelili- (Pet, Daemon, Water & Time, Lv.45, 40,000,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x1)
Minimum Level- 1
Defense- #
Defense against Stat Damage- 0
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 50% Water Resistance
Prime Attribute- Spirit
Constant Effects-
Member of the Multi-Lili Mind Network- Possessor gains +# MIN as a buff for each ally who possesses an ability or Constant Effect called 'Member of the Multi-Lili Mind Network', to a max of 5 such allies, Constant Effect
Constantly Really Damp- Possessor counts as being in a Zone of Water, Constant Effect
Really Old- Possessor countas as being afflicted with Fatigued: Elderly, Constant Effect
Thinks She's a Demigoddess- Possessor counts itself as being a deity, Constant Effect
Abilities-
Claw- # Damage, Physical or Darkness, 0 MP
Strands of Puppet-Water- # Damage, # SPI Damage, 120% inflicts Charm, 1 hit against 300, Water, # MP
Summon Water Golem- Caster summons a Water element Golem from the Enemy List that is below Level 40 and normally fightable for drops, Max 5 summoned, Water, # MP
!Oneman, see signature.!
Priestess Doll (Summoned)
Level 2
Golem, Light
HP- 400
MP- 700
STR- 20
AGI- 30
CON- 20
MIN- 30
SPI- 60
XP- 0
XP Needed- 1,000
Minimum Level- 2
Defense- 40
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- 50% Darkness Weakness, 50% Light Resistance, Immune to Pain, Confusion, Impaired, Poison, and Diseased
Prime Attribute- Spirit
Constant Effects-
Naria's Touch- Summoner may choose to have this respond as a Darkness element Golem to effects that react differently to Darkness element Golems
Abilities-
Holy Stars- 110 Damage, 3 hits against 1, Light, 0 MP
Heal Other- 200 Damage, Cannot affect caster, Heals, Light, 50 MP
Heal- 50 Damage, Heals, Light, 200 MP
Blue Curtain- Darkness element Golems gain +400 Defense against Light and Air, This creates a Zone of Light, Does not stack with Zones, Light, 400 MP
Rolling Bobble Speartoy Captain of the Lower Realms (Summoned)
Level 2
Golem, Fire
HP- 500
MP- 600
STR- 65
AGI- 59
CON- 27
MIN- 28
SPI- 47
XP- 0
XP Needed- 1,000
Minimum Level- 2
Defense- 60
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- 50% Darkness Resistance, Fire Immunity, 150% Light Weakness, 50% Air Weakness, 150% Psychic Weakness, Immune to Pain, Confusion, Impaired, Poison, and Diseased
Prime Attribute- Strength or Agility (but not both at the same time)
Constant Effects-
Naria's Touch- Summoner may choose to have this respond as a Darkness element Golem to effects that react differently to Darkness element Golems, Constant Effect
Captain's Presence- Allied darkness element Golems gain +100 Defense, Allied Rolling Bobble Speartoys of the Lower Planes gain 200 HP and deal 80 more damage with their attacks, Constant Effect
Abilities-
Rolling Charge- 160 Damage, Physical, 0 MP
Impale- 120 Damage, 5% inflicts Paralysis, Physical, 50 MP
Flaming Wheel Charge- 200 Damage, Fire & Physical, 120 MP
Lecteru- 50 Damage, Fire, 60 MP
Light Ablaze- 1,500 Damage, 100% inflicts Burning, may only be used against Paralyzed targets, Fire, 300 MP
Apocalypse Glimpse- All attacks deal double damage, beginning at the start of the next turn, 5% works properly, if it works improperly, caster is killed, This creates a Zone of Fire, Does not stack with Zones, Fire, 500 MP
Seeking Spheres of Khorlat'Oulm- (Pet, Outsider, Spatial, Lv. 75, 250,000,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x4)
Minimum Level- 75
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Mystic Immunity, Magic Immuinity, Technology Immunity, 90% Sonic Resistance, 50% Air Resistance, 50% Gun Resistance, 50% Bow Resistance, Impaired Immunity, 300% Minor Status Effect Resistance, 150% Moderate Status Effect Resistance, 20% Major Status Effect Resistance, Outsider Traits
Prime Attribute- Agility
Constant Effects-
Unit- This unit has increments in its HP called thresholds, it cannot be healed above a unit threshold once it drops below one except by actions that either state that they can heal units or that can resurrect in addition to heal, This unit's thresholds each contain (Max HP / 4 rounded up HP), This unit gains a number of actions equal to (the number of thresholds it possesses / 4, rounded down) each time it would normally have an action, this unit's maxes in each stat other than HP decrease by 1% each time it loses 5% of its total thresholds, this Unit may not have more than 8 thresholds, Unit Effect
Seeking Spheres- Possesor obtains +#% To Hit and cannot miss targets below Level 60, Constant Effect
Time-Bending Battle-Vectors- Possesor re-checks miss chance once on each missed hit that possessor performs, with all Spatial and Time element buffs being ignored for the purposes of the second check, Constant Effect
Ever-Seeking- Possesor's turn-order-determining stats are Agility and Spirit, Constant Effect
Living Weapon of the Ancients- Possessor deals # additional Damage, Possessor ignores the Resistances and Immunities of individuals below Level 60 that are not Immune to (or Absorb or Reflect) Mystic, Possessor is Immune to individuals below Level 40, Constant Effect
Trans-Spatial Seeking- Possessor may enter a different preexisting battlespace within the same battle at the start of each round so long as no individual of Level 90 or greater in either the battlespace being entered or the battlespace being left objects, Constant Effect
Bullet Monster- This item may be equipped as an Ammo Accessory that does not possess its trats as a pet (save those granted by this Item Trait) that provides +250,000 Ranged Attack andgiving its wielder 'Possesor re-checks miss chance once on each missed hit that possessor performs, with all Spatial and Time element buffs being ignored for the purposes of the second check', +75% To Hit, and 'Possessor cannot miss targets below Level 60', and may only be wielded by individuals who are Level 75 or greater, Item Trait
Abilities-
Devourer Bullet-Rush- # Damage, Deals HP Drain, Physical or Technology or Sonic, 0 MP
Storm of Uncounted Self- # Damage, 1 hit against 2,000,000, Physical or Technology or Sonic, 0 MP
Consume Resistances- Target loses one of its Resistances or Immunities to an element if target is below Level 80, stacks 3 times, Mystic & Physical, 0 MP
Radiant Detonation- # Damage, 300% inflicts Poison: Irradiated, 150% inflicts Antimatter: Atomic Meltdown, 1 hit against 600,000,000, Atomic or Atomic & Light or Atomic & Fire & Physical or Atomic & Fire & Magic, # MP
Armor-Piercing Arrow-Tongue- # Damage, Deals HP Drain, Pierces # Defense, This action pierces 10 times the quantity of Defense that it normally would (to a max of 10,000,000 additional Defense) Physical, # MP
Petrifying Spittle- # CON Damage, 35% inflicts Petrified, Earth & Water, # MP
Antimatter Eclipse-Corona Detonation- # Damage, # CON Damage, 330% inflicts Impaired: Blind, 180% inflicts Voidstruck, Awestruck, Antimatter, and Antimatter: Inverse Status Field, this action treats Light Resistance as Darkness Resistance and Darkness Resistance as Light Resistance, 1 hit against 5,000,000, Darkness & Light & Technology, # MP
Endless-Fire Detonation- # Damage, 300% inflicts Burning, this action repeats at the start of each round (being able to only choose the same targets) if none of its caster's other actions repeated on that round, 1 hit against 5,000,000, Fire, # MP
Mana-Erasure Detonation- # Damage, Unsummons targets below Level 60, removes 1 buff from each target that comes from a source below Level 85, Targets provide no XP drops at the end of battle if below Level 90, 1 hit against 5,000,000 Mystic or Magic & Technology, # MP
Target- Caster and all of caster's allies gain +#% To Hit against target until the end of the round after the current round, with said effect sitting on said target as a debuff that provides said individuals (with the individuals being determined at the time of casting) with said bonus, Individuals below Level 90 who are afflicted with Confusion may only target themselves and individuals possessing said debuff with attacks, does not stack, Technology, # MP
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
Greater Runic Guard Cannon Drone (Summoned)
Level 65
Golem, Darkness & Magic
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x1)
Minimum Level- 1
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 50% Base Element Resistance, 5% Life Resistance, 150% Minor Status Effect Resistance, Immune to Pain, Poison, Fatigued, and Diseased, Golem Traits
Prime Attribute- Agility
Constant Effects-
None
Abilities-
Rune Cannon!- # Damage, Darkness or Magic or Darkness & Magic, 0 MP
Group Fire- (# x the number of individuals named 'Greater Runic Guard Cannon Drone' on caster's side) Damage with the number of such individuals capping out at 200, Darkness & Magic, # MP
Runic Flash- Inflicts a combination of 3 of Confusion, Charm, Stun, Impaired: Blind, Hexed, Paralyzed, and Weakened which can differ for each target, 1 hit against 20, Darkness or Magic or Darkness & Magic, # MP
Warning Alarm- Summons 1 Greater Runic Guard Cannon Drone from the same source of summons as caster, max 1 summoned, this summon may not be unsummoned by individuals below level 45, Technology, # MP
Semi-Jerry-Rigged Automated Armored Improved Electranetic Robot Cannoneer (Summoned)
Level 8
Robot, Electrical
HP- 60,400
MP- 22,100
STR- 400
AGI- 480
CON- 900
MIN- 302
SPI- 465
XP- 0
Xp Needed- 15,000
Minimum Level- 8
Defense- 890, +50 against Physical, +80 against Technology, +30 against Fire
Defense against Stat Damage- 10
Critical Chance- 10%
Resilience- 14%
To Hit- 104%
Dodge- 6%
Resistances and Immunities- 50% Electrical Resistance, 50% Physical Resistance, 200% Water Weakness, 200% Psychic Weakness, Immune to Pain, Confusion (except System Overload), Impaired, Poison, Diseased (except Computer Virus)
Prime Attribute- Strength or Agility
Constant Effects-
Built for Assault Situations- Possessor's prime attribute counts as being 100 higher, Constant Effect
Expensive Fuel- Possessor's creator, at time of possessor's creation, may lose 500 Gold to give possessor plus 500 Max MP up to 100 times, Constant Effect
Abilities-
Storm Crasher- 1,860 Damage, Electrical, 0 MP
Force Blades- 3,100 Damage, may inflict 3 hits against 1 and deal 1/3 damage, Technology, 200 MP
Thunder-Cannon- 5,000 Damage, 30% inflicts Electrocuted, 21% inflicts Paralyzed, Electrical, 2,000 MP
Set Up Shot- Caster's offensive actions that have a chance of missing get +10% To Hit during the round after this one, Technology, 3,000 MP
Manifold Arc Cannon Prototype- 15,000 Damage, 15% inflicts Electrocuted, 40% inflicts Paralyzed, deals 1/5 damage, 1 hit against 40, Electrical, 60,000 MP
Dekkara Blaster- 30,000 Damage, may not be used until 5 turns after its last use, Electrical, 70,000 MP
Shadow Channeler Puppet (Summoned)
Level 3
Golem, Darkness
HP- 400
MP- 400
STR- 17
AGI- 49
CON- 20
MIN- 52
SPI- 51
XP- 0
XP Needed- 2,500
Minimum Level- 2
Defense- 45,
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 3%
Resistances and Immunities- 80% Darkness Resistance, Immune to Pain, Confusion, Impaired, Poison, Diseased
Prime Attribute- Spirit
Constant Effects-
Puppet Extension: Form of Blackness- 5% Darkness Resistance, 5% Dodge, +20 CON, Requires Establish Puppet Link to activate, Constant Effect
Linked to Master- HP and MP restored directly by controller are doubled, Constant Effect
Abilities-
Shadow Twisting Staff- 180 Damage, Darkness, 0 MP
Shadow Grab- 140 Damage, 1% inflicts Paralysis on targets of equal or lower level, Darkness, 0 MP
Shadow Leech- 180 Damage, Heals caster for 5% damage dealt to a max of 600,000, Darkness, 10 MP
Create Shadow Tentacle- Summons 2 Shadow Tentacles, max 90 summoned per summoner of this puppet, not per Shadow Channeler Puppet, Darkness, 180 MP
Shadow Lightning- 250 Damage, Darkness & Electrical, 310 MP
Shadow Tentacle (Summoned)
Level 2
Magic Being, Darkness
HP- 100
MP- 240
STR- 20
AGI- 20
CON- 20
MIN- 20
SPI- 20
XP- 0
XP Needed- 400
Minimum Level- 1
Defense- 10
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 99%
Dodge- 1%
Resistances and Immunities- 90% Darkness Resistance, 500% Light Weakness, 50% Psychic Weakness, Immune to Fatigue and Diseased
Prime Attribute- Strength & Agility
Constant Effects-
None
Abilities-
Grab- 180 Damage, Darkness, 0 MP
Drain- 100 MP Damage, Restores 10 % damage dealt as MP to self, summoner, or summoner's summoner, Darkness, 0 MP
Drain (2)- 100 Damage, Restore 10% damage dealt as HP to self, summoner, or summoner's summoner, Darkness, 5 MP
Obscure Vision- 1% inflicts Blind, Darkness, 140 MP
Gear Wizard Who Lived to See Hope in the Dawn After the Great War that Devestated Robot-Kind Across the Known World- (Pet, Clockwork, Magic & Light & Technology, Lv.4, 1,170,000 Gold)
HP- 5,500
MP- 6,000
STR- 185
AGI- 190
CON- 200
MIN- 300
SPI- 301
XP- 0
XP Needed- 15,000 (Standard Multiplier- x2)
Minimum Level- 4
Defense- 320
Defense against Stat Damage- 10
Critical Chance- 2%
Resilience- 7%
To Hit- 102%
Dodge- 3%
Resistances and Immunities- 20% Magic Resistance, Immune to Confusion: Depression, Diseased, Confusion, Pain, Confusion (except System Overload), Impaired, Poison, and Diseased (except Computer Virus)
Prime Attribute- Spirit
Constant Effects-
His Survival Befuddles the Architect of Destruction- Possessor may, upon the death or exit from a thread of possessor's controller, immediately be traded to one of possessor's controller's allies as part of a permanent trade to said target, with said target immediately being able to unequip any pets target chooses to and then being given the oppertunity to equip possessor, Possessor gains 5% Doomed Resistance against sources below Level 20, Constant Effect
Improved Ailment Recovery- Possessor's base chance of recovering per-round from minor status effects is 15%, Constant Effect
Abilities-
Shining Bolt- 1,000 Damage, Magic or Light or Light & Magic or Light & Fire, 0 MP
Heal- 4,000 Damage, Heals, deals double damage, to a max of 2,000,000 additional damage, to Robots, Light & Magic, 5 MP
Inspire- +100 to all stats, stacks 10 times, Light, 1,000 MP
Positodriver- Cures Antimatter, Light & Magic & Technology, 500 MP
Rebuild Robot- Ressurects target Robot or Machine that is below Level 5 that was killed by a source below Level 5, Technology & Light, 15 MP
Violet Syndicate Effigy (Summoned)
Level 2
Golem, Darkness
HP- 2,000
MP- 2,000
STR- 80
AGI- 80
CON- 80
MIN- 80
SPI- 80
XP- 800
XP Needed- 2,500
Minimum Level- 1
Defense- 0, + 750 against Violet Syndicate members
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 99%
Dodge- 1%
Resistances and Immunities- Immune to Pain, Confusion, Impaired, Poison, and Diseased
Prime Attribute- Spirit
Constant Effects-
None
Abilities-
Slaying Word: The Violet Syndicate- 800 Damage to Violet Syndicate members, Psychic & Water, 0 MP
Counter: Violet Lightning- Deals damage equal to damage taken before defense is factored in. dealing up to a max of possessor's current HP, Cannot be normally used, 96% activates against any foe who attacks Violet Syndicate Effigy, Darkness & Magic, 5 MP
Volcanic Drake- (Pet, Dragon, Fire & Earth, Lv.21, 1,304,000 Gold)
HP- 380,000
MP- 379,010
STR- 6,960
AGI- 6,890
CON- 7,000
MIN- 6,920
SPI- 6,920
XP- 0
XP Needed- 1,500,000
Minimum Level- 21
Defense- 7,000, +7,000 Defense against Fire, +7,000 Defense against Earth
Defense against Stat Damage- 600
Critical Chance- 23%
Resilience- 30%
To Hit- 124%
Dodge- 19%
Resistances and Immunities- 95% Fire Resistance, 90% Earth Resistance, 80% Physical Resistance, 30% Light Resistance, 200% Water Weakness, 200% Ice Weakness, 20% Psychic Weakness
Prime Attribute- Two Highest Stats
Constant Effects-
Molten Aura- At the start of each round, possessor deals 15,000 Fire element damage to up to 5 targets, with a 20% chance of inflicting Burning and a 20% chance of inflicting Entombed on each such target, Constant Effect
Abilities-
Assault- 16,000 Damage, Physical, 0 MP
Firey Assault- 17,000 Damage, 1% inflicts Burning, Fire or Fire & Physical, 0 MP
Snapping Jaw- 20,000 Damage, Auto-hits if used again on a target hit by this attack on a previous action that has not left battle and is not in the back row, provided that this ability's caster did not target another target or use another ability between said prior use and this casting, Targets hit by this attack that have less STR and CON than caster's STR may not shift rows for one round, Physical, 14,000 MP
Volcanic Breath Cone- 24,000 Damage, 10% inflicts Burning, 10% inflicts Entombed, 1 hit against 5, Fire & Earth or Fire, 10,000 MP
Control of Flame- Cures Burning, 50% may inflict Paralysis on a Fire element target, Fire, 5,000 MP
Bolster Fires- +1,500 to all stats, affects Fire element targets only, stacks 3 times, lasts 20 rounds, Fire, 30,000 MP
Flaros- 25,000 Damage, Fire, 20,000 MP
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
w/
Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
Warfather- (Pet, Golem, Fire, Lv.4, 340,000 Gold)
HP- 5,000
MP- 2,200
STR- 290
AGI- 115
CON- 180
MIN- 120
SPI- 115
XP- 0
XP Needed- 7,500
Minimum Level- 1
Defense- 350, 15% Physical Resistance
Defense against Stat Damage- 2
Critical Chance- 8%
Resilience- 4%
To Hit- 104%
Dodge- 3%
Resistances and Immunities- Immune to Pain, Confusion, Impaired, Poison, Diseased
Prime Attribute- Strength
Constant Effects-
Blade of Sharpness- +8% Critical, Constant Effect
Abilities-
Grand Blade- 900 Damage, Physical, 0 MP
Tides of Battle- All characters in battle, whether friendly or enemy, gain +5% critical, Air, 5 MP
Swords of War- All attacks from allies in the front row do 300 extra damage, lasts 5 turns, stacks 20 times, Physical, 10 MP
Shields of War- All allies in the front row gain 150 extra defense, lasts 5 turns, stacks 20 times, Physical, 10 MP
Boots of War- All allies in the front row gain 50 extra AGI, lasts 5 turns, stacks 20 times, Physical, 10 MP
Young Ice Fairy Empress Doll (Summoned)
Level 9
Golem, Ice
HP- 6,100
MP- 5,222
STR- 319
AGI- 496
CON- 310
MIN- 268
SPI- 811
XP- 0
XP Needed- 12,000
Minimum Level- 4
Defense- 190, +230 Defense against Ice, +40 Defense against Darkness
Defense against Stat Damage- 60
Critical Chance- 5%
Resilience- 6%
To Hit- 104%
Dodge- 7%
Resistances and Immunities- 70% Ice Resistance, 30% Fire Weakness, Pain Immunity, Poison Immunity, Disease Immunity, Impaired Immunity
Prime Attribute- Spirit
Constant Effects-
Naria's Touch- Summoner may choose to have this respond as a Darkness element Golem to effects that react differently to Darkness element Golems, Constant Effect
Leadership- Other allied summoned dolls gain 150 AGI in regards to turn order, stacks 20 times, Constant Effect
Puppet Extension: Hand of the Ice Princess- Controller gains 10% Ice Resistance, Controller gains 25% Frozen Resistance, Controller's Melee Attacks have a 10% chance of inflicting Frozen so long as either at least one Weapon slot is open, a Fist Weapon is equipped, or two Runes are equipped, Controller's Magical Attacks have a 10% chance of inflicting Frozen so long as either a Wand, a Staff, an Orb, a Bailartix, or two Runes are equipped, Requires Establish Puppet Link to activate, Constant Effect
Abilities-
Blade of the Feast- 920 Damage, User heals 950 HP, Physical, 0 MP
Icicle Blast- 1,620 Damage, Ice, 0 MP
Freeze Mind- 140 MIN damage, Ice, 200 MP
Deep Freeze- 75% inflicts Frozen, Ice, 500 MP
Polar Crash- 5,100 Damage, 1 hit against 15, Ignores Damage being halved by back row, Cannot hit front row, Ice, 999 MP
Icy Kiss- 900 Damage, 15% inflicts Charm, Ice, 450 MP
Royal Sparkle- 570 Damage, 15% inflicts Awestruck, Light, 455 MP
Set Icicle Array- Places an icicle array on the battlefield, only one may be set at any time by each caster, caster may at any time declare that it is used up to make an additional attack on one of caster's turns that is a 5,000 Ice Damage flat-damage attack that inflicts 1 hit against 3, any multi-hit Fire element attack may choose the array as one of its targets and automatically destroys it, the array dissipates when its caster is defeated, Ice, 410 MP
Transformations-
Aetheric Corsair Warship- (Transformation, Vessel, Aether, 68,000,000 Gold)
Level 45
HP- 55,000,000
MP- 5,000,000
STR- 22,000
AGI- 26,000
CON- 24,000
MIN- 18,000
SPI- 28,000
XP- 0
XP Needed- 125,000,000
Minimum Level- 45
Defense- 42,000
Defense against Stat Damage- 5,000
Critical Chance- 70%
Resilience- 200%
To Hit- 80%
Dodge- 12%
Resistances and Immunities- 90% Aether Resistance, 80% Air Resistance, 50% Void Resistance, 200% Psychic Weakness, Entombed Immunity, Drowning Immunity, Impaired Immunity, Confusion Immunity, Pain Immunity, Poison Immunity, Diseased Immunity, Charm Immunity, 90% Minor Status Effect Resistance, 50% Moderate Status Effect Resistance,
Prime Attribute- Agility
Constant Effects-
Aetheric Fortress Ship- Possessor gains the subtypes Vehicle, Machine, and Large Structure, Constant Effect
Flagship- All allies whose name includes 'Desert Corsair' gain +2,000 to all stats, stacks 3 times, Constant Effect
Aetheric Vessel- Possessor gains +65% Dodge against non-Aether-element individuals, Constant Effect
The Aetheric Corsairs are on a Boat!- Passengers of this vehicles whose name includes 'Aetheric Corsair' may take one action per round at the start of possessor’s first action of said round; Passengers of this vehicles whose name includes 'Aetheric Corsair Captain' may take one additional action per round at the start of possessor’s first action of said round; said actions may be countered with actions targeting possessor’s passengers, Vehicle Trait
Passenger Capacity (2,000)- Possessor may at any time take an action to pick up or deploy up to 50 passengers, Possessor may, at the start of battle, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor dies, Vehicle Trait
Abilities-
Aetheric Resonance-Cannons- 50,000 Damage, -15% To Hit, -15% Dodge, stacks 4 times, 1 hit against 5,000, Aether, 0 MP
Strange Wind- 35,000 Damage, 2,000 SPI Damage, 1 hit against 5,000, Air, 0 MP
Mass Deploy- Caster deploys any number of willing passengers, Aether & Air & Physical, 0 MP
Mass Pick-Up- Caster picks up any number of willing passengers, Aether & Air & Physical, 0 MP
Aetheric Winds- Caster gains +15,000 AGI and +15,000 SPI, stacks 4 times, Aether, 50,000 MP
Aim- Caster gains +80% To Hit, Caster’s To-Hit value ignores Dodge-providing or To-Hit-Penalizing effects that come from base element actions or sources provided said sources are below Level 50, affects caster only, does not stack, Air & Aether, 80,000 MP
Aetheric Voyage- Caster enters target battlespace provided that no individual in the battlespace caster is entering or the battlespace caster is leaving who is Level 60 or greater objects, Aether, 80,000 MP
Airplane- (Transformation, Vessel, Technology, 250,000 Gold)
Level 2
HP- 1,500
MP- 2,000
STR- 80
AGI- 110
CON- 65
MIN- 60
SPI- 60
XP- 0
XP Needed- 2,500 (Standard Multiplier x1)
Minimum Level- 2
Defense- 120
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 2%
To Hit- 101%
Dodge- 3%
Resistances and Immunities- 50% Air Resistance, 50% Fire Weakness, 50% Electrical Weakness
Prime Attribute- Agility
Constant Effects-
Passenger Capacity (50)- Possessor may at any time take an action to pick up or deploy 1 passenger, Possessor may, when transforming into this form, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor de-transforms, Vehicle Trait
Large- Possessor gains +3,500 HP, Constant Effect
Abilities-
Ram- 370 Damage, deals damage to target and caster, Physical, 0 MP
In-Flight Meal- Each passenger of caster is healed for 1,000 points of Earth & Technology element Flat HP Healing, Earth & Technology, 50 MP
Fly High- Caster gains +35% Dodge, lasts 5 rounds, does not stack, Air, 100 MP
Amplified Starfighter- (Transformation, Vehicle, Technology, 60,000,000 Gold)
Level 27
HP- 350,000
MP- 350,000
STR- 3,450
AGI- 6,410
CON- 5,230
MIN- 3,670
SPI- 3,625
XP- 0
XP Needed- 270,000
Minimum Level- 27
Defense- 5,800
Defense against Stat Damage- 360
Critical Chance- 21%
Resilience- 31%
To Hit- 128%
Dodge- 33%
Resistances and Immunities- 60% Earth Resistance, 15% Astral Resistance, 20% Air Weakness, 100% Voidstruck Resistance, 100% Suffocation Resistance, Immune to Pain, Confusion, Impaired, Poison, and Diseased (except Computer Virus)
Prime Attribute- Agility
Constant Effects-
Passenger Capacity (1)- Posessor may at any time take an action to pick up or deploy 1 passenger, Possessor may, when transforming into this form, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor de-transforms, Vehicle Trait
Abilities-
Starfighter Cannons- 12,000 Damage, 50% inflicts 2 hits against 1, Technology, 0 MP
Lock-On Laser- 15,000 Damage, This attack takes three consecutive actions to perform, 7 hits divided among 7, Technology, 50,000 MP
Amplified Shields- +5,000 Defense, +20% Resilience, affects caster only, lasts 25 rounds, stacks 5 times, Technology, 10,000 MP
Antimatter Missile- 15,000 Damage, 5% inflicts Antimatter, Technology, 20,000 MP
Spread Laser- 15,000 Damage, deals 1/2 damage, 1 hit against 30, Technology, 20,000 MP
2 | Desert Corsair Warship- (Transformation, Vessel, Earth, 68,000,000 Gold)
Level 45
HP- 55,000,000
MP- 5,000,000
STR- 22,000
AGI- 24,000
CON- 22,000
MIN- 18,000
SPI- 18,000
XP- 0
XP Needed- 125,000,000
Minimum Level- 45
Defense- 42,000
Defense against Stat Damage- 3,000
Critical Chance- 70%
Resilience- 200%
To Hit- 80%
Dodge- 10%
Resistances and Immunities- 80% Earth Resistance, 40% Water Resistance, 200% Psychic Weakness, Minor Status Effect Immunity, 50% Moderate Status Effect Resistance, Entombed Immunity, Drowning Immunity
Prime Attribute- Agility
Constant Effects-
Sand Fortress Ship- Possessor counts as a Vehicle and a Large Structure, Vehicle Trait
Flagship- All allies whose name includes ‘Desert Corsair’ gain +2,000 to all stats, stacks 3 times, Constant Effect
Passenger Capacity (2,000)- Possessor may at any time take an action to pick up or deploy up to 50 passengers, Possessor may, at the start of battle, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor dies, Vehicle Trait
The Desert Corsairs are on a Boat!- Passengers of this vehicles whose name includes ‘Desert Corsair’ may take one action per round at the start of possessor’s first action of said round; Passengers of this vehicles whose name includes ‘Desert Corsair Captain’ may take one additional action per round at the start of possessor’s first action of said round; said actions may be countered with actions targeting possessor’s passengers, Vehicle Trait
Menace- 50% Cured of any negative effect from a source below level 50 at the start of each action with a separate roll for each effect, 90% Minor Status Effect Resistance, 45% Moderate Status Effect Resistance, 20% Possessor gains an extra action this round
Abilities-
Overrun- 50,000 Damage, May only be used against targets in the front row unless this ability was used on at least one target either this round or last round, Caster may, until the end of the next round, deal full damage to individuals in the back row, Physical, 0 MP
Pressurized Sand Cannons- 30,000 Damage, Inflicts Entombed, Inflicts Impaired: Blind, -15% To Hit, stacks 4 times, 1 hit against 30, Earth, 0 MP
Mass Deploy- Caster deploys any number of passengers, Earth & Air & Physical, 0 MP
Mass Pick-Up- Caster picks up any number of passengers, Earth & Air & Physical, 0 MP
Speed Up- +4,000 AGI, provides +8,000 AGI instead if the terrain or phantom terrain is Desert, affects caster only, stacks 5 times, Earth, 50,000 MP
Aim- +80% To Hit, Target’s To-Hit value ignores Dodge-providing or To-Hit-Penalizing effects that come from earth element actions or sources provided said sources are below Level 50, affects caster only, does not stack, Earth, 80,000 MP
Sand Wall- All individual in battle gain +20% Dodge for the next 10 rounds, stacks 10 times, this effect counts as coming from a Level 45 Source unless its source is below Level 20 or above Level 99, Earth, 80,000 MP
Half-Squid Warhorse- (Transformation, Steed, Water, 73,000 Gold)
Level 1
HP- 400
MP- 150
STR- 31
AGI- 36
CON- 30
MIN- 7
SPI- 11
XP- 0
XP Needed- 1,000 (Standard Multiplier x1)
Minimum Level- 1
Defense- 17
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 2%
Resistances and Immunities- 50% Electrical Weakness
Prime Attribute- Strength
Constant Effects-
Unusually Good Reflexes- Possessor has +50 AGI and +15% Dodge, Constant Effect
Abilities-
Fast Tentacle- 45 Damage, Physical or Water, 0 MP
The Horrid Squid-Horse Noise- 30% inflicts Confusion: Fear, 1 hit against 18, Water, 2 MP
Spit Ink- 30 Damage, 20% inflicts Impaired: Blind, Water & Darkness, 15 MP
Permanent Consumables-
Permanent Consumable - Blueprint
1 | Formula Sheet: Piece of Fourth Metal- (Permanent Consumable, Blueprint, Technology & Psychic & Metal, 1 Charge, 50,000,000 Gold) Teachers user the Secret Formula- Piece of Fourth-Metal
Permanent Consumable - Empowered Item
4 | Cookie- (Permanent Consumable, Empowered Item, Earth & Light & Darkness, 1 Charge, 100 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Cookie"", Cannot be used if # is already 1 or greater
6 | 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
1 | Schoolmarm Bluestripe Snapper- (Permanent Consumable, Empowered Item, Water, 1 Charge, 10,000,000 Gold) Target gains 3 bonus weeks if it does not possess the ability 'Has Used # Schoolmarm Bluestripe Snapper' (with # being any number greater than 0) and gains the award 'Has Used #=(#+1) Schoolmarm Bluestripe Snapper' (with # equaling 0 if no such award is possessed)
2 | Skillbank- (Permanent Consumable, Empowered Item, Wealth, 5,000,000 Gold) Gives target 5 Bonus Weeks and the award ‘Has used X Skillbank’ if user is Level 39 or greater and possesses at least one <<Classname>, Tier 3> ability, cannot be used if X would become greater than 2
27 | Unbroken Core- (Permanent Consumable, Empowered Item, Technology & Warding, 1 Charge, 60,000,000 Gold) Target willing PC who is at least Level 20 gains the ability 'Warded Core Essence'
1 | Ungent of the Dread Cricket- (Permanent Consumable, Empowered Item, Light & Life, 1 Charge, 700,000 Gold) Target willing pet or summon gains the ability 'Yet Not Weak at All'
-Yet Not Weak at All- Possessor, should posessor be designated as Unusually Weak, has all stats doubled, and then gains a bonus of +100 per possessor level to all stats, to a max of +5,000, Constant Effect
Permanent Consumable - Essence Sphere
4,966 | Essence Sphere: Botanist- (Permanent Consumable, Essence Sphere, Earth & Technology, 1 Charge, 1,000,000 Gold) Gives user 1 bonus week that may only be used on Botanist abilities, Gives user the award 'Has Consumed X (where X = X+1) Essence Sphere: Botanist', May not be used by a user who already has X equaling 5 or greater for such an award
5 | Essence Sphere: Defender- (Permanent Consumable, Essence Sphere, Light & Earth & Physical, 1 Charge, 1,000,000 Gold) Gives user 1 bonus week that may only be used on Defender abilities, Gives user the award ‘Has Consumed X (where X = X+1) Essence Sphere: Defender’, May not be used by a user who already has X equaling 5 or greater for such an award
Permanent Consumable - Grimoire
1 | Book of Mystic Infusion- (Permanent Consumable, Grimoire, Physical & Magic, 1 Charge, 10,000,000 Gold) Teaches user "Infused Casting"
1 | Book of the Blade- (Permanent Consumable, Grimoire, Physical & Magic, 1 Charge, 10,000,000 Gold) Teaches user "Practiced Swordsman"
1 | Book of Weaponry- (Permanent Consumable, Grimoire, Physical & Fire, 1 Charge, 10,000,000 Gold) Teaches user "Knowledge of Weapons"
448 | Grandmaster's Text- (Permanent Consumable, Grimoire, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Ice & Energy & Electrical & Acid, 1 Charge, 100,000,000 Gold) Gives user 12 bonus weeks and the award ‘Has used X Grandmaster's Text’ if user is Level 39 or greater and possesses at least one <Adept <X>, Tier 4> ability, cannot be used if X would become greater than 12
5 | Mad Plumber’s Manual- (Permanent Consumable, Grimoire, Water, 2,000,000 Gold) Teaches the target the ability ‘Mad Plumber’
97 | Manual of A Thousand Arts- (Permanent Consumable, Grimoire, Magic, 1 Charge, 500,000 Gold) Gives user 2 bonus weeks and the award 'Has used X Manual of A Thousand Arts', cannot be used if X would become greater than 10
3 | Pamphlet Detailing Ancient Combo Methods from Before the Mana Cannon Incident- (Permanent Consumable, Grimoire, Technology & Magic, 1 Charge, 100,000 Gold) Teaches user "Combo"
Permanent Consumable - Minor Artifact
8 | Golden Comb of Luck- (Permanent Consumable, Minor Artifact, Magic & Air & Light, 1 Charge, 3,000,000 Gold)- Teaches user "Has Consumed # of the Permanent Consumable "Golden Comb of Luck"", Cannot be used if # is already 1 or greater
1 | Wish for the Sea- (Permanent Consumable, Minor Artifact, Water, 1 Charge, 5,000,000 Gold)- User becomes the element Water and the award 'Has Wished for the Sea'
Permanent Consumable - Permit
1 | 'Bedtime Stories and Other Wondrous Things'- (Permanent Consumable, Permit, Dream & Wonder, 1 Charge, 100,000,000 Gold) Grants the ability ‘Permitted to Battle Dreaming Wonderland'
1 | Journal Recording the Events Leading to the Activation of the Immortal Emperor's Ark- (Permanent Consumable, Permit, Universe, 1 Charge, 100,000,000 Gold) Grants the ability ‘Permitted to Battle Ark-Guardian of the Immortal Emperor'
1 | Map of the Mage's Lands- (Permanent Consumable, Permit, Magic, 1 Charge, 4,500,000 Gold) Grants the ability 'Permitted to Battle Mage's Tower'
21 | Single Leaf of Radiant Gold that Whispers to the Mind- (Permanent Consumable, Permit, Glory & Wealth, 1 Charge, X Gold) Grants the ability ‘Permitted to Battle The Lord of the Gold Leaf Throne’ and the award 'Has Unlocked the Category Special Fights X-1 in the Warehouse'
Permanent Consumable - Source
1 | Command Protocol Source- (Permanent Consumable, Source, Technology & Air & Psychic & Metal, Unlimited Charges, 50,000,000 Gold) User, if user pays 5,000,000 XP and 50,000,000 Gold, gains the ability 'Possesses an Inherent Spell List' if said user does not already possess it, and adds the spell 'Command Protocol' to said user's Inherent Spell list
1 | Metal Crash Source- (Permanent Consumable, Source, Metal, Unlimited Charges, 20,000,000 Gold) User, if user pays 5,000 XP and 20,000 Gold, gains the ability 'Possesses an Inherent Spell List' if said user does not already possess it, and adds the spell 'Metal Crash' to said user's Inherent Spell list
Permanent Consumable - Stat Upgrade
7 | Knowledge Increase Potion- (Permanent Consumable, Stat Upgrade, Magic, 1 Charge, 50,000 Gold)- Teaches user "Has Consumed # of the Permanent Consumable "Knowledge Increase Potion"", Cannot be used if # is already 5 or greater
7 | Might Increase Potion- (Permanent Consumable, Stat Upgrade, Magic, 1 Charge, 50,000 Gold)- Teaches user "Has Consumed # of the Permanent Consumable "Might Increase Potion"", Cannot be used if # is already 5 or greater
1 | MP-Boosting Powder- (Permanent Consumable, Stat Upgrade, Magic, 1 Charge, 500,000 Gold) Teaches user "Has Consumed # of the Permanent Consumable "MP-Boosting Powder"", Cannot be used if # is already 20 or greater
7 | Soul Increase Potion- (Permanent Consumable, Stat Upgrade, Magic, 1 Charge, 50,000 Gold)- Teaches user "Has Consumed # of the Permanent Consumable "Soul Increase Potion"", Cannot be used if # is already 5 or greater
7 | Speed Increase Potion- (Permanent Consumable, Stat Upgrade, Magic, 1 Charge, 50,000 Gold)- Teaches user "Has Consumed # of the Permanent Consumable "Speed Increase Potion"", Cannot be used if # is already 5 or greater
7 | Stamina Increase Potion- (Permanent Consumable, Stat Upgrade, Magic, 1 Charge, 50,000 Gold)- Teaches user "Has Consumed # of the Permanent Consumable "Stamina Increase Potion"", Cannot be used if # is already 5 or greater
Permanent Consumable - Vessel of Power
1 | Oil of the Unbreakability- (Permanent Consumable, Vessel of Power, Magic, 19/20 Charges, 20,000,000 Gold)- Gives target possession the permanent Mystic Treatment Unbreakable
-----------------------------------------------------------------------------------------
Bonus Spells-
1 | Eternal Crisis- (Spell, Combat Arts, Psychic & Fire, 1,200,000 MP, 60,000,000 Gold) Caster obtains a buff that makes its possessor count as being in a Crisis Zone, Caster must be Level 40 or greater and must be in a Crisis Zone
Inherent Spells-
1 | Command Protocol- (Spell, Leadership, Technology & Air & Psychic & Metal, 100,000 XP, 10,000,000 Gold) Target non-unique individual gains an action immediately after this action
1 | Metal Crash- (Spell, Artifice, Metal, 500 MP, 410,000 Gold) +400 Magical Attack, 5% inflicts Entombed: Metallic Doom
-----------------------------------------------------------------------------------------
Secret Formulae-
Secret Formula- Marinated Evergarden Mushrooms
Requires:
None
Consumes:
3 Evergarden Farms Mushrooms
1 Evergarden Vinegar
1 Herbs From Evergarden
1 Glass Jar
Produces:
Marinated Evergarden Mushrooms- (Consumable, Food, Earth & Water, 3 Charges, 1,500,000 Gold) +15,000 HP, +15,000 MP, +1,500 CON, stacks 30 times
Secret Formula- Marinated Evergarden Peppers
Requires:
None
Consumes:
2 Evergarden Farms Peppers
1 Evergarden Farms Hot Peppers
1 Evergarden Vinegar
1 Herbs From Evergarden
1 Glass Jar
Produces:
Marinated Evergarden Peppers- (Consumable, Food, Earth & Water, 3 Charges, 3,000,000 Gold) +30,000 HP, +3,000 CON, +2,000 STR, AGI, MIN, and SPI, stacks 5 times
Secret Formula- Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees
Requires:
None
Consumes:
1 Square Mile of Sakura Forest on a Random World
15 Hope Mana Oil
Produces:
Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees- (Spell, Geomancy, Hope, 20,000 MP, 2,000,000 Gold) Caster is afflicted with Elevated and deals full Damage to lower-Level individuals in the back row for one round, The terrain or phantom terrain must be Sakura Forest to cast this spell
Cosmic To-Do List-
If TSG:
1) Shoots down a unique deep-space monster that is at least Level 75
2) Destroys a sentient moon
3) Helps an old cowboy who has travelled between planets at least once in his lifetime settle a grudge
TSG will get:
'Acquired The Old Istomakrian Star-Republic's Planet-Moving Galactic Railway Cannon'
*The Old Istomakrian Star-Republic's Planet-Moving Galactic Railway Cannon- (Weapon, Gun, Astral & Earth & Sonic, 4,500,000,000 Gold) +4,500,000 Ranged Attack, Wielder may spend an action to summon a Machine or Astral Being (entity from the Enemy List that is normally fightable for drops and below Level 100 or that is a pet or transformation that is for sale in the Shop that is below Level 100) whose name includes 'Train' or 'Rail', with pets and transformations summoned through this effect counting as summoned entities that are not pets or transformations, Max 4 summoned, Wielder's actions that incorporate this item's attack bonus count as coming from a source that additionally possesses the subtype Astral Being and that possesses a Constant Effect named 'Hypermassive', 2,400% inflicts Fatigued: Stun, 1 hit against 17,000,000,000, Wielder may spend an action to move target Astral Being to target battlespace so long as no entity of Level 99 or greater in the battlespace it is being moved from or the battlespace it is being moved to objects, Wielder must be Level 60 or greater and must possess the ability 'Expert Astral Magic Attunement', the ability 'Expert Gun Training', the ability 'Expert Astral Synchronization', or the award 'Acquired The Old Istomakrian Star-Republic's Planet-Moving Galactic Railway Cannon'
Awards-
Defeated Bosses Award 3
Has completed 1 Forays into the Temple of Orithon for Lady Thelrain
Has Won the "Adventurers!" Event Match
Has Saved Imbelsberg from the Bluewar Ministry
Has Won the "Drakespawn of the Caverns" Event Match
Attended a Carnival!
Has Found the Spear Within the Ruins at Thalmurat Lake
Has Defeated 39 Bosses in Boss Rush
'Involved in the Final Siege of Avandos'
'Slayer of Lord Avandos, Master of the Crimson Citadel'
500 Empire of Thandolman Faction Points
"Got Stuck in a Desert for Months Thanks to a Lag Mage"
"Beat The Old Khrommanguard at the Holy Festival"
"Beat Team Avandos at the Holy Festival"
Has Completed the Task 'Water Shortage in Sildriza'
250 House Al'Sildriz Reputation Points
25 Church of Phalerin Reputation Points
Might Have Won a Danmaku Tournament Somewhere
'Attempted to Fight The Bartender at the Holy Festival (While He Was Holding Back)'
Has Won the "The Rehanging" Event Match
Slayer of The Khrommangard: High Curator
Slayer of Khyzz'Drikk: Watcher from Ulaat Thamarr
This Character Should Have 60 Base Stat Points
Won the Brass Disc Tournament
Has used 10 Manual of A Thousand Arts
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 Seventh Holy Imperial Challenge of Worth: Test of Test of Echos
Has Completed the Eighth Holy Imperial Challenge of Worth: Test of Time
Has Completed the Ninth Holy Imperial Challenge of Worth: Test of Collecting
'Completed The First Holy Imperial Challenge of Power: Test of Wealth'
'Completed The Second Holy Imperial Challenge of Power: Test of Talent'
'Completed The Third Holy Imperial Challenge of Power: Test of Slaying'
'Completed The Fourth Holy Imperial Challenge of Power: Test of Hours'
'Completed The Fifth Holy Imperial Challenge of Power: Test of Opposition'
'Completed The Sixth Holy Imperial Challenge of Power: Test of Tenacity'
'Completed The Seventh Holy Imperial Challenge of Power: Test of Essence'
'Completed The Eighth Holy Imperial Challenge of Power: Test of Leadership'
'Completed The Ninth Holy Imperial Challenge of Power: Test of Fame and Fortune'
'Completed The Tenth Holy Imperial Challenge of Power: Test of Versatility'
'Completed The Eleventh Holy Imperial Challenge of Power: Test of Memories'
'Completed The Twelfth Holy Imperial Challenge of Power: Test of Options'
Has Won the "Fight Against the Storm" Event Match
"Has Helped the Poor People of Ladderland"
'Watched the Entirety of the Film 'The Arrest and Untimely Demise of Hossus Broon (with Commentary)''
Has Completed the Mini Quest 'Trial of Remembrance'
Has Completed the Third Holy Imperial Challenge of Power: Test of Slaying
'Won 3 Battles in a Row Before Losing at the Wager Fights at Walrusfest'
'Bet Successfully on 26 Wager Fights at Walrusfest' and 'Bet Unsuccessfully on 6 Wager Fights at Walrusfest'
Visited the 10th Holy Festival
Had a Really, Really Weird Dream
Has Consumed 5 Essence Sphere: Conjuror
Has Consumed 5 Improved Essence Sphere: Conjurer
Has Consumed 5 Essence Sphere: Evermason
Has Consumed 5 Improved Essence Sphere: Evermason
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 5 Essence Sphere: Monk
Has Consumed 2 Improved Essence Sphere: Monk
Has Consumed 2 Essence Sphere: Ravager
Has Consumed 5 Improved Essence Sphere: Illusionist
Has Consumed 2 Essence Sphere: Snow Queen
Has used 5 Attunement Book: Illusionist
'Loved by Lady Thelrain'
'Used the Deck of Many Things on Disc <Disc Number>'
'Took Aaron and Exxrya Gambling'
'Won the 1-In-2,000,000,000-Odds TRIPLE RAINBOW JACKPOT'
"Has Won the "In Search of Ore Where the Undead Lurk" Event Match" Award
'Defeated The Legendary Hare in a Special Arena Match'
'Defeated Shining Genesis-Egg in a Special Arena Match'
'Has Won the "Color-Coded for Your Convenience" Event Match'
"Has Won the "First Test Against The Adversary's Forces" Event Match
"Has Won the "Four Elementals" Event Match" Award
Has Reached Round 41 in an Endurance Match
Has Reached Round 41 in a Pet Endurance Match
Knows about Gullroyal's Razors
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
Has Consumed 12 Grandmaster Text
Involved in the Defeat of Jebediah Fall at the Cathedral of Glorious Rebirth
Ally of the Fleshwarpers
Has used 2 Skillbank
Saved Theyrambas Through Negotiation with Urdonjas
Impressed a Fleet of Pirates in an Arial Gunbattle Against a Flying Lock
Did Work on a Hit List for the Nexus Administrative Bureau
Did One Run of 'Wine Dungeon'
Unsuccessfully Tried to Infiltrate Lady Bemberfress's Mansion
Performed 3 Hit for the Nexus Administrative Bureau
Killed Lady Bemberfress
Killed Herman Denning
Killed Mika Anazaki
Killed Jimley Popplong
Killed Gurnley Bostman
Prevented Patricia Lalonde's Kidnapping
Bought a Violin from Bert Coffee
Listened to that Old Lady Talk About Her Poodle for 19 Weeks
Punched out a Macho Sailor
Liberated Port Pearl from Gurnley Bostman
Has His Portait in the Governor's Inn
Loudspanking Deathmachine
Majordomo of the Society of Iron Socks, Founder of the Society of Iron Socks Organization in 1515
Killed 5 Velociraptor in the Marches of Bleeding
Participated in the Defeat of the Tyrant Bison Justice Argoxx Meatcontrols the Era of Loss
Enemy of the Association of Diabolical Lies
Enemy of the Council of Spider Observers
Enemy of the Nation of Weaving
Enemy of the Nation of Laughing
Enemy of the Wit of Reaping
Enemy of the Coils of Time
Member of the Association of Spanking
Mercenary Warrior of the Association of Spanking
Ally of the Brewers of Time and Monkies
Ally of the Nose of Trouble
Ally of the People of Grievances
Ally of the Princesses of Deliberation
Ally of the Large Council of Cheeses
Ally of the Association of Spanking
Defeated the Five Metal Ark
Cleared the Five Metal Dungeon
Made It To Drink 75 In The Nexus Tavern Challenge
Lost To Darston In A Drinking Contest
Beat the Level 80 Version of Roulette Master from the Fourth Ascension
Completed the Quest 'Bad Movie Night (1)'
Defeated Count Dracubeer
Sponsored Dracubeer II: A Movie With Multiple Names
'Was Featured In A Temporarily Popular Internet Video In Which A Massive Tide Of Cats Eliminated A Large Number Of Adventurers'
Fought A Rather Odd Team Of Beta Negaselves And Handily Won In An Arena Match
Fourth to Open the Second Ring of the Knot
Combo'd Himself With the Wall Guarding the Third Ring of the Knot
Entered the Third Ring of Knot
Was On Team Zaga Yazrath In the Knot
Reached The Center Of The Knot
Faced A Plot Foe In A Major Conflict
Defeated Doctor Catastrophe's First Form In The Knot
Defeated Doctor Catastrophe's Second Form In The Knot
Beat Doctor Catastrophe By Breaking The Knot
Cut The Impossible Knot
Instrumental In Allowing Zaga Yazrath To Claim The Knot's Power
Is a Fated One and a BA Member
Was in the Walrusfest Secret Santa
Carried Kit and Volatilis Away From the Mountain of Triumph
Learned the Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees Formula from The East Wind
Has Completed 1 Frequent Formula Task
King of Notso Unfun
Solved the Hidden-Object Puzzle "Reptile Bedroom"
Won the Event Match "That Thing Doesn't Want Us Having Lunch"
Won the Event Match "There Is a Deadly Bee-Like Thing In Your Room and You Must Confront It ALONE"
'Beat The Limited Event Match 'Disco Horse Dance Battle''
Defeated Noel
Has Won the "Evergarden Defense Test" Event Match
Has Won the "Surprise in the Gift Shop" Event Match
Has Won the "You'll Never Get Me Pot o' Gold!" Event Match Award
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 "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"
First to Slay a Requiem Beast
Beat Hadjbalaum in an Event Battle
Rode a Dead Walrus through the Streets of Nexus
Won the Dead Walrus Race
Defeated Noel the Altverse Santa-Self of Nole in a Special Walrusfest Fight
Won the Quest 'March of the Mechancial Candles'
Stopped the Mechanical Candles in the Grand Mall of Worlds
Revealed the Presence of the Mastermind Behind the Mechanical Candles
Returned the Problematically Out-of-Reality Bar Room to Reality
Signed Up For The (First) Nexus Games
Participated In The (First) Nexus Games
Participated In Nexus Games Event 2: Gobblin' Frenzy
Participated In Nexus Games Event 3: Calling All the Bros
Participated In Nexus Games Event 4: Such Power!
Won Nexus Games Event 4: Such Power!
Participated In Nexus Games Event 5: Resurrectionist Rumble!
Won Nexus Games Event 5: Resurrectionist Rumble!
Participated In Nexus Games Event 6: Dodge for the Doge
Participated In Nexus Games Event 7: Beefius Maximus
Won Nexus Games Event 7: Beefius Maximus
Participated In Nexus Games Event 8: Impossible Reaper
Participated In Nexus Games Event 11: One Breath Away from Death
Disqualified From Nexus Games Event 12: A Wreath of Purity
Won War Admiral's Medallion in the SPACE OUTER SPACE Combo Contest for the Aetheric World-Atrocity of Shattered Chains
Produced an Alternate-Self Named The Surfing Golem Using the Cosmic Self-propagation Studio's Machines at the Holy Festival
Has Used 5 Essence Sphere: Matrix Keeper
Has Used 5 Improved Essence Sphere: Matrix Keeper
Has Used 5 Greater Essence Sphere: Matrix Keeper
Has Used 5 Essence Sphere: Gentleman Assassin
Has Used 5 Improved Essence Sphere: Gentleman Assassin
Has Used 5 Greater Essence Sphere: Gentleman Assassin
Has Used 5 Essence Sphere: Card Mystic
Has Used 5 Improved Essence Sphere: Card Mystic
Has Used 5 Greater Essence Sphere: Card Mystic
Has Used 5 Essence Sphere: Combatant
Has Used 5 Improved Essence Sphere: Combatant
Has Used 5 Greater Essence Sphere: Combatant
Has Used 5 Essence Sphere: Controller
Has Used 5 Improved Essence Sphere: Controller
Has Used 5 Greater Essence Sphere: Controller
Has Used 5 Essence Sphere: Crusher
Has Used 5 Improved Essence Sphere: Crusher
Has Used 5 Greater Essence Sphere: Crusher
Has Used 5 Essence Sphere: Musician
Has Used 5 Improved Essence Sphere: Musician
Has Used 5 Greater Essence Sphere: Musician
Has Used 5 Essence Sphere: Shadow Blade
Has Used 5 Improved Essence Sphere: Shadow Blade
Has Used 5 Greater Essence Sphere: Shadow Blade
Has Used 5 Essence Sphere: Lawbringer
Has Used 5 Improved Essence Sphere: Lawbringer
Has Used 5 Greater Essence Sphere: Lawbringer
Has Used 5 Essence Sphere: Magus
Has Used 5 Improved Essence Sphere: Magus
Has Used 5 Greater Essence Sphere: Magus
Has Used 5 Essence Sphere: Dragoon
Has Used 5 Improved Essence Sphere: Dragoon
Has Used 5 Greater Essence Sphere: Dragoon
Has Used 5 Essence Sphere: Reaper
Has Used 5 Improved Essence Sphere: Reaper
Has Used 5 Greater Essence Sphere: Reaper
Has Used 5 Essence Sphere: Defender
Has Used 5 Improved Essence Sphere: Defender
Has Used 5 Greater Essence Sphere: Defender
Has Used 5 Essence Sphere: Enslaver
Has Used 5 Improved Essence Sphere: Enslaver
Has Used 5 Greater Essence Sphere: Enslaver
Has Used 5 Essence Sphere: Sage
Has Used 5 Improved Essence Sphere: Sage
Has Used 5 Greater Essence Sphere: Sage
Has Used 5 Essence Sphere: Ioun Master
Has Used 5 Improved Essence Sphere: Ioun Master
Has Used 5 Greater Essence Sphere: Ioun Master
Has Used 5 Essence Sphere: Swordsman
Has Used 5 Improved Essence Sphere: Swordsman
Has Used 5 Greater Essence Sphere: Swordsman
Has Used 5 Essence Sphere: Assassin
Has Used 5 Improved Essence Sphere: Assassin
Has Used 5 Greater Essence Sphere: Assassin
Has Used 5 Essence Sphere: Sorceress
Has Used 5 Improved Essence Sphere: Sorceress
Has Used 5 Greater Essence Sphere: Sorceress
Has Used 5 Essence Sphere: Dominator
Has Used 5 Improved Essence Sphere: Dominator
Has Used 5 Greater Essence Sphere: Dominator
Has Studied 1 Set(s) of Carvings Made by Sir Gideon of Gyrrhult
Has Completed the Task "Sixth Holy Imperial Challenge of Glory: Test of Ages"
Walked the Twelvefold Path of Self-Perfection- (Passive Ability, Permanent Item Effect) Possessor gains +12,000 uncapped points to its stats, This ability may not be used in combos
Briefly Merged With the Universe
Got 15 Base Stat Points from the Megaquest Cutting The Impossible Knot
Wielder of the Emet Rune
Has Beseeched the Warehouse or the Well for 1 Great Relic
Possessor Gains an Additional Non-Destiny-Related Task per Levelup
Bested the Porkman in Holiday Combat
Indirectly Stopped the Tribulationists from Launching the Disc Destroying Cascade
Indirectly Responsible for Grand Archduke Heinrich Foffernossen the Most-Esteemed, High Master of Chancel Vallencorth and Noted Correspondant of the Seven Pillars, Flying Into a Fit of Apoplectic Rage While Eating His Fancy Breakfast Feast
Beat an Oppenent in the Crisis Across Infinite Nexii
Beat The Institute for the Refinement of Rational Civilization's Team in the Megaquest Crisis Across Infinite Nexii
Defeated a Mime in the Crisis Across Infinite Nexii
Defeated Lord Crime in the Crisis Across Infinite Nexii
Defeated Rentharr Dravis in the Crisis Across Infinite Nexii
Lili's Shielding Golem
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Lili's Shielding Golem
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Lili's Shielding Golem
Misc Stuff:
Temporary Items wrote:
2 Curse-Swallowing Bottle- (Consumable, Enchanted Item, 4 Charges, 210,000 Gold) Allows target to unequip an uncursed item, removes some curses in RP threads
I don't feel like sorting this: wrote:
Things to be absorbed (engine)-
In Combos wrote:
Healing Syringe + Hand of Fate + Totally Awesome Walrusfest Sweater + Wind Jaw + Discord + Thunder Finger + Hand of Fate + Jar of Algae + Unknown Substance + Warfather + Kumquat = ??? (Now I'm Really Getting Serious!)
Healing Syringe- (Weapon, Deadly Item, Light & Technology, 97,000 Gold) +15 Melee Attack, Heals
Hand of Fate- (Spell, Sword Arts, Magic, 25% Max MP, 60,000 Gold) Caster's Sword's ability which sometimes activates on caster's next basic melee attack automatically activates on caster's next basic melee attack
Totally Awesome Walrusfest Sweater- (Armor, Clothing, Water, 70,000 Gold) +70 Defense, +70 to all stats
Wind Jaw- (Accessory, Bioaugmentation, Air, 30,000 Gold) +20 Ranged, Magical, and Melee Attack to Air element attacks, 5% Air Resistance, 2% Resilience
Discord- (Item, Material, Chaos & Darkness, 165,000 Gold)
Thunder Finger- (Weapon, Gun, Electrical, 375,000 Gold) +389 Ranged Attack, +212 to all stats, +310 to wielder's turn-order-determining stat on the first round of battle, 15% inflicts Electrocuted, 50% inflicts Impaired: Deafened on wielder
Hand of Fate- (Spell, Sword Arts, Magic, 25% Max MP, 60,000 Gold) Caster's Sword's ability which sometimes activates on caster's next basic melee attack automatically activates on caster's next basic melee attack
13 Jar of Algae- (Item, Material, Earth, 120 Gold)
22 Unknown Substance- (Item, Material, Magic, 5,000 Gold)
Warfather- (Pet, Golem, Fire, Lv.4, 340,000 Gold)
HP- 5,000
MP- 2,200
STR- 290
AGI- 115
CON- 180
MIN- 120
SPI- 115
XP- 0
XP Needed- 7,500
Minimum Level- 1
Defense- 350, 15% Physical Resistance
Defense against Stat Damage- 2
Critical Chance- 8%
Resilience- 4%
To Hit- 104%
Dodge- 3%
Resistances and Immunities- Immune to Pain, Confusion, Impaired, Poison, Diseased
Prime Attribute- Strength
Constant Effects-
Blade of Sharpness- +8% Critical, Constant Effect
Abilities-
Grand Blade- 900 Damage, Physical, 0 MP
Tides of Battle- All characters in battle, whether friendly or enemy, gain +10% critical, Air, 5 MP
Swords of War- All attacks from allies in the front row do 300 extra damage, lasts 5 turns, stacks 20 times, Physical, 10 MP
Shields of War- All allies in the front row gain 150 extra defense, lasts 5 turns, stacks 20 times, Physical, 10 MP
Boots of War- All allies in the front row gain 50 extra AGI, lasts 5 turns, stacks 20 times, Physical, 10 MP
Kumquat- (Consumable, Food, Light & Water, 1 Charge, 200 Gold) Heals 40 MP
Parade wrote:
National Air Force- (Item, Antiquity, Air & Technology, 25,000,000 Gold)
2 Cymbals- (Weaponx2, Instrument, Air & Physical, 2,600 Gold) +4 Melee Attack, +17 Magical Attack
2 Clarinet- (Weaponx2, Instrument, Air, 2,500 Gold) +15 Magical Attack
Bundle of Dreams- (Item, Antiquity, Magic & Psychic & Air & Water & Electrical, 11,100,000 Gold)
Very Large Maneki Neko Statue with Moving Arm- (Item, Antiquity, Air & Earth & Light & Wealth & Fortune, 270,000 Gold)
Large Beckoning Cat Statue with Moving Arm- (Item, Antiquity, Air & Earth & Light, 25,000 Gold)
Lucky Cat Doll with Moving Arm- (Item, Antiquity, Air & Earth & Light, 7,000 Gold)
Dream- (Item, Antiquity, Magic & Psychic & Air & Water & Electrical, 4,850,000 Gold)
Despair- (Item, Antiquity, Darkness & Psychic, 2,700,000 Gold)
Joy- (Item, Antiquity, Light & Air, 3,000,000 Gold)
Insanity- (Item, Antiquity, Darkness & Psychic & Water, 4,300,000 Gold)
Madness- (Item, Antiquity, Darkness & Psychic, 2,200,000 Gold)
Torii- (Item, Antiquity, Magic & Light & Earth & Air, 15,000 Gold)
telt's stuff wrote:
Weapons-
3 Arena Member's Bow- (Weaponx2, Bow, Wielder's Element, 100 Gold) +20 Ranged Attack, +10 Damage of Wielder's Element
3 Arena Member's Blade- (Weapon, Sword, Wielder's Element, 100 Gold) +15 Melee Attack , +10 Damage of Wielder's Element
3 Arena Member's Shield- (Weapon, Shield, Wielder's Element, 100 Gold) +15 Defense, +10 Damage of Wielder's Element
3 Arena Member's Staff- (Weaponx2, Staff, Wielder's Element, 100 Gold) +20 Magical Attack, +10 Damage of Wielder's Element
2 Axe of Stone Hewing-(Weapon, Axe, Earth, 28,000 Gold) +30 Melee Attack, +50 Melee Attack against Earth element foes
Blade of Slashing- (Weapon, Sword, Physical, 20,000 Gold) +47 Melee Attack
Bone Shield- (Weapon, Shield, Darkness, 3,000 Gold) +8 Defense
1 Businessman Conch Spear- (Weaponx2, Spear, Water, 60,000 Gold) +55 Melee Attack, +5 to all stats
26 Butter Knife- (Weapon, Knife, Water, 80 Gold) +2 Melee Attack, 5% deals no damage
Cannon-Shield- (Weapon, Shield, Physical, 95,000 Gold) +120 Defense, +40 Melee Attack, +99 Ranged Attack, 5% inflicts Fatigue: Stun
3 Cheap Bubble-Blowing One Inch Bubble Wand- (Weapon, Wand, Water, 900 Gold) +1 Magical Attack, 50% deals no damage
*Cop Skull Mallet- (Weapon, Hammer, Darkness, 170,000 Gold) +168 Melee Attack, +8% Critical, 10% Darkness Resistance, +25 Damage to all Combat Arts spells, +40 to all stats
w/ Walrusy- (Enchantment) +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, +70 to all stats
w/ Absurdly Walrusy- +950 Melee Attack, +950 Ranged Attack, +950 Magical Attack, +950 to all stats, Enchantment
w/Absurdly, Shockingly, Scandelously Walrusy- +19,500 Melee Attack, +19,500 Ranged Attack, +19,500 Magical Attack, +19,500 to all stats, Enchantment
w/ Absurdly, Shockingly, Scandelously, Jaw-Droppingly Walrusy- +49,500 Melee Attack, +49,500 Ranged Attack, +49,500 Magical Attack, +49,500 to all stats, Enchantment
Darksky Sniper Rifle- (Weaponx2, Gun, Darkness, 105,000 Gold) +240 Ranged Attack, 120% To Hit, 5% Dodge, +240 additional Ranged Attack in a Zone of Darkness, 5% inflicts Impaired: Blind on hit while in a Zone of Darkness
Dwarven Darkblade- (Weapon, Sword, Darkness, 105,000 Gold) +170 Melee Attack, 5% inflicts Blindness: Darkness on hit, 5% Darkness Resistance
Dwarven Silver Axe- (Weapon, Axe, Earth, 19,000 Gold) +25 Melee Attack, +1% Critical
Flaming Mallet- (Weapon, Hammer, Fire, 2,000 Gold) +7 Melee Attack, +50 Fire damage
Gun- (Weapon, Gun, Technology, 2,000 Gold) +20 Ranged Attack
1 Gun of Occasional Awesomeness +5- (Weapon, Gun, Technology & Light, 50,000 Gold) +5 Ranged Attack, 1% it instead provides +5,000 Ranged Attack
2 Hailankaiser- (Weapon, Sword, Earth & Light, 17,000 Gold) +37 Melee Attack, +15 AGI
Lethal Archerfish- (Weaponx2, Fish, Water & Physical, 88,000 Gold) +194 Ranged Attack, deals 3/4 damage to the back row if it is the only source of an attack bonus in an attack
Lesser Dwarven Shorbow- (Weaponx2, Bow, Physical, 11,000 Gold) +25 Ranged Attack
3 Pistol- (Weapon, Gun, Technology, 900 Gold) +11 Ranged Attack
9 Sacrificial Knife- (Weapon, Knife, Darkness, 17,000 Gold) +19 Melee Attack, All summoned Demons have 200 additional HP
Softball Bat- (Weapon, Mace, Physical, 400 Gold) +4 Melee Attack
Sword of the Small Empire- (Weapon, Sword, Air & Fire, 30,000 Gold) +40 Melee Attack, +4 Diplomacy
Staff of the Netheric Falls- (Weaponx2, Staff, Darkness & Water, 517,000 Gold) +675 Magical Attack, +500 STR, AGI, and CON, +650 MIN, +700 SPI, 15% Darkness Resistance, 5% Demon Resistance, 5% Celestial Resistance, 30% Drowning Resistance, 10% Voidstruck Resistance, Wielder's solely Darkness element magical attacks gain a 10% chance of inflicting Voidstruck, Wielder's Dark Magic, Demon Magic, and Shadow Magic spell that inflict a hit against 15 or more targets inflict a hit against 1 more target as a non-stacking effect
Stapler- (Weapon, Tool, Technology, 5,000 Gold) +5 Attack, All damage against foes who have stolen your Stapler is multiplied by 10 and has a 95% chance of inflicting Burning if you so desire
1 Taped-Together Wooden Mallet- (Weapon, Hammer, Earth, 82 Gold) +6 Melee Attack, 1% is unequpped when wielder performs a melee attack
16 Toenail Clippers- (Weapon, Tool, Technology, 60 Gold) +0 Melee Attack
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
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
2 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
Wind-Up Doll That Tells Lies- (Weapon, Other: Toy, Darkness, 21,000 Gold) +22 Magical Attack, +5 Melee Attack, 15% inflicts Confusion, Wielder counts as one level higher for purposes of resisting being stat scanned
Armor-
3 Arena Member's Armor- (Armor, Light Armor, Wielder's Element, 100 Gold) +20 Defense, +10 Defense against Wielder's Element
Champion Mail-(Armor, Heavy Armor, Light, 20,000 Gold) +50 Defense, 10% Light Resistance
Light Bone Mail-(Armor, Light Armor, Darkness, 7,000 Gold) +18 Defense, 10% Darkness Resistance
Dancing Coral Raiment of Sir Vakk'to'tiki'wiiki- (Armor, Chaos Effect, Chaos & Water, 70,000 Gold) +15-392 Defense, +1-65 Magic Attack, Subtracts 0-2 hits from each melee attack wielder makes, adds 0-4 hits to each melee attack wielder makes, 3% inflicts Mad Dancing, 4% Inflicts Mad Dancing on wielder, 3% chance per turn summons 1-4 Skeleton Archers
6 Desert Corsair Armor- (Armor, Light Armor, Fire & Earth, 26,000 Gold) +15 Defense, 10% Fire Resistance
10 Plate Mail (Armor, Heavy Armor, Earth, 1,200 Gold) +9 Defense
*Jennifer Tardil's Nexus PD Uniform- (Armor, Light Armor, Light, 19,000 Gold) +35 Defense, +5 to all stats, possessor's Robot and Machine pet and summons gain +200 HP and regenerate 5 HP per round
4 Nexus PD Uniform- (Armor, Light Armor, Technology, 10,000 Gold) +12 Defense, +2 AGI
Root Robes- (Armor, Robes, Earth, 60,000 Gold) +35 Defense, +41 Magic Attack, 7% Earth Resistance
Shorts- (Armorx.5, Clothing, Physical & Air, 150 Gold) +1 Defense, +1 AGI
Spined Darkiron Dwarven Mail- (Armor, Heavy Armor, Darkness & Physical, 165,000 Gold) +175 Defense, +15 CON, All individuals under level 25 who perform offensive actions against wearer take 500 Physical element damage immediately after their offensive actions
Accessories-
Aggression-Amplifying Device- (Accessory, Upgrade, Technology & Fire, 30,000 Gold) +35 STR, +35 CON, +25 AGI, 5% Critical, -10% Resilience, -50 Defense, 30% Confusion: Berserk Weakness
6 Antique Pocket Watch- (Accessory, Watch, Earth, 90,000 Gold) +50 AGI
Arcnold Boots- (Accessory, Boots, Earth, 50,000 Gold) +80 Defense if any opponents are Earth element
3 Arena Member's Charm- (Accessory, Amulet, Wielder's Element, 100 Gold) +15 Damage for all attacks that include Wielder's Element as one of their element
Blackish Jell Poison- (Accessory, Weapon Coating, Darkness, 60,000 Gold) +40 Melee Attack, 3 SPI damage per hit
Book of Halgrembas- (Consumable, Tome, Darkness & Fire, Unlimited Charges, 200,000 Gold) 500 Fire damage to all foes, Uses 40 MP or 80 HP
9 Cleric's Seal- (Accessory, Seal, Light, 200 Gold) +3 SPI
Codpiece- (Accessory, Container, Physical, 400 Gold) 3% Resilience
1 Common Jell Acid- (Accessory, Weapon Coating, Acid, 1,000 Gold) +15 Melee Attack, No bonus against Acid element foes
7 Cubic Zirconium Ring- (Accessory, Ring, Earth, 1,000 Gold) +2 Defense
6 Drakespawn Bracelet- (Accessory, Bracelet, Earth, 5,000 Gold) +20 Defense, +5 to all stats
Dwarven Amulet- (Accessory, Amulet, Earth, 18,000 Gold) +25 Defense, +15 to all stats if wearer is a Humanoid
Dwarven Broach- (Accessory, Broach, Earth, 15,000 Gold) +25 to all stats
1 Earplugs- (Accessory, Gadget, Air, 600 Gold) 5% Defened Resistance
Enchanted Pearl Bracelet- (Accessory, Wristwear, Earth, 75,000 Gold) +70 Defense, +20 to all stats, 5% Water Resistance
Fake Hawk's Beak- (Accessory, Magic Item, Air & Electrical, 30 Gold) +1 AGI on odd numbered turns
Fairy Tiara- (Accessory, Crown, Earth & Light, 6,000 Gold) +15 MIN, Glyph Magic spells cost 10 less
Fancy Necktie- (Accessory, Amulet, Technology, 45,000 Gold) +5 Defense
14 Fighter's Seal- (Accessory, Seal, Physical, 200 Gold) +3 STR, +3 CON
2 Gauntlet (Accessory, Gauntlet, Physical, 700 Gold) +5 Defense, +1 STR, +1 CON
Gold-Framed Photograph of a Yourself Sitting on a Walrus's Lap- (Accessory, Trinket, Water, 1,000,000 Gold) 10% Gold Damage Resistance from sources below Level 60
2 Hero's Badge- (Accessory, Broach, Light, 20,000 Gold) +29 to all stats, +1% to Hit, +1% Resilience, +1% Dodge, +1% Critical
Incendiary Shell- (Accessory, Ammo, Fire, 23,000 Gold) +65 Ranged Attack, Ranged attacks have a 30% chance of inflicting Burning, may only apply to a single attack per thread
Lesser Windstep Cloak- (Accessory, Cloak, Darkness, 4,900 Gold) +14 Defense, +14 AGI, 2% Air Resistance
Mirage Ring- (Accessory, Ring, Magic, 5,000 Gold) 5% Confusion Resistance, +10 Magical Attack Power
Old Dwarven Amulet- (Accessory, Amulet, Earth, 1,700 Gold) +12 Defense
Ordinator's Ring of Efficiency: Eastward Pointing, Version I - (Accessory, Ring, Air, 15,000 Gold) +50 damage to all attacks
Redrust Gloves- (Accessory, Gauntlets, Fire, 2,000 Gold) +4 Defense, +8 CON if user is Fire element
5 Shifted Seal- (Accessory, Seal, Earth & Fire, 25,000 Gold) +50 to all stats, +100 Damage to all attacks that deal damage, Works while transformed into Shapeshifted Forms
36 Square-Rimmed Glasses- (Accessory, Eyewear, Water, 300 Gold) +1% to Hit
4 Symbol of Ytharr'Khran- (Accessory, Seal, Magic & Electricity, 700 Gold) +10 MP, +2% Electricity Resist
Tank Turret- (Accessory, Upgrade, Technology, 25,000 Gold) Wielder's Vehicle and War Machine transformations gain the ability:
Open Fire- 2,000 Damage, this attack's Prime Attribute is Agility, Technology, 0 MP
5 Thief's Seal- (Accessory, Seal, Magic, 200 Gold) +3 AGI
Warrior's Seal- (Accessory, Seal, Physical, 1,000 Gold) +10 STR, +10 CON
7 Wizard's Seal- (Accessory, Seal, Magic, 200 Gold) +3 MIN
Consumables-
Bag of Dog Food- (Consumable, Food, Earth & Physical, 30 Charges, 500 Gold) Heals target Animal for 50 HP
Beggar's Coin- (Consumable, Magic Item, Earth & Light, 1 Charge, 1 Gold) Lose 10,000 Gold if you possesses that amount or greater, Heals 5,000 HP (or 10,000 HP if you have under 10,000 Gold),
Doubles gold from battle if no gold was lost and the total gold gained from the battle, after being doubled is under 10,000
Black Potion- (Consumable, Potion, Darkness, 1 Charge, 4,000 Gold) For the next round, Darkness attacks doing under 400,000 damage heal this item's user for 10% of their damag
Bottled Sand Faerie- (Consumable, Summoning Stone, Earth, 1 Charge, 60,000 Gold) Summons 1 Sand Faerie
20 Box of Cat Food- (Consumable, Food, Earth & Physical, 20 Charges, 300 Gold) Heals target Animal for 50 HP
30 Box of Dog Food- (Consumable, Food, Earth & Physical, 20 Charges, 300 Gold) Heals target Animal for 50 HP
12 Box of Toast- (Consumable, Food, Earth, 20 Charges, 6,000 Gold) Heals 350 HP
2 Bread Crumbs- (Consumable, Food, Earth, 1 Charge, 300 Gold) +2 CON
Bug-B-Gone Spray- (Consumable, Potion, Air, 1 charge, 7,000 Gold) 40% inflicts Fear on target Insect, 83% repels all Killer Bees in any one Artillicas Botanica encounter (no XP or Gold is given for bees thusly repelled)
23 Canned Soup- (Consumable, Food, Water, 2 Charges, 80 Gold) +200 HP, +50 MP, Takes 2 turns to use if it has 2 charges unless a Tool is equipped
2 Carctori Juice- (Consumable, Drink, Earth, 1 Charge, 800 Gold) +170 MP, All user's Summoning spells cost 2 less MP fro the remainder of the battle or quest
16 Darkspawn Tendril- (Consumable, Lethal Item, Electricity, 700 Gold) 15 Electricity Damage, 1 hit against 17
6 Desert Dew Flower- (Consumable, Medicine, Water, 1 Charge, 2,600 Gold) +20 HP, 35% Cures Fatigue: Dehydration
2 Doc James's Painkiller Pills- (Consumable, Medicine, Light, 1 Charge Remaining, 50 Gold) +200 HP
Garlic- (Consumable, Food, Light, 1 Charge, 300 Gold) +5 Defense
Goat Cheese- (Consumable, Food, Earth & Air & Water & Light, 1 Charge, 300 Gold) +5 AGI
2 Goblin Soup- (Consumable, Food, Earth, 1 Charge, 30 Gold) +5 HP
30 Grapes- (Consumable, Food, Acid & Water & Darkness, 1 Charge, 300 Gold) +15 Damage for Water element attacks
It's A Whale!- (Consumable, Food, Water, Infinite Charges, 150,000 Gold) Up to 5 charges may be used per thread, +5,000 HP, +5,000 MP, 50% cures any Minor status effect
Lentils- (Consumable, Food, Water & Earth, 1 Charge, 300 Gold) +5 AGI
Lime- (Consumable, Food, Acid, 1 Charge, 500 Gold) User's summons and future summons gain 1% Acid Resistance
Lime Green Potion- (Consumable, Potion, Magic, 1 Charge, 1,200 Gold) +200 Defense against acid element attack that deal HP damage, lasts 3 turns
Lobster Meat- (Consumable, Food, Water, 1 Charge, 500 Gold) +10 CON
Malzu Platter- (Consumable, Food, Earth, 2 Charges, 300 Gold) +20 HP
2 Mixed Nuts- (Consumable, Food, Earth, 1 Charge, 500 Gold) +20 CON
Monkey-Attracting Foghorn- (Consumable, Invention, Technology & Earth & Air & Water, 40 Charges, 67,000 Gold) Summons 1-43 Level 1 Marmoset, max 400 summoned
3 Mustard- (Consumable, Food, Fire, 1 Charge, 300 Gold) +5 MIN
2 Naso Tang of the Oceans- (Consumable, Food, Water, 1 Charge, 90,000 Gold) All of user's Melee attacks for the remainder of the battle will be Water element only
2 Olive Oil- (Consumable, Drink, Water & Light, 1 Charge, 300 Gold) +5 MP
Order Bomb- (Consumable, Deadly Item, Light, 10,000 Gold) Does 7,000 Damage to all Chaos element foes
Pack of Low-Quality Licoriche- (Consumable, Food, Darkness & Air, 4 charges, 70 Gold) +7 HP, 1% does not work
Pesto Sauce- (Consumable, Food, Water & Magic, 1 Charge, 300 Gold) +5 AGI
3 Rice and Fish Sandwich- (Consumable, Food, Water, 1 Charge, 1,000 Gold) +300 HP, Restores 15 lost AGI
16 Rubber Ducky +5- (Consumable, Lethal Item, Physical, 1 Charge, 5,000 Gold) +5 to all of user's stats, 500 Physical damage to any one target
8 Sand Cube- (Consumable, Powder, Earth, 1 Charge, 10,002 Gold) +20% Dodge to all participants in battle, does not stack, this effect is a Constant Enchantment
2 Solar Sole- (Consumable, Food, Light, 1 Charge, 250,000 Gold) Sets user's Light Resistance and Fire Resistance to precisely 95% for one round
Soy Beans- (Consumable, Food, Earth & Light & Water, 1 Charge, 300 Gold) +5 Defense against non-Light
Talisman of DEF Drain- (Consumable, Enchanted Item, Magic, 1 Charge, 30,000 Gold) 5% Inflicts DEF Drain
2 Thesaline Eyedrops- (Consumable, Medicine, Light, 2 Charges, 6,000 Gold) 29% Cures Blindness
17 Yellow Julbob Fruit- (Consumable, Food, Earth & Water, 1 Charge, 900 Gold) +70 HP, +18 STR
Well-Prepared Puppy Meat- (Consumable, Food, Darkness, 1 Charge, 6,100 Gold) Heals 300 HP, +15 CON
6 Wine- (Consumable, Drink, Water, 1 Charge, 600 Gold) +20 MP, Heals 400 MP, 15% Inflicts Drunkenness
Items-
8 'The Fall of Sildreza'- (Item, Antiquity, Darkness & Earth & Fire, 50,000 Gold)
500 Styrofoam Coffee Cups- (Item, Antiquity, Water & Fire, 400 Gold)
39 1/1000th Killborg which Must Be Assembled All at Once or It Explodes- (Item, Antiquity, Technology, 1,000 Gold)
25 Abyssal Voidsteel- (Item, Material, Darkness, 750,000 Gold)
14 Ancient Wood- (Item, Material, Earth, 80,000 Gold)
Bag Containing a Baster, Whisk, Sieve, and Food Thermometer- (Item, Antiquity, Air & Water & Technology, 6,000 Gold)
Bag of Iron Beads- (Item, Antiquity, Earth & Physical, 700 Gold)
Basic Cooking Implements- (Item, Antiquity, 4,000 Gold)
Basic Grill- (Item, Antiquity, Fire & Technology, 14,000 Gold)
Basic Microwave- (Item, Antiquity, Fire & Technology, 8,000 Gold)
Basic Refrigerator- (Item, Antiquity, Ice & Technology, 14,000 Gold)
2 Basic Set of Cookbooks- (Item, Antiquity, Air, 5,000 Gold)
Basic Set of Pots and Pans- (Item, Antiquity, Physical & Technology, 4,000 Gold)
2 Basic Water Heater- (Item, Antiquity, Water & Fire, 5,000 Gold)
Basic Wine Press- (Item, Antiquity, Technology & Water, 12,000 Gold)
Bead Growing Shrub of the Floating Lingorn Orchard-Waves- (Item, Antiquity, Earth & Air & Life, 35,000 Gold)
38 Blank Ledger- (Item, Antiquity, Air, 500 Gold)
6 Blueprints for Something that Didn't Get Built- (Item, Antiquity, Technology, 500 Gold)
18 Book of Stamps- (Item, Antiquity, Air, 200 Gold)
Cats and Moose of the World Calendar (Outdated by 3 Years)- (Item, Antiquity, Earth & Technology, 100 Gold)
25 Chair Pillow- (Item, Antiquity, Earth, 200 Gold)
Collectable Magic Topiary- (Item, Antiquity, Earth, 700 Gold)
18 Collection of Absurdly Rare Insects- (Item, Antiquity, Earth & Air, 5,000,000 Gold)
Common Jewelry- (Item, Antiquity, Earth, 700 Gold)
4 Construct Army Ivory- (Item, Material, Light, 11,000 Gold)
8 Crystallized Lightning- (Item, Material, Electrical, 67,000 Gold)
9 Dark Essence- (Item, Material, Darkness, 300 Gold)
Dark, Mineral-Rich Soil- (Item, Material, Earth, 1,800 Gold)
Darkness Mana Oil- (Item, Material, Darkness, 5,000 Gold)
33 Dead Man's Notebook- (Item, Antiquity, Darkness & Earth, 36,000 Gold)
43 Demon Honeys- (Item, Material, Darkness, 61,000 Gold
6 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)
6 Dwarven Steel- (Item, Material, Earth, 2,000 Gold)
5 Effusiant Cloth of Danagor- (Item, Material, Light, 450,000 Gold)
Empowered Gigadiamond- (Item, Material, Earth & Air & Fire & Water & Light & Darkness & Physical & Psychic & Magic & Technology & Ice & Energy & Acid & Electrical, 36,000,000 Gold)
6 Empty Bottle- (Item, Material, Air, 20 Gold)
Evermetal Diamond- (Item, Material, Metal, 36,000,000 Gold)
Enameled Whalebone Hairbrush- (Item, Antiquity, Water, 7,000 Gold)
Ever-Blazing Oil- (Item, Material, Fire, 40,000 Gold)
14 Expired Coupons- (Item, Antiquity, Air & Technology, 40 Gold)
Floating Candle- (Item, Antiquity, Light & Magic, 17,000 Gold)
8 Figurine of a Bear with a Parasol Balanced on a Ball- (Item, Antiquity, Air & Earth, 25,000 Gold)
200 Floosh Powder- (Item, Antiquity, Magic, 10 Gold)
Football- (Item, Antiquity, Physical, 200 Gold)
3889 Glorious Treasures of the Gold Leaf Throne- (Item, Antiquity, Physical & Magic & Earth & Glory & Wealth, 114,000,000 Gold)
7 Golden Trophy- (Item, Antiquity, Physical, 40,000 Gold)
Gold-Plated Tape Recorder Signed By a Man Named 'Ross'- (Item, Antiquity, Earth & Technology, 61,000 Gold)
9 Hand-Blown Sand Bottle- (Item, Antiquity, Earth, 6,000 Gold)
32 Huge Container of Air Mana Oil- (Item, Material, Air, 500,000 Gold)
22 Huge Container of Earth Mana Oil- (Item, Material, Earth, 500,000 Gold)
2 Huge Container of Electrical Mana Oil- (Item, Material, Electrical, 500,000 Gold)
30 Huge Container of Fire Mana Oil- (Item, Material, Fire, 500,000 Gold)
27 Huge Container of Water Mana Oil- (Item, Material, Water, 500,000 Gold)
18 Ice Prism Shards- (Item, Antiquity, Ice, 1 charge, 2,000 Gold)
Imbued Runic Magidiamond- (Item, Material, Earth & Air & Fire & Water & Darkness & Magic, 72,000,000 Gold)
Inferno Gate Diamond- (Item, Material, Fire, 36,000,000 Gold)
25 Ink Blotter- (Item, Antiquity, Earth & Technology, 90 Gold)
Immunization Records- (Item, Antiquity, Technology, 7,000 Gold)
3 Jar of Algae- (Item, Material, Earth, 120 Gold)
Knowledge- (Item, Material, Magic & Technology, 6,000,000 Gold)
Large Bar of Mildly Tainted Iron- (Item, Material, Earth & Darkness, 6,500 Gold)
Large Bar of Iron- (Item, Material, Earth, 7,800 Gold)
Large Ladder of Ladderland- (Item, Antiquity, Magic, 1,000,000 Gold)
15 Large Stone Tablet- (Item, Antiquity, Earth, 2,000 Gold)
Lesser Psionic Oni Blood- (Item, Material, Psychic, 97,000 Gold)
14 Living Calendar Bead- (Item, Antiquity, Earth, 900 Gold)
14 Long, Blue Feather- (Item, Material, Air, 600 Gold)
Lucky Coin- (Item, Antiquity, Light, 7,777 Gold)
Manliness- (Item, Material, Physical, 5,000,000 Gold)
480,000 Memo Written By An Angry Wizard- (Item, Antiquity, Magic & Fire, 1,000 Gold)
Naturally Bouncy Cotton- (Item, Material, Light, 14,200 Gold)
Old Halaraith Key- (Item, Antiquity, Light, 37,000 Gold)
Old Tarnished Gold Plate- (Item, Antiquity, Earth, 3,000 Gold)
Old Vase *2*- (Item, Antiquity, Earth, 2,000 Gold)
13 Organized Paperweight Collection- (Item, Antiquity, Earth, 600 Gold)
8 Ornamental Portrait Frame- (Item, Antiquity, Fire, 6,000 Gold)
15 Ornamental Rug- (Item, Antiquity, Fire, 6,000 Gold)
37 Ornamental Vase- (Item, Antiquity, Fire, 6,000 Gold)
Phantom Challenge Clear Pennant: Brightbeard Caverns, Manethos Battle- (Item, Antiquity, Earth, 100,000 Gold)
Phantom Challenge Clear Pennant: Brightbeard Caverns, Orindar Battle- (Item, Antiquity, Darkness, 100,000 Gold)
Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Doppelganger Battle- (Item, Antiquity, Illusion, 100,000 Gold)
Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Irastor Battle- (Item, Antiquity, Fire & Magic, 100,000 Gold)
Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Lord Avandos Battle- (Item, Antiquity, Fire, 100,000 Gold)
Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Lyrandora Battle- (Item, Antiquity, Fire, 100,000 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)
26 Photos of Boring Landmarks- (Item, Antiquity, Air & Earth, 80 Gold)
Plastic Palm Tree- (Item, Antiquity, Earth & Water, 15,000 Gold)
Portable Mini-Forge- (Item, Regent, Fire, 60,000 Gold) Is not consumed in combos unless specifically noted
2 Poster of an Imposing Frog- (Item, Antiquity, Water, 8,000 Gold)
Prayer Book- (Item, Antiquity, Light, 700 Gold)
Protection- (Item, Material, Physical & Light & Earth & Magic, 5,000,000 Gold)
Pure Light- (Item, Material, Light, 5,000,000 Gold)
216 | Purity- (Item, Material, Light, 5,000,000 Gold)
7 Python Ogre Scales- (Item, Material, Earth, 1,000 Gold)
Rune Golem Design Patterns- (Item, Antiquity, Darkness, 14,000 Gold)
Sand Ship Steering Wand- (Item, Antiquity, Earth, 20,000 Gold)
Slightly Polished Rock Paperweight- (Item, Antiquity, Earth, 31 Gold)
Small Piece of Refined Steel- (Item, Material, Earth, 400 Gold)
So, You Want to Ride a Horse but Can't Figure it Out? (You Idiot.)- (Item, Antiquity, Air, 130 Gold)2 Spectral Essence- (Item, Material, Light, 1,000 Gold)
Splendidly Melded Light and Thought- (Item, Material, Light & Psychic, 12,000,000 Gold)
Sticky Bone- (Item, Antiquity, Acid & Water, 80 Gold)
Stone Bead Calendar- (Item, Antiquity, Earth, 4,000 Gold)
Strength- (Item, Material, Physical & Earth, 6,000,000 Gold)
38 Stuffed Bear that Can Sit on Your Desk- (Item, Antiquity, Earth, 200 Gold)
Sunflame Diamond- (Item, Material, Light & Fire, 36,000,000 Gold)
5 Sunproof Cloth- (Item, Material, Light, 30,000,000 Gold)
Thick Jell Goop- (Item, Material, Acid & Earth, 2,000 Gold)
Tiny See-Through Plastic Magnetized Box Containing Lime Colored Paperclips- (Item, Antiquity, Acid, 500 Gold)
Tiny See-Through Plastic Magnetized Box Containing Mustard Colored Paperclips- (Item, Antiquity, Acid, 600 Gold)
Tiny See-Through Plastic Magnetized Box Containing Assorted Varieties of Purple Colored Paperclips- (Item, Antiquity, Magic & Technology, 700 Gold)
Tiny See-Through Plastic Magnetized Box Containing Jet Black Colored Paperclips- (Item, Antiquity, Darkness, 700 Gold)
Tiny See-Through Plastic Magnetized Box Containing Gray Colored Paperclips- (Item, Antiquity, Air, 500 Gold)
Tiny See-Through Plastic Magnetized Box Containing Slate Colored Paperclips- (Item, Antiquity, Earth & Physical, 500 Gold)
Tiny See-Through Plastic Magnetized Box Containing Silver Colored Paperclips- (Item, Antiquity, Technology, 500 Gold)
Tiny See-Through Plastic Magnetized Box Containing Blood Crimson Colored Paperclips- (Item, Antiquity, Fire, 600 Gold)
Tiny See-Through Plastic Magnetized Box Containing Lemon Yellow Colored Paperclips- (Item, Antiquity, Light, 500 Gold)
Tiny See-Through Plastic Magnetized Box Containing Sky Blue Colored Paperclips- (Item, Antiquity, Air, 500 Gold)
Tiny See-Through Plastic Magnetized Box Containing Sea Green Colored Paperclips- (Item, Antiquity, Water, 500 Gold)
Tiny See-Through Plastic Magnetized Box Containing Swamp Muck Colored Paperclips- (Item, Antiquity, Acid, 500 Gold)
Tiny See-Through Plastic Magnetized Box Containing Pink Colored Paperclips- (Item, Antiquity, Light, 500 Gold)
Tiny See-Through Plastic Magnetized Box Containing Glowing Colored Paperclips- (Item, Antiquity, Light, 1,100 Gold)
Tiny See-Through Plastic Magnetized Box Containing Glow-In-The-Dark Paperclips- (Item, Antiquity, Light & Darkness, 600 Gold)
Tiny See-Through Plastic Magnetized Box Containing Assorted Varieties of Red Colored Paperclips- (Item, Antiquity, Fire & Technology, 700 Gold)
2 Tome of Legends- (Item, Antiquity, Light, 7,000 Gold)
8 Water Pitcher- (Item, Antiquity, Earth, 20 Gold)
Wooden Dresser- (Item, Antiquity, Earth, 200 Gold)
Worn Old Bed- (Item, Antiquity, Earth & Darkness, 200 Gold)
Yellow Carctori Flower- (Item, Antiquity, Earth, 900 Gold)
Spells-
Area Ward against Ice- (Spell, Protection Magic, Ice, 350 MP, 60,000 Gold) +500 Defense against Ice, 1 hit against 5, lasts 10 turns, does not stack
Call Assassin Puppets- (Spell, Rune Magic, Darkness & Magic, 90 MP, 60,000 Gold) Summons 2 Doom Puppet Assassin, Max 10 summoned
Call Doom Puppets- (Spell, Rune Magic, Darkness & Magic, 30 MP, 6,000 Gold) Summons 2 Doom Puppet, Max 20 summoned
Call Mage Puppets- (Spell, Rune Magic, Darkness & Magic, 40 MP, 14,000 Gold) Summons 2 Doom Puppet Mage, Max 10 summoned
Call Puppet Archers- (Spell, Rune Magic, Darkness & Magic, 35 MP, 13,000 Gold) Summons 2 Doom Puppet Archer, Max 10 summoned
Deeplord's Healing- (Spell, Divine Magic, Earth, 17 MP, 900 Gold) +15 Magical Attack, Heals, +5 Defense, does not stack
Guide Sandship- (Spell, Geomancy, 30 MP, 30,000 Gold)- May either have a 10% chance of inflicting Charm on target sandship, or have a 25% chance of inflicting Paralysis on target Sandship, or as a buff that stacks 5 times, give target standship +250 HP, +30 to all stats, and +200 damage to each of its attacks
Elemental Clash II- (Spell, Wizard Magic, Earth & Electrical & Darkness, 45 MP, 27,000 Gold) +60 Magical Attack, Bonuses that apply to Elemental Magic spells also apply to this one
Improved Order Ray- (Spell, Wizard Magic, Magic, 40 MP, 25,000 Gold) +500 Ranged Attack, only affects Chaos element targets
Massive Strike- (Spell, Combat Arts, Physical, 30 MP, 70,000 Gold) +90 Melee Attack, user must have a Hammer equipped
* Nexus PD Dynamite Lob- (Spell, Hypertech, Fire & Technology, 80 MP, 70,000 Gold) +70 Ranged Attack, 5% breaks target's stance
Paralyze Other- (Spell, Wizard Spell, Earth, 50 MP, 3,000 Gold) 55% Inflicts Paralysis
Rogue Chef's Mantra- (Spell, Other: Culinary Arts, Darkness & Air, 200 MP, 70,000 Gold) Food items you use that raise stats raise them by 1.4 times the amount to a max of 2,000 points added, Your allies who do not have this spell equipped lose any benefits from their Chef skills for 5 turns, does not stack, lasts 3 turns
6 Violet Rays- (Spell, Dark Magic, Darkness, 80 MP, 40,000 Gold) +38 Magical Attack, 1% inflicts 3 hits against 1
2 Smashing Blow- (Spell, Combat Arts, Physical, 160 MP, 110,000 Gold) +40 Melee Attack, 10% randomly breaks 1 item held by target that has a value under 200,000 Gold and is non-unique, items broken in arena battles are only broken for the duration of the battle, user must have a Hammer equipped
Pets-
Anaconda that Eats Cake- (Pet, Animal, Earth, Lv.2, 600,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- #, (Standard Multiplier x1)
Minimum Level- 2
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Animal Traits
Prime Attribute- Strength
Constant Effects-
Eats Cake- Possessor obtains # additional points of HP Healing from Food consumables whose name includes 'Cake', Constant Effect
Abilities-
Constrict- # Damage, 60% inflicts Paralyzed, Physical or Earth, 0 MP
Eat- # Damage, Deals HP Drain, Physical or Earth or Physical & Earth, 0 MP
Coil- 100% inflicts Paralyzed, Earth, # MP
Animated Halberd- (Pet, Golem, Physical, Lv.1, 900 Gold)
HP- 10
MP- 7
STR- 15
AGI- 19
CON- 14
MIN- 8
SPI- 10
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 5
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- Immune to Confusion, Impaired, Poison, Diseased
Prime Attribute- Agility
Constant Effects-
Unusually Weak- Possessor counts as being 1/2 possessor's level for all purposes, rounded up, Constant Effect
Abilities-
Chop- 8 Damage, Physical, 0 MP
Beauteous Clam- (Pet, Aquatic, Light, Lv. 2, 75,000 Gold)
Aquatic, Light
HP- 1,800
MP- 2,090
STR- 60
AGI- 5
CON- 180
MIN- 14
SPI- 12
XP- 0
Xp Needed- 1,000
Minimum Level- 2
Defense- 180, +500 Against Light
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Spirit
Constant Effects-
None
Abilities-
Radiant Bolt- 180 Damage, Light, 0 MP
Snap- 200 Damage, The Prime Attribute for this attack is Strength, Physical, 2 MP
Dazzle- 30 Damage if user desires damage to be inflicted, 5% Inflicts Charm, 3% Inflicts Confusion if it does not inflict Charm, Light, 140 MP
Beastman Lackey- (Pet, Humanoid, Physical, Lv.1, 30,000 Gold)
HP- 200
MP- 116
STR- 19
AGI- 65
CON- 18
MIN- 19
SPI- 22
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 20
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 99%
Dodge- 2%
Resistances and Immunities- None
Prime Attribute- Strength
Constant Effects-
None
Abilities-
Bite- 65 Damage, Physical, 0 MP
Claw- 30 Damage, 2 hits against 1, Physical, 0 MP
Dodge- +5% Dodge, lasts 1 turn, does not stack, Air, 20 MP
Growl- 5% Does 5 SPI damage to an enemy of equal or lower level with equal or lower SPI than user's STR and CON, Air, 5 MP
Beastman Lackey- (Pet, Humanoid, Physical, Lv.3, 36,000 Gold)
HP- 400
MP- 165
STR- 41
AGI- 96
CON- 31
MIN- 25
SPI- 48
XP- 1,000
XP Needed- 3,000
Minimum Level- 1
Defense- 29
Defense against Stat Damage- 0
Critical Chance- 3%
Resilience- 1%
To Hit- 100%
Dodge- 3%
Resistances and Immunities- None
Prime Attribute- Strength
Constant Effects-
None
Abilities-
Bite- 150 Damage, Physical, 0 MP
Claw- 38 Damage, 2 hits against 1, Physical, 0 MP
Dodge- +8% Dodge, lasts 1 round, does not stack, Air, 20 MP
Growl- 15% Does 15 SPI damage to an enemy of equal or lower level with equal or lower SPI than user's STR and CON
Ravage and Maul- 290 Damage, 5% inflicts Wounded, 300 MP
Doom Puppet Assassin (Summoned)
Level 1
Golem, Darkness
HP- 800
MP- 800
STR- 27
AGI- 31
CON- 23
MIN- 21
SPI- 20
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 35, +15 Against Darkness
Defense against Stat Damage- 0
Critical Chance- 5%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- Immune to Pain, Confusion, Impaired, Poison, and Diseased
Prime Attribute- Agility
Constant Effects-
None
Abilities-
Puppet Blades- 70 Damage, 2 hits against 1, Physical, 0 MP
Shadow Double- User gains +5% Dodge, lasts 1 turn, does not stack, Darkness, 15 MP
Doom Puppet (Summoned)
Level 1
Golem, Darkness
HP- 150
MP- 120
STR- 18
AGI- 19
CON- 15
MIN- 8
SPI- 9
XP- 0
Xp Needed- 1,000
Minimum Level- 1
Defense- 15, +5 Against Darkness
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- Immune to Pain, Confusion, Impaired, Poison, and Diseased
Prime Attribute- Strength
Constant Effects-
None
Abilities-
Puppet Scythe- 80 Damage, Physical, 0 MP
Doom Puppet Archer (Summoned)
Level 1
Golem, Darkness
HP- 450
MP- 250
STR- 18
AGI- 19
CON- 16
MIN- 15
SPI- 15
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 15, +5 Against Darkness
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- Immune to Pain, Confusion, Impaired, Poison, and Diseased
Prime Attribute- Agility
Constant Effects-
None
Abilities-
Puppet Bow- 80 Damage, Physical, 0 MP
Aim- User's next attack has a 25% chance of being a critical, Air, 5 MP
Doom Puppet Mage (Summoned)
Level 1
Golem, Darkness
HP- 300
MP- 400
STR- 15
AGI- 17
CON- 14
MIN- 16
SPI- 19
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 15, +5 Against Darkness
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- Immune to Pain, Confusion, Impaired, Poison, and Diseased
Prime Attribute- Spirit
Constant Effects-
None
Abilities-
Puppet Rod- 60 Damage, Physical, 0 MP
Dark Bolt- 90 Damage, Darkness & Magic, 5 MP
Daemonic Augmentation- +15 Damage to targets Melee attacks, lasts 5 turns, Darkness, 15 MP
99 Drakeling- (Pet, Dragon, Fire, Lv.1, 6,800 Gold)
Gunman- (Pet, Human, Technology, Lv.1, 500 Gold)
HP- 120
MP- 40
STR- 14
AGI- 17
CON- 16
MIN- 15
SPI- 15
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 5
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Agility
Constant Effects-
None
Abilities-
Punch- 10 Damage, Physical, 0 MP
Shoot- 15 Damage, Technology, 1 MP
Heavy Armor Fluxoid- (Pet, Shapeshifter, Magic, Lv. 3, 135,000 Gold)
HP- 5,000
MP- 300
STR- 70
AGI- 60
CON- 150
MIN- 45
SPI- 32
XP- 200
XP Needed- 10,000
Minimum Level- 2
Defense- 200, +200 against Physical
Defense against Stat Damage- 35
Critical Chance- 1%
Resilience- 5%
To Hit- 99%
Dodge- 2%
Resistances and Immunities- 150% Psychic Weakness
Prime Attribute- Constitution + Spirit
Constant Effects-
Form of Heavy Armor- This pet may instead be equipped in an armor slot where it provides +170 Defense, +20 CON, and is a Heavy Armor, Constant Effect
Highly Transmutable- This pet retains XP when placed in a combo provided that the combo result also possesses this constant effect, Constant Effect
Abilities-
Slam- 230 Damage, Physical, 0 MP
Guard- +50 Defense, stacks 5 times, Physical, 0 MP
Distort- 10 Damage to any stat, Magic, 30 MP
Plague Bringer- (Pet, Demon, Darkness, Lv.1, 190,000 Gold)
HP- 160
MP- 400
STR- 18
AGI- 15
CON- 16
MIN- 25
SPI- 37
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 50
Defense Against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Spirit
Constant Effects-
None
Abilities-
Staff Strike- 5 Damage, Earth, 0 MP
Poison- 80% inflicts Poison, Acid, 5 MP
Plague Wind- 160 Damage, 20% inflicts Poison, 5% inflicts Disease, Darkness & Acid, 150 MP
Small Seal Collection wrote:
Basic Doctor’s Seal- (Accessory, Seal, Light, 17,000 Gold) +25 to all stats, Wielder’s actions that heal gain +50 Ranged, Melee or Magical Attack
Basic Vampiric Seal- (Accessory, Seal, Darkness, 16,000 Gold) +25 to all stats if wielder is Undead, Wielder's HP-damaing actions may instead inflict HP Drain against targets below level 20
Blossom Seal- (Accessory, Seal, Earth & Light, 18,000 Gold) +25 to all stats and +300 HP if wielder is a Plant, +25 to all stats of wielder's Plant pets and summons and +300 HP of wielder's Plant pets and summons if wielder has at least 5 Druid or Botanist abilities
Dark Medicine Seal- (Accessory, Seal, Darkness, 38,000 Gold) 35% Disease Resistance, 5% Darkness Resistance, 5% at the start of wielder’s first action each round, cures wielder of any one minor status effect if wielder is Darkness element
Fake Teleportation Seal- (Accessory, Seal, Magic, 900 Gold) Wielder may, unless wielder is prevented by an effect from switching rows, spend an action to swich rows, being able to move from the front row to the back row, or the back row to the front row, this item does not function in unusual row set-ups
Hammer Seal- (Accessory, Seal, Physical, 20,000 Gold) +45 Melee Attack if a Hammer is equipped
Seal of Body-Mind Balance - (Accessory, Seal, Psychic & Physical, 22,000 Gold) +500 HP, +500 MP, wielder's base CON becomes equal to wielder's base MIN if wielder's base CON is higher, wielder's base MIN becomes equal to wielder's base CON if wielder's base MIN is higher, does not provide negative effects to individuals over level 24
Seal of Talent- (Accessory, Seal, Physical, 15,000 Gold) For each seperate, presently-applicable stat or Melee, Ranged, or Magical Attack bonus provided by an ability possessed by wielder, this item provides +5 points of the same bonus, to a cap of +1,000 per stat or attack bonus
Seal of the Crowd- (Accessory, Seal, Physical & Air, 21,000 Gold) +50 to all stats if wielder has at least 25 non-enemies in battle, not counting wielder
Seal of the Mage's Tower- (Accessory, Seal, Magic, 19,000 Gold) +27 MIN, +28 SPI, +25 CON, +300 HP, +300 MP, 5% Magic Resistance
Seal of the Minor Devil Serpent- (Accessory, Seal, Darkness, 17,000 Gold) +25 to all stats, +15 Magical Attack, Wielder's Melee, Magical, and Ranged attacks gain 5% inflicts Poison, May only be wielded by Devils and those with at least one Pactmaker ability
Seal Signed By Several Elementalists- (Accessory, Seal, Earth & Air & Fire & Water, 19,000 Gold) +50 Magical Attack for actions involving Magical Attack and Elemental Magic spells, Wielder responds to effects as though wielder had 2 more Fame
Seal With A Spaceship On It- (Accessory, Seal, Technology, 16,000 Gold) +100 to all stats while wielder is in a Vessel transformation that either is Astral element, has Astral Resistance, or is Technology element and possesses Earth Resistance
Shining Seal- (Accessory, Seal, Light, 20,000 Gold) +20 to each stat, 2% Critical, 2% Enemy Miss, 100% To Hit, +1% Critical, +1% Enemy Miss, +1% to Hit, +20 Defense against Light
Small, Flickering Seal- (Accessory, Seal, Magic, 1,200 Gold) +4 to all stats, +2 Magical Attack, +14 MP, 50% does not provide bonuses on even-numbered turns
Wolf Seal- (Accessory, Seal, Physical & Earth & Magic, 8,000 Gold) +15 STR, +15 CON, +30 AGI for purposes of determining multiple actions for Animals and Shapeshifters[/size]
Temporary Items wrote:
2 Curse-Swallowing Bottle- (Consumable, Enchanted Item, 4 Charges, 210,000 Gold) Allows target to unequip an uncursed item, removes some curses in RP threads
I don't feel like sorting this: wrote:
Things to be absorbed (engine)-
In Combos wrote:
Healing Syringe + Hand of Fate + Totally Awesome Walrusfest Sweater + Wind Jaw + Discord + Thunder Finger + Hand of Fate + Jar of Algae + Unknown Substance + Warfather + Kumquat = ??? (Now I'm Really Getting Serious!)
Healing Syringe- (Weapon, Deadly Item, Light & Technology, 97,000 Gold) +15 Melee Attack, Heals
Hand of Fate- (Spell, Sword Arts, Magic, 25% Max MP, 60,000 Gold) Caster's Sword's ability which sometimes activates on caster's next basic melee attack automatically activates on caster's next basic melee attack
Totally Awesome Walrusfest Sweater- (Armor, Clothing, Water, 70,000 Gold) +70 Defense, +70 to all stats
Wind Jaw- (Accessory, Bioaugmentation, Air, 30,000 Gold) +20 Ranged, Magical, and Melee Attack to Air element attacks, 5% Air Resistance, 2% Resilience
Discord- (Item, Material, Chaos & Darkness, 165,000 Gold)
Thunder Finger- (Weapon, Gun, Electrical, 375,000 Gold) +389 Ranged Attack, +212 to all stats, +310 to wielder's turn-order-determining stat on the first round of battle, 15% inflicts Electrocuted, 50% inflicts Impaired: Deafened on wielder
Hand of Fate- (Spell, Sword Arts, Magic, 25% Max MP, 60,000 Gold) Caster's Sword's ability which sometimes activates on caster's next basic melee attack automatically activates on caster's next basic melee attack
13 Jar of Algae- (Item, Material, Earth, 120 Gold)
22 Unknown Substance- (Item, Material, Magic, 5,000 Gold)
Warfather- (Pet, Golem, Fire, Lv.4, 340,000 Gold)
HP- 5,000
MP- 2,200
STR- 290
AGI- 115
CON- 180
MIN- 120
SPI- 115
XP- 0
XP Needed- 7,500
Minimum Level- 1
Defense- 350, 15% Physical Resistance
Defense against Stat Damage- 2
Critical Chance- 8%
Resilience- 4%
To Hit- 104%
Dodge- 3%
Resistances and Immunities- Immune to Pain, Confusion, Impaired, Poison, Diseased
Prime Attribute- Strength
Constant Effects-
Blade of Sharpness- +8% Critical, Constant Effect
Abilities-
Grand Blade- 900 Damage, Physical, 0 MP
Tides of Battle- All characters in battle, whether friendly or enemy, gain +10% critical, Air, 5 MP
Swords of War- All attacks from allies in the front row do 300 extra damage, lasts 5 turns, stacks 20 times, Physical, 10 MP
Shields of War- All allies in the front row gain 150 extra defense, lasts 5 turns, stacks 20 times, Physical, 10 MP
Boots of War- All allies in the front row gain 50 extra AGI, lasts 5 turns, stacks 20 times, Physical, 10 MP
Kumquat- (Consumable, Food, Light & Water, 1 Charge, 200 Gold) Heals 40 MP
Parade wrote:
National Air Force- (Item, Antiquity, Air & Technology, 25,000,000 Gold)
2 Cymbals- (Weaponx2, Instrument, Air & Physical, 2,600 Gold) +4 Melee Attack, +17 Magical Attack
2 Clarinet- (Weaponx2, Instrument, Air, 2,500 Gold) +15 Magical Attack
Bundle of Dreams- (Item, Antiquity, Magic & Psychic & Air & Water & Electrical, 11,100,000 Gold)
Very Large Maneki Neko Statue with Moving Arm- (Item, Antiquity, Air & Earth & Light & Wealth & Fortune, 270,000 Gold)
Large Beckoning Cat Statue with Moving Arm- (Item, Antiquity, Air & Earth & Light, 25,000 Gold)
Lucky Cat Doll with Moving Arm- (Item, Antiquity, Air & Earth & Light, 7,000 Gold)
Dream- (Item, Antiquity, Magic & Psychic & Air & Water & Electrical, 4,850,000 Gold)
Despair- (Item, Antiquity, Darkness & Psychic, 2,700,000 Gold)
Joy- (Item, Antiquity, Light & Air, 3,000,000 Gold)
Insanity- (Item, Antiquity, Darkness & Psychic & Water, 4,300,000 Gold)
Madness- (Item, Antiquity, Darkness & Psychic, 2,200,000 Gold)
Torii- (Item, Antiquity, Magic & Light & Earth & Air, 15,000 Gold)
telt's stuff wrote:
Weapons-
3 Arena Member's Bow- (Weaponx2, Bow, Wielder's Element, 100 Gold) +20 Ranged Attack, +10 Damage of Wielder's Element
3 Arena Member's Blade- (Weapon, Sword, Wielder's Element, 100 Gold) +15 Melee Attack , +10 Damage of Wielder's Element
3 Arena Member's Shield- (Weapon, Shield, Wielder's Element, 100 Gold) +15 Defense, +10 Damage of Wielder's Element
3 Arena Member's Staff- (Weaponx2, Staff, Wielder's Element, 100 Gold) +20 Magical Attack, +10 Damage of Wielder's Element
2 Axe of Stone Hewing-(Weapon, Axe, Earth, 28,000 Gold) +30 Melee Attack, +50 Melee Attack against Earth element foes
Blade of Slashing- (Weapon, Sword, Physical, 20,000 Gold) +47 Melee Attack
Bone Shield- (Weapon, Shield, Darkness, 3,000 Gold) +8 Defense
1 Businessman Conch Spear- (Weaponx2, Spear, Water, 60,000 Gold) +55 Melee Attack, +5 to all stats
26 Butter Knife- (Weapon, Knife, Water, 80 Gold) +2 Melee Attack, 5% deals no damage
Cannon-Shield- (Weapon, Shield, Physical, 95,000 Gold) +120 Defense, +40 Melee Attack, +99 Ranged Attack, 5% inflicts Fatigue: Stun
3 Cheap Bubble-Blowing One Inch Bubble Wand- (Weapon, Wand, Water, 900 Gold) +1 Magical Attack, 50% deals no damage
*Cop Skull Mallet- (Weapon, Hammer, Darkness, 170,000 Gold) +168 Melee Attack, +8% Critical, 10% Darkness Resistance, +25 Damage to all Combat Arts spells, +40 to all stats
w/ Walrusy- (Enchantment) +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, +70 to all stats
w/ Absurdly Walrusy- +950 Melee Attack, +950 Ranged Attack, +950 Magical Attack, +950 to all stats, Enchantment
w/Absurdly, Shockingly, Scandelously Walrusy- +19,500 Melee Attack, +19,500 Ranged Attack, +19,500 Magical Attack, +19,500 to all stats, Enchantment
w/ Absurdly, Shockingly, Scandelously, Jaw-Droppingly Walrusy- +49,500 Melee Attack, +49,500 Ranged Attack, +49,500 Magical Attack, +49,500 to all stats, Enchantment
Darksky Sniper Rifle- (Weaponx2, Gun, Darkness, 105,000 Gold) +240 Ranged Attack, 120% To Hit, 5% Dodge, +240 additional Ranged Attack in a Zone of Darkness, 5% inflicts Impaired: Blind on hit while in a Zone of Darkness
Dwarven Darkblade- (Weapon, Sword, Darkness, 105,000 Gold) +170 Melee Attack, 5% inflicts Blindness: Darkness on hit, 5% Darkness Resistance
Dwarven Silver Axe- (Weapon, Axe, Earth, 19,000 Gold) +25 Melee Attack, +1% Critical
Flaming Mallet- (Weapon, Hammer, Fire, 2,000 Gold) +7 Melee Attack, +50 Fire damage
Gun- (Weapon, Gun, Technology, 2,000 Gold) +20 Ranged Attack
1 Gun of Occasional Awesomeness +5- (Weapon, Gun, Technology & Light, 50,000 Gold) +5 Ranged Attack, 1% it instead provides +5,000 Ranged Attack
2 Hailankaiser- (Weapon, Sword, Earth & Light, 17,000 Gold) +37 Melee Attack, +15 AGI
Lethal Archerfish- (Weaponx2, Fish, Water & Physical, 88,000 Gold) +194 Ranged Attack, deals 3/4 damage to the back row if it is the only source of an attack bonus in an attack
Lesser Dwarven Shorbow- (Weaponx2, Bow, Physical, 11,000 Gold) +25 Ranged Attack
3 Pistol- (Weapon, Gun, Technology, 900 Gold) +11 Ranged Attack
9 Sacrificial Knife- (Weapon, Knife, Darkness, 17,000 Gold) +19 Melee Attack, All summoned Demons have 200 additional HP
Softball Bat- (Weapon, Mace, Physical, 400 Gold) +4 Melee Attack
Sword of the Small Empire- (Weapon, Sword, Air & Fire, 30,000 Gold) +40 Melee Attack, +4 Diplomacy
Staff of the Netheric Falls- (Weaponx2, Staff, Darkness & Water, 517,000 Gold) +675 Magical Attack, +500 STR, AGI, and CON, +650 MIN, +700 SPI, 15% Darkness Resistance, 5% Demon Resistance, 5% Celestial Resistance, 30% Drowning Resistance, 10% Voidstruck Resistance, Wielder's solely Darkness element magical attacks gain a 10% chance of inflicting Voidstruck, Wielder's Dark Magic, Demon Magic, and Shadow Magic spell that inflict a hit against 15 or more targets inflict a hit against 1 more target as a non-stacking effect
Stapler- (Weapon, Tool, Technology, 5,000 Gold) +5 Attack, All damage against foes who have stolen your Stapler is multiplied by 10 and has a 95% chance of inflicting Burning if you so desire
1 Taped-Together Wooden Mallet- (Weapon, Hammer, Earth, 82 Gold) +6 Melee Attack, 1% is unequpped when wielder performs a melee attack
16 Toenail Clippers- (Weapon, Tool, Technology, 60 Gold) +0 Melee Attack
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
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
2 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
Wind-Up Doll That Tells Lies- (Weapon, Other: Toy, Darkness, 21,000 Gold) +22 Magical Attack, +5 Melee Attack, 15% inflicts Confusion, Wielder counts as one level higher for purposes of resisting being stat scanned
Armor-
3 Arena Member's Armor- (Armor, Light Armor, Wielder's Element, 100 Gold) +20 Defense, +10 Defense against Wielder's Element
Champion Mail-(Armor, Heavy Armor, Light, 20,000 Gold) +50 Defense, 10% Light Resistance
Light Bone Mail-(Armor, Light Armor, Darkness, 7,000 Gold) +18 Defense, 10% Darkness Resistance
Dancing Coral Raiment of Sir Vakk'to'tiki'wiiki- (Armor, Chaos Effect, Chaos & Water, 70,000 Gold) +15-392 Defense, +1-65 Magic Attack, Subtracts 0-2 hits from each melee attack wielder makes, adds 0-4 hits to each melee attack wielder makes, 3% inflicts Mad Dancing, 4% Inflicts Mad Dancing on wielder, 3% chance per turn summons 1-4 Skeleton Archers
6 Desert Corsair Armor- (Armor, Light Armor, Fire & Earth, 26,000 Gold) +15 Defense, 10% Fire Resistance
10 Plate Mail (Armor, Heavy Armor, Earth, 1,200 Gold) +9 Defense
*Jennifer Tardil's Nexus PD Uniform- (Armor, Light Armor, Light, 19,000 Gold) +35 Defense, +5 to all stats, possessor's Robot and Machine pet and summons gain +200 HP and regenerate 5 HP per round
4 Nexus PD Uniform- (Armor, Light Armor, Technology, 10,000 Gold) +12 Defense, +2 AGI
Root Robes- (Armor, Robes, Earth, 60,000 Gold) +35 Defense, +41 Magic Attack, 7% Earth Resistance
Shorts- (Armorx.5, Clothing, Physical & Air, 150 Gold) +1 Defense, +1 AGI
Spined Darkiron Dwarven Mail- (Armor, Heavy Armor, Darkness & Physical, 165,000 Gold) +175 Defense, +15 CON, All individuals under level 25 who perform offensive actions against wearer take 500 Physical element damage immediately after their offensive actions
Accessories-
Aggression-Amplifying Device- (Accessory, Upgrade, Technology & Fire, 30,000 Gold) +35 STR, +35 CON, +25 AGI, 5% Critical, -10% Resilience, -50 Defense, 30% Confusion: Berserk Weakness
6 Antique Pocket Watch- (Accessory, Watch, Earth, 90,000 Gold) +50 AGI
Arcnold Boots- (Accessory, Boots, Earth, 50,000 Gold) +80 Defense if any opponents are Earth element
3 Arena Member's Charm- (Accessory, Amulet, Wielder's Element, 100 Gold) +15 Damage for all attacks that include Wielder's Element as one of their element
Blackish Jell Poison- (Accessory, Weapon Coating, Darkness, 60,000 Gold) +40 Melee Attack, 3 SPI damage per hit
Book of Halgrembas- (Consumable, Tome, Darkness & Fire, Unlimited Charges, 200,000 Gold) 500 Fire damage to all foes, Uses 40 MP or 80 HP
9 Cleric's Seal- (Accessory, Seal, Light, 200 Gold) +3 SPI
Codpiece- (Accessory, Container, Physical, 400 Gold) 3% Resilience
1 Common Jell Acid- (Accessory, Weapon Coating, Acid, 1,000 Gold) +15 Melee Attack, No bonus against Acid element foes
7 Cubic Zirconium Ring- (Accessory, Ring, Earth, 1,000 Gold) +2 Defense
6 Drakespawn Bracelet- (Accessory, Bracelet, Earth, 5,000 Gold) +20 Defense, +5 to all stats
Dwarven Amulet- (Accessory, Amulet, Earth, 18,000 Gold) +25 Defense, +15 to all stats if wearer is a Humanoid
Dwarven Broach- (Accessory, Broach, Earth, 15,000 Gold) +25 to all stats
1 Earplugs- (Accessory, Gadget, Air, 600 Gold) 5% Defened Resistance
Enchanted Pearl Bracelet- (Accessory, Wristwear, Earth, 75,000 Gold) +70 Defense, +20 to all stats, 5% Water Resistance
Fake Hawk's Beak- (Accessory, Magic Item, Air & Electrical, 30 Gold) +1 AGI on odd numbered turns
Fairy Tiara- (Accessory, Crown, Earth & Light, 6,000 Gold) +15 MIN, Glyph Magic spells cost 10 less
Fancy Necktie- (Accessory, Amulet, Technology, 45,000 Gold) +5 Defense
14 Fighter's Seal- (Accessory, Seal, Physical, 200 Gold) +3 STR, +3 CON
2 Gauntlet (Accessory, Gauntlet, Physical, 700 Gold) +5 Defense, +1 STR, +1 CON
Gold-Framed Photograph of a Yourself Sitting on a Walrus's Lap- (Accessory, Trinket, Water, 1,000,000 Gold) 10% Gold Damage Resistance from sources below Level 60
2 Hero's Badge- (Accessory, Broach, Light, 20,000 Gold) +29 to all stats, +1% to Hit, +1% Resilience, +1% Dodge, +1% Critical
Incendiary Shell- (Accessory, Ammo, Fire, 23,000 Gold) +65 Ranged Attack, Ranged attacks have a 30% chance of inflicting Burning, may only apply to a single attack per thread
Lesser Windstep Cloak- (Accessory, Cloak, Darkness, 4,900 Gold) +14 Defense, +14 AGI, 2% Air Resistance
Mirage Ring- (Accessory, Ring, Magic, 5,000 Gold) 5% Confusion Resistance, +10 Magical Attack Power
Old Dwarven Amulet- (Accessory, Amulet, Earth, 1,700 Gold) +12 Defense
Ordinator's Ring of Efficiency: Eastward Pointing, Version I - (Accessory, Ring, Air, 15,000 Gold) +50 damage to all attacks
Redrust Gloves- (Accessory, Gauntlets, Fire, 2,000 Gold) +4 Defense, +8 CON if user is Fire element
5 Shifted Seal- (Accessory, Seal, Earth & Fire, 25,000 Gold) +50 to all stats, +100 Damage to all attacks that deal damage, Works while transformed into Shapeshifted Forms
36 Square-Rimmed Glasses- (Accessory, Eyewear, Water, 300 Gold) +1% to Hit
4 Symbol of Ytharr'Khran- (Accessory, Seal, Magic & Electricity, 700 Gold) +10 MP, +2% Electricity Resist
Tank Turret- (Accessory, Upgrade, Technology, 25,000 Gold) Wielder's Vehicle and War Machine transformations gain the ability:
Open Fire- 2,000 Damage, this attack's Prime Attribute is Agility, Technology, 0 MP
5 Thief's Seal- (Accessory, Seal, Magic, 200 Gold) +3 AGI
Warrior's Seal- (Accessory, Seal, Physical, 1,000 Gold) +10 STR, +10 CON
7 Wizard's Seal- (Accessory, Seal, Magic, 200 Gold) +3 MIN
Consumables-
Bag of Dog Food- (Consumable, Food, Earth & Physical, 30 Charges, 500 Gold) Heals target Animal for 50 HP
Beggar's Coin- (Consumable, Magic Item, Earth & Light, 1 Charge, 1 Gold) Lose 10,000 Gold if you possesses that amount or greater, Heals 5,000 HP (or 10,000 HP if you have under 10,000 Gold),
Doubles gold from battle if no gold was lost and the total gold gained from the battle, after being doubled is under 10,000
Black Potion- (Consumable, Potion, Darkness, 1 Charge, 4,000 Gold) For the next round, Darkness attacks doing under 400,000 damage heal this item's user for 10% of their damag
Bottled Sand Faerie- (Consumable, Summoning Stone, Earth, 1 Charge, 60,000 Gold) Summons 1 Sand Faerie
20 Box of Cat Food- (Consumable, Food, Earth & Physical, 20 Charges, 300 Gold) Heals target Animal for 50 HP
30 Box of Dog Food- (Consumable, Food, Earth & Physical, 20 Charges, 300 Gold) Heals target Animal for 50 HP
12 Box of Toast- (Consumable, Food, Earth, 20 Charges, 6,000 Gold) Heals 350 HP
2 Bread Crumbs- (Consumable, Food, Earth, 1 Charge, 300 Gold) +2 CON
Bug-B-Gone Spray- (Consumable, Potion, Air, 1 charge, 7,000 Gold) 40% inflicts Fear on target Insect, 83% repels all Killer Bees in any one Artillicas Botanica encounter (no XP or Gold is given for bees thusly repelled)
23 Canned Soup- (Consumable, Food, Water, 2 Charges, 80 Gold) +200 HP, +50 MP, Takes 2 turns to use if it has 2 charges unless a Tool is equipped
2 Carctori Juice- (Consumable, Drink, Earth, 1 Charge, 800 Gold) +170 MP, All user's Summoning spells cost 2 less MP fro the remainder of the battle or quest
16 Darkspawn Tendril- (Consumable, Lethal Item, Electricity, 700 Gold) 15 Electricity Damage, 1 hit against 17
6 Desert Dew Flower- (Consumable, Medicine, Water, 1 Charge, 2,600 Gold) +20 HP, 35% Cures Fatigue: Dehydration
2 Doc James's Painkiller Pills- (Consumable, Medicine, Light, 1 Charge Remaining, 50 Gold) +200 HP
Garlic- (Consumable, Food, Light, 1 Charge, 300 Gold) +5 Defense
Goat Cheese- (Consumable, Food, Earth & Air & Water & Light, 1 Charge, 300 Gold) +5 AGI
2 Goblin Soup- (Consumable, Food, Earth, 1 Charge, 30 Gold) +5 HP
30 Grapes- (Consumable, Food, Acid & Water & Darkness, 1 Charge, 300 Gold) +15 Damage for Water element attacks
It's A Whale!- (Consumable, Food, Water, Infinite Charges, 150,000 Gold) Up to 5 charges may be used per thread, +5,000 HP, +5,000 MP, 50% cures any Minor status effect
Lentils- (Consumable, Food, Water & Earth, 1 Charge, 300 Gold) +5 AGI
Lime- (Consumable, Food, Acid, 1 Charge, 500 Gold) User's summons and future summons gain 1% Acid Resistance
Lime Green Potion- (Consumable, Potion, Magic, 1 Charge, 1,200 Gold) +200 Defense against acid element attack that deal HP damage, lasts 3 turns
Lobster Meat- (Consumable, Food, Water, 1 Charge, 500 Gold) +10 CON
Malzu Platter- (Consumable, Food, Earth, 2 Charges, 300 Gold) +20 HP
2 Mixed Nuts- (Consumable, Food, Earth, 1 Charge, 500 Gold) +20 CON
Monkey-Attracting Foghorn- (Consumable, Invention, Technology & Earth & Air & Water, 40 Charges, 67,000 Gold) Summons 1-43 Level 1 Marmoset, max 400 summoned
3 Mustard- (Consumable, Food, Fire, 1 Charge, 300 Gold) +5 MIN
2 Naso Tang of the Oceans- (Consumable, Food, Water, 1 Charge, 90,000 Gold) All of user's Melee attacks for the remainder of the battle will be Water element only
2 Olive Oil- (Consumable, Drink, Water & Light, 1 Charge, 300 Gold) +5 MP
Order Bomb- (Consumable, Deadly Item, Light, 10,000 Gold) Does 7,000 Damage to all Chaos element foes
Pack of Low-Quality Licoriche- (Consumable, Food, Darkness & Air, 4 charges, 70 Gold) +7 HP, 1% does not work
Pesto Sauce- (Consumable, Food, Water & Magic, 1 Charge, 300 Gold) +5 AGI
3 Rice and Fish Sandwich- (Consumable, Food, Water, 1 Charge, 1,000 Gold) +300 HP, Restores 15 lost AGI
16 Rubber Ducky +5- (Consumable, Lethal Item, Physical, 1 Charge, 5,000 Gold) +5 to all of user's stats, 500 Physical damage to any one target
8 Sand Cube- (Consumable, Powder, Earth, 1 Charge, 10,002 Gold) +20% Dodge to all participants in battle, does not stack, this effect is a Constant Enchantment
2 Solar Sole- (Consumable, Food, Light, 1 Charge, 250,000 Gold) Sets user's Light Resistance and Fire Resistance to precisely 95% for one round
Soy Beans- (Consumable, Food, Earth & Light & Water, 1 Charge, 300 Gold) +5 Defense against non-Light
Talisman of DEF Drain- (Consumable, Enchanted Item, Magic, 1 Charge, 30,000 Gold) 5% Inflicts DEF Drain
2 Thesaline Eyedrops- (Consumable, Medicine, Light, 2 Charges, 6,000 Gold) 29% Cures Blindness
17 Yellow Julbob Fruit- (Consumable, Food, Earth & Water, 1 Charge, 900 Gold) +70 HP, +18 STR
Well-Prepared Puppy Meat- (Consumable, Food, Darkness, 1 Charge, 6,100 Gold) Heals 300 HP, +15 CON
6 Wine- (Consumable, Drink, Water, 1 Charge, 600 Gold) +20 MP, Heals 400 MP, 15% Inflicts Drunkenness
Items-
8 'The Fall of Sildreza'- (Item, Antiquity, Darkness & Earth & Fire, 50,000 Gold)
500 Styrofoam Coffee Cups- (Item, Antiquity, Water & Fire, 400 Gold)
39 1/1000th Killborg which Must Be Assembled All at Once or It Explodes- (Item, Antiquity, Technology, 1,000 Gold)
25 Abyssal Voidsteel- (Item, Material, Darkness, 750,000 Gold)
14 Ancient Wood- (Item, Material, Earth, 80,000 Gold)
Bag Containing a Baster, Whisk, Sieve, and Food Thermometer- (Item, Antiquity, Air & Water & Technology, 6,000 Gold)
Bag of Iron Beads- (Item, Antiquity, Earth & Physical, 700 Gold)
Basic Cooking Implements- (Item, Antiquity, 4,000 Gold)
Basic Grill- (Item, Antiquity, Fire & Technology, 14,000 Gold)
Basic Microwave- (Item, Antiquity, Fire & Technology, 8,000 Gold)
Basic Refrigerator- (Item, Antiquity, Ice & Technology, 14,000 Gold)
2 Basic Set of Cookbooks- (Item, Antiquity, Air, 5,000 Gold)
Basic Set of Pots and Pans- (Item, Antiquity, Physical & Technology, 4,000 Gold)
2 Basic Water Heater- (Item, Antiquity, Water & Fire, 5,000 Gold)
Basic Wine Press- (Item, Antiquity, Technology & Water, 12,000 Gold)
Bead Growing Shrub of the Floating Lingorn Orchard-Waves- (Item, Antiquity, Earth & Air & Life, 35,000 Gold)
38 Blank Ledger- (Item, Antiquity, Air, 500 Gold)
6 Blueprints for Something that Didn't Get Built- (Item, Antiquity, Technology, 500 Gold)
18 Book of Stamps- (Item, Antiquity, Air, 200 Gold)
Cats and Moose of the World Calendar (Outdated by 3 Years)- (Item, Antiquity, Earth & Technology, 100 Gold)
25 Chair Pillow- (Item, Antiquity, Earth, 200 Gold)
Collectable Magic Topiary- (Item, Antiquity, Earth, 700 Gold)
18 Collection of Absurdly Rare Insects- (Item, Antiquity, Earth & Air, 5,000,000 Gold)
Common Jewelry- (Item, Antiquity, Earth, 700 Gold)
4 Construct Army Ivory- (Item, Material, Light, 11,000 Gold)
8 Crystallized Lightning- (Item, Material, Electrical, 67,000 Gold)
9 Dark Essence- (Item, Material, Darkness, 300 Gold)
Dark, Mineral-Rich Soil- (Item, Material, Earth, 1,800 Gold)
Darkness Mana Oil- (Item, Material, Darkness, 5,000 Gold)
33 Dead Man's Notebook- (Item, Antiquity, Darkness & Earth, 36,000 Gold)
43 Demon Honeys- (Item, Material, Darkness, 61,000 Gold
6 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)
6 Dwarven Steel- (Item, Material, Earth, 2,000 Gold)
5 Effusiant Cloth of Danagor- (Item, Material, Light, 450,000 Gold)
Empowered Gigadiamond- (Item, Material, Earth & Air & Fire & Water & Light & Darkness & Physical & Psychic & Magic & Technology & Ice & Energy & Acid & Electrical, 36,000,000 Gold)
6 Empty Bottle- (Item, Material, Air, 20 Gold)
Evermetal Diamond- (Item, Material, Metal, 36,000,000 Gold)
Enameled Whalebone Hairbrush- (Item, Antiquity, Water, 7,000 Gold)
Ever-Blazing Oil- (Item, Material, Fire, 40,000 Gold)
14 Expired Coupons- (Item, Antiquity, Air & Technology, 40 Gold)
Floating Candle- (Item, Antiquity, Light & Magic, 17,000 Gold)
8 Figurine of a Bear with a Parasol Balanced on a Ball- (Item, Antiquity, Air & Earth, 25,000 Gold)
200 Floosh Powder- (Item, Antiquity, Magic, 10 Gold)
Football- (Item, Antiquity, Physical, 200 Gold)
3889 Glorious Treasures of the Gold Leaf Throne- (Item, Antiquity, Physical & Magic & Earth & Glory & Wealth, 114,000,000 Gold)
7 Golden Trophy- (Item, Antiquity, Physical, 40,000 Gold)
Gold-Plated Tape Recorder Signed By a Man Named 'Ross'- (Item, Antiquity, Earth & Technology, 61,000 Gold)
9 Hand-Blown Sand Bottle- (Item, Antiquity, Earth, 6,000 Gold)
32 Huge Container of Air Mana Oil- (Item, Material, Air, 500,000 Gold)
22 Huge Container of Earth Mana Oil- (Item, Material, Earth, 500,000 Gold)
2 Huge Container of Electrical Mana Oil- (Item, Material, Electrical, 500,000 Gold)
30 Huge Container of Fire Mana Oil- (Item, Material, Fire, 500,000 Gold)
27 Huge Container of Water Mana Oil- (Item, Material, Water, 500,000 Gold)
18 Ice Prism Shards- (Item, Antiquity, Ice, 1 charge, 2,000 Gold)
Imbued Runic Magidiamond- (Item, Material, Earth & Air & Fire & Water & Darkness & Magic, 72,000,000 Gold)
Inferno Gate Diamond- (Item, Material, Fire, 36,000,000 Gold)
25 Ink Blotter- (Item, Antiquity, Earth & Technology, 90 Gold)
Immunization Records- (Item, Antiquity, Technology, 7,000 Gold)
3 Jar of Algae- (Item, Material, Earth, 120 Gold)
Knowledge- (Item, Material, Magic & Technology, 6,000,000 Gold)
Large Bar of Mildly Tainted Iron- (Item, Material, Earth & Darkness, 6,500 Gold)
Large Bar of Iron- (Item, Material, Earth, 7,800 Gold)
Large Ladder of Ladderland- (Item, Antiquity, Magic, 1,000,000 Gold)
15 Large Stone Tablet- (Item, Antiquity, Earth, 2,000 Gold)
Lesser Psionic Oni Blood- (Item, Material, Psychic, 97,000 Gold)
14 Living Calendar Bead- (Item, Antiquity, Earth, 900 Gold)
14 Long, Blue Feather- (Item, Material, Air, 600 Gold)
Lucky Coin- (Item, Antiquity, Light, 7,777 Gold)
Manliness- (Item, Material, Physical, 5,000,000 Gold)
480,000 Memo Written By An Angry Wizard- (Item, Antiquity, Magic & Fire, 1,000 Gold)
Naturally Bouncy Cotton- (Item, Material, Light, 14,200 Gold)
Old Halaraith Key- (Item, Antiquity, Light, 37,000 Gold)
Old Tarnished Gold Plate- (Item, Antiquity, Earth, 3,000 Gold)
Old Vase *2*- (Item, Antiquity, Earth, 2,000 Gold)
13 Organized Paperweight Collection- (Item, Antiquity, Earth, 600 Gold)
8 Ornamental Portrait Frame- (Item, Antiquity, Fire, 6,000 Gold)
15 Ornamental Rug- (Item, Antiquity, Fire, 6,000 Gold)
37 Ornamental Vase- (Item, Antiquity, Fire, 6,000 Gold)
Phantom Challenge Clear Pennant: Brightbeard Caverns, Manethos Battle- (Item, Antiquity, Earth, 100,000 Gold)
Phantom Challenge Clear Pennant: Brightbeard Caverns, Orindar Battle- (Item, Antiquity, Darkness, 100,000 Gold)
Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Doppelganger Battle- (Item, Antiquity, Illusion, 100,000 Gold)
Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Irastor Battle- (Item, Antiquity, Fire & Magic, 100,000 Gold)
Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Lord Avandos Battle- (Item, Antiquity, Fire, 100,000 Gold)
Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Lyrandora Battle- (Item, Antiquity, Fire, 100,000 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)
26 Photos of Boring Landmarks- (Item, Antiquity, Air & Earth, 80 Gold)
Plastic Palm Tree- (Item, Antiquity, Earth & Water, 15,000 Gold)
Portable Mini-Forge- (Item, Regent, Fire, 60,000 Gold) Is not consumed in combos unless specifically noted
2 Poster of an Imposing Frog- (Item, Antiquity, Water, 8,000 Gold)
Prayer Book- (Item, Antiquity, Light, 700 Gold)
Protection- (Item, Material, Physical & Light & Earth & Magic, 5,000,000 Gold)
Pure Light- (Item, Material, Light, 5,000,000 Gold)
216 | Purity- (Item, Material, Light, 5,000,000 Gold)
7 Python Ogre Scales- (Item, Material, Earth, 1,000 Gold)
Rune Golem Design Patterns- (Item, Antiquity, Darkness, 14,000 Gold)
Sand Ship Steering Wand- (Item, Antiquity, Earth, 20,000 Gold)
Slightly Polished Rock Paperweight- (Item, Antiquity, Earth, 31 Gold)
Small Piece of Refined Steel- (Item, Material, Earth, 400 Gold)
So, You Want to Ride a Horse but Can't Figure it Out? (You Idiot.)- (Item, Antiquity, Air, 130 Gold)2 Spectral Essence- (Item, Material, Light, 1,000 Gold)
Splendidly Melded Light and Thought- (Item, Material, Light & Psychic, 12,000,000 Gold)
Sticky Bone- (Item, Antiquity, Acid & Water, 80 Gold)
Stone Bead Calendar- (Item, Antiquity, Earth, 4,000 Gold)
Strength- (Item, Material, Physical & Earth, 6,000,000 Gold)
38 Stuffed Bear that Can Sit on Your Desk- (Item, Antiquity, Earth, 200 Gold)
Sunflame Diamond- (Item, Material, Light & Fire, 36,000,000 Gold)
5 Sunproof Cloth- (Item, Material, Light, 30,000,000 Gold)
Thick Jell Goop- (Item, Material, Acid & Earth, 2,000 Gold)
Tiny See-Through Plastic Magnetized Box Containing Lime Colored Paperclips- (Item, Antiquity, Acid, 500 Gold)
Tiny See-Through Plastic Magnetized Box Containing Mustard Colored Paperclips- (Item, Antiquity, Acid, 600 Gold)
Tiny See-Through Plastic Magnetized Box Containing Assorted Varieties of Purple Colored Paperclips- (Item, Antiquity, Magic & Technology, 700 Gold)
Tiny See-Through Plastic Magnetized Box Containing Jet Black Colored Paperclips- (Item, Antiquity, Darkness, 700 Gold)
Tiny See-Through Plastic Magnetized Box Containing Gray Colored Paperclips- (Item, Antiquity, Air, 500 Gold)
Tiny See-Through Plastic Magnetized Box Containing Slate Colored Paperclips- (Item, Antiquity, Earth & Physical, 500 Gold)
Tiny See-Through Plastic Magnetized Box Containing Silver Colored Paperclips- (Item, Antiquity, Technology, 500 Gold)
Tiny See-Through Plastic Magnetized Box Containing Blood Crimson Colored Paperclips- (Item, Antiquity, Fire, 600 Gold)
Tiny See-Through Plastic Magnetized Box Containing Lemon Yellow Colored Paperclips- (Item, Antiquity, Light, 500 Gold)
Tiny See-Through Plastic Magnetized Box Containing Sky Blue Colored Paperclips- (Item, Antiquity, Air, 500 Gold)
Tiny See-Through Plastic Magnetized Box Containing Sea Green Colored Paperclips- (Item, Antiquity, Water, 500 Gold)
Tiny See-Through Plastic Magnetized Box Containing Swamp Muck Colored Paperclips- (Item, Antiquity, Acid, 500 Gold)
Tiny See-Through Plastic Magnetized Box Containing Pink Colored Paperclips- (Item, Antiquity, Light, 500 Gold)
Tiny See-Through Plastic Magnetized Box Containing Glowing Colored Paperclips- (Item, Antiquity, Light, 1,100 Gold)
Tiny See-Through Plastic Magnetized Box Containing Glow-In-The-Dark Paperclips- (Item, Antiquity, Light & Darkness, 600 Gold)
Tiny See-Through Plastic Magnetized Box Containing Assorted Varieties of Red Colored Paperclips- (Item, Antiquity, Fire & Technology, 700 Gold)
2 Tome of Legends- (Item, Antiquity, Light, 7,000 Gold)
8 Water Pitcher- (Item, Antiquity, Earth, 20 Gold)
Wooden Dresser- (Item, Antiquity, Earth, 200 Gold)
Worn Old Bed- (Item, Antiquity, Earth & Darkness, 200 Gold)
Yellow Carctori Flower- (Item, Antiquity, Earth, 900 Gold)
Spells-
Area Ward against Ice- (Spell, Protection Magic, Ice, 350 MP, 60,000 Gold) +500 Defense against Ice, 1 hit against 5, lasts 10 turns, does not stack
Call Assassin Puppets- (Spell, Rune Magic, Darkness & Magic, 90 MP, 60,000 Gold) Summons 2 Doom Puppet Assassin, Max 10 summoned
Call Doom Puppets- (Spell, Rune Magic, Darkness & Magic, 30 MP, 6,000 Gold) Summons 2 Doom Puppet, Max 20 summoned
Call Mage Puppets- (Spell, Rune Magic, Darkness & Magic, 40 MP, 14,000 Gold) Summons 2 Doom Puppet Mage, Max 10 summoned
Call Puppet Archers- (Spell, Rune Magic, Darkness & Magic, 35 MP, 13,000 Gold) Summons 2 Doom Puppet Archer, Max 10 summoned
Deeplord's Healing- (Spell, Divine Magic, Earth, 17 MP, 900 Gold) +15 Magical Attack, Heals, +5 Defense, does not stack
Guide Sandship- (Spell, Geomancy, 30 MP, 30,000 Gold)- May either have a 10% chance of inflicting Charm on target sandship, or have a 25% chance of inflicting Paralysis on target Sandship, or as a buff that stacks 5 times, give target standship +250 HP, +30 to all stats, and +200 damage to each of its attacks
Elemental Clash II- (Spell, Wizard Magic, Earth & Electrical & Darkness, 45 MP, 27,000 Gold) +60 Magical Attack, Bonuses that apply to Elemental Magic spells also apply to this one
Improved Order Ray- (Spell, Wizard Magic, Magic, 40 MP, 25,000 Gold) +500 Ranged Attack, only affects Chaos element targets
Massive Strike- (Spell, Combat Arts, Physical, 30 MP, 70,000 Gold) +90 Melee Attack, user must have a Hammer equipped
* Nexus PD Dynamite Lob- (Spell, Hypertech, Fire & Technology, 80 MP, 70,000 Gold) +70 Ranged Attack, 5% breaks target's stance
Paralyze Other- (Spell, Wizard Spell, Earth, 50 MP, 3,000 Gold) 55% Inflicts Paralysis
Rogue Chef's Mantra- (Spell, Other: Culinary Arts, Darkness & Air, 200 MP, 70,000 Gold) Food items you use that raise stats raise them by 1.4 times the amount to a max of 2,000 points added, Your allies who do not have this spell equipped lose any benefits from their Chef skills for 5 turns, does not stack, lasts 3 turns
6 Violet Rays- (Spell, Dark Magic, Darkness, 80 MP, 40,000 Gold) +38 Magical Attack, 1% inflicts 3 hits against 1
2 Smashing Blow- (Spell, Combat Arts, Physical, 160 MP, 110,000 Gold) +40 Melee Attack, 10% randomly breaks 1 item held by target that has a value under 200,000 Gold and is non-unique, items broken in arena battles are only broken for the duration of the battle, user must have a Hammer equipped
Pets-
Anaconda that Eats Cake- (Pet, Animal, Earth, Lv.2, 600,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- #, (Standard Multiplier x1)
Minimum Level- 2
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Animal Traits
Prime Attribute- Strength
Constant Effects-
Eats Cake- Possessor obtains # additional points of HP Healing from Food consumables whose name includes 'Cake', Constant Effect
Abilities-
Constrict- # Damage, 60% inflicts Paralyzed, Physical or Earth, 0 MP
Eat- # Damage, Deals HP Drain, Physical or Earth or Physical & Earth, 0 MP
Coil- 100% inflicts Paralyzed, Earth, # MP
Animated Halberd- (Pet, Golem, Physical, Lv.1, 900 Gold)
HP- 10
MP- 7
STR- 15
AGI- 19
CON- 14
MIN- 8
SPI- 10
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 5
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- Immune to Confusion, Impaired, Poison, Diseased
Prime Attribute- Agility
Constant Effects-
Unusually Weak- Possessor counts as being 1/2 possessor's level for all purposes, rounded up, Constant Effect
Abilities-
Chop- 8 Damage, Physical, 0 MP
Beauteous Clam- (Pet, Aquatic, Light, Lv. 2, 75,000 Gold)
Aquatic, Light
HP- 1,800
MP- 2,090
STR- 60
AGI- 5
CON- 180
MIN- 14
SPI- 12
XP- 0
Xp Needed- 1,000
Minimum Level- 2
Defense- 180, +500 Against Light
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Spirit
Constant Effects-
None
Abilities-
Radiant Bolt- 180 Damage, Light, 0 MP
Snap- 200 Damage, The Prime Attribute for this attack is Strength, Physical, 2 MP
Dazzle- 30 Damage if user desires damage to be inflicted, 5% Inflicts Charm, 3% Inflicts Confusion if it does not inflict Charm, Light, 140 MP
Beastman Lackey- (Pet, Humanoid, Physical, Lv.1, 30,000 Gold)
HP- 200
MP- 116
STR- 19
AGI- 65
CON- 18
MIN- 19
SPI- 22
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 20
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 99%
Dodge- 2%
Resistances and Immunities- None
Prime Attribute- Strength
Constant Effects-
None
Abilities-
Bite- 65 Damage, Physical, 0 MP
Claw- 30 Damage, 2 hits against 1, Physical, 0 MP
Dodge- +5% Dodge, lasts 1 turn, does not stack, Air, 20 MP
Growl- 5% Does 5 SPI damage to an enemy of equal or lower level with equal or lower SPI than user's STR and CON, Air, 5 MP
Beastman Lackey- (Pet, Humanoid, Physical, Lv.3, 36,000 Gold)
HP- 400
MP- 165
STR- 41
AGI- 96
CON- 31
MIN- 25
SPI- 48
XP- 1,000
XP Needed- 3,000
Minimum Level- 1
Defense- 29
Defense against Stat Damage- 0
Critical Chance- 3%
Resilience- 1%
To Hit- 100%
Dodge- 3%
Resistances and Immunities- None
Prime Attribute- Strength
Constant Effects-
None
Abilities-
Bite- 150 Damage, Physical, 0 MP
Claw- 38 Damage, 2 hits against 1, Physical, 0 MP
Dodge- +8% Dodge, lasts 1 round, does not stack, Air, 20 MP
Growl- 15% Does 15 SPI damage to an enemy of equal or lower level with equal or lower SPI than user's STR and CON
Ravage and Maul- 290 Damage, 5% inflicts Wounded, 300 MP
Doom Puppet Assassin (Summoned)
Level 1
Golem, Darkness
HP- 800
MP- 800
STR- 27
AGI- 31
CON- 23
MIN- 21
SPI- 20
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 35, +15 Against Darkness
Defense against Stat Damage- 0
Critical Chance- 5%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- Immune to Pain, Confusion, Impaired, Poison, and Diseased
Prime Attribute- Agility
Constant Effects-
None
Abilities-
Puppet Blades- 70 Damage, 2 hits against 1, Physical, 0 MP
Shadow Double- User gains +5% Dodge, lasts 1 turn, does not stack, Darkness, 15 MP
Doom Puppet (Summoned)
Level 1
Golem, Darkness
HP- 150
MP- 120
STR- 18
AGI- 19
CON- 15
MIN- 8
SPI- 9
XP- 0
Xp Needed- 1,000
Minimum Level- 1
Defense- 15, +5 Against Darkness
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- Immune to Pain, Confusion, Impaired, Poison, and Diseased
Prime Attribute- Strength
Constant Effects-
None
Abilities-
Puppet Scythe- 80 Damage, Physical, 0 MP
Doom Puppet Archer (Summoned)
Level 1
Golem, Darkness
HP- 450
MP- 250
STR- 18
AGI- 19
CON- 16
MIN- 15
SPI- 15
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 15, +5 Against Darkness
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- Immune to Pain, Confusion, Impaired, Poison, and Diseased
Prime Attribute- Agility
Constant Effects-
None
Abilities-
Puppet Bow- 80 Damage, Physical, 0 MP
Aim- User's next attack has a 25% chance of being a critical, Air, 5 MP
Doom Puppet Mage (Summoned)
Level 1
Golem, Darkness
HP- 300
MP- 400
STR- 15
AGI- 17
CON- 14
MIN- 16
SPI- 19
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 15, +5 Against Darkness
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- Immune to Pain, Confusion, Impaired, Poison, and Diseased
Prime Attribute- Spirit
Constant Effects-
None
Abilities-
Puppet Rod- 60 Damage, Physical, 0 MP
Dark Bolt- 90 Damage, Darkness & Magic, 5 MP
Daemonic Augmentation- +15 Damage to targets Melee attacks, lasts 5 turns, Darkness, 15 MP
99 Drakeling- (Pet, Dragon, Fire, Lv.1, 6,800 Gold)
Gunman- (Pet, Human, Technology, Lv.1, 500 Gold)
HP- 120
MP- 40
STR- 14
AGI- 17
CON- 16
MIN- 15
SPI- 15
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 5
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Agility
Constant Effects-
None
Abilities-
Punch- 10 Damage, Physical, 0 MP
Shoot- 15 Damage, Technology, 1 MP
Heavy Armor Fluxoid- (Pet, Shapeshifter, Magic, Lv. 3, 135,000 Gold)
HP- 5,000
MP- 300
STR- 70
AGI- 60
CON- 150
MIN- 45
SPI- 32
XP- 200
XP Needed- 10,000
Minimum Level- 2
Defense- 200, +200 against Physical
Defense against Stat Damage- 35
Critical Chance- 1%
Resilience- 5%
To Hit- 99%
Dodge- 2%
Resistances and Immunities- 150% Psychic Weakness
Prime Attribute- Constitution + Spirit
Constant Effects-
Form of Heavy Armor- This pet may instead be equipped in an armor slot where it provides +170 Defense, +20 CON, and is a Heavy Armor, Constant Effect
Highly Transmutable- This pet retains XP when placed in a combo provided that the combo result also possesses this constant effect, Constant Effect
Abilities-
Slam- 230 Damage, Physical, 0 MP
Guard- +50 Defense, stacks 5 times, Physical, 0 MP
Distort- 10 Damage to any stat, Magic, 30 MP
Plague Bringer- (Pet, Demon, Darkness, Lv.1, 190,000 Gold)
HP- 160
MP- 400
STR- 18
AGI- 15
CON- 16
MIN- 25
SPI- 37
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 50
Defense Against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Spirit
Constant Effects-
None
Abilities-
Staff Strike- 5 Damage, Earth, 0 MP
Poison- 80% inflicts Poison, Acid, 5 MP
Plague Wind- 160 Damage, 20% inflicts Poison, 5% inflicts Disease, Darkness & Acid, 150 MP
Small Seal Collection wrote:
Basic Doctor’s Seal- (Accessory, Seal, Light, 17,000 Gold) +25 to all stats, Wielder’s actions that heal gain +50 Ranged, Melee or Magical Attack
Basic Vampiric Seal- (Accessory, Seal, Darkness, 16,000 Gold) +25 to all stats if wielder is Undead, Wielder's HP-damaing actions may instead inflict HP Drain against targets below level 20
Blossom Seal- (Accessory, Seal, Earth & Light, 18,000 Gold) +25 to all stats and +300 HP if wielder is a Plant, +25 to all stats of wielder's Plant pets and summons and +300 HP of wielder's Plant pets and summons if wielder has at least 5 Druid or Botanist abilities
Dark Medicine Seal- (Accessory, Seal, Darkness, 38,000 Gold) 35% Disease Resistance, 5% Darkness Resistance, 5% at the start of wielder’s first action each round, cures wielder of any one minor status effect if wielder is Darkness element
Fake Teleportation Seal- (Accessory, Seal, Magic, 900 Gold) Wielder may, unless wielder is prevented by an effect from switching rows, spend an action to swich rows, being able to move from the front row to the back row, or the back row to the front row, this item does not function in unusual row set-ups
Hammer Seal- (Accessory, Seal, Physical, 20,000 Gold) +45 Melee Attack if a Hammer is equipped
Seal of Body-Mind Balance - (Accessory, Seal, Psychic & Physical, 22,000 Gold) +500 HP, +500 MP, wielder's base CON becomes equal to wielder's base MIN if wielder's base CON is higher, wielder's base MIN becomes equal to wielder's base CON if wielder's base MIN is higher, does not provide negative effects to individuals over level 24
Seal of Talent- (Accessory, Seal, Physical, 15,000 Gold) For each seperate, presently-applicable stat or Melee, Ranged, or Magical Attack bonus provided by an ability possessed by wielder, this item provides +5 points of the same bonus, to a cap of +1,000 per stat or attack bonus
Seal of the Crowd- (Accessory, Seal, Physical & Air, 21,000 Gold) +50 to all stats if wielder has at least 25 non-enemies in battle, not counting wielder
Seal of the Mage's Tower- (Accessory, Seal, Magic, 19,000 Gold) +27 MIN, +28 SPI, +25 CON, +300 HP, +300 MP, 5% Magic Resistance
Seal of the Minor Devil Serpent- (Accessory, Seal, Darkness, 17,000 Gold) +25 to all stats, +15 Magical Attack, Wielder's Melee, Magical, and Ranged attacks gain 5% inflicts Poison, May only be wielded by Devils and those with at least one Pactmaker ability
Seal Signed By Several Elementalists- (Accessory, Seal, Earth & Air & Fire & Water, 19,000 Gold) +50 Magical Attack for actions involving Magical Attack and Elemental Magic spells, Wielder responds to effects as though wielder had 2 more Fame
Seal With A Spaceship On It- (Accessory, Seal, Technology, 16,000 Gold) +100 to all stats while wielder is in a Vessel transformation that either is Astral element, has Astral Resistance, or is Technology element and possesses Earth Resistance
Shining Seal- (Accessory, Seal, Light, 20,000 Gold) +20 to each stat, 2% Critical, 2% Enemy Miss, 100% To Hit, +1% Critical, +1% Enemy Miss, +1% to Hit, +20 Defense against Light
Small, Flickering Seal- (Accessory, Seal, Magic, 1,200 Gold) +4 to all stats, +2 Magical Attack, +14 MP, 50% does not provide bonuses on even-numbered turns
Wolf Seal- (Accessory, Seal, Physical & Earth & Magic, 8,000 Gold) +15 STR, +15 CON, +30 AGI for purposes of determining multiple actions for Animals and Shapeshifters[/size]
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Lili's Shielding Golem
Abilities (Base):
Attack-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Attack With Finesse
Powerful Attack
Point Blank
Fortify Body
Overdrive
Concede- (Active Ability, Attack) Possessor exits the current thread, gaining no reward if this thread is not a Random Quest or RP Thread. Possessor gains all treasures, XP, and Gold accumulated throughout the thread thusfar if possessor is in a Random Quest. Results vary (and the ability may not work) in RP threads.
Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).
Metacombine- (Active Ability, Attack) User uses three consumables in one turn. Only two of these, which are randomly determined, activate. All three consumables still lose charges.
Possesses an Inherent Spell List- (Passive Ability, Attack) Possessor may cast spells on possessor's Inherent Spell List as though they were equipped
Command Protocol- (Spell, Leadership, Technology & Air & Psychic & Metal, 100,000 XP, 10,000,000 Gold) Target non-unique individual gains an action immediately after this action
Metal Crash- (Spell, Artifice, Metal, 500 MP, 410,000 Gold) +400 Magical Attack, 5% inflicts Entombed: Metallic Doom
Ranged Overdrive- (Active Ability, Attack) Based on AGI. Uses Ranged Attack bonus. This action costs an amount of MP to perform equal to (User's Max MP * .25) in additional to any other costs. Does double normal damage. Spells that give Ranged Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Ranged Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Ranged Attack bonus.
Greater Fateweavings-
Bestow Fate: Will Be Cleansed of the Evil Taint-
Greater Fateweaving, Boon, Manifold
Consumes:
5 Purity
80,000 XP
Produces:
This Greater Fateweaving may be applied in the Shop Thread or as an RP effect that requires a time-consuming ritual. If applied in the Shop Thread, it affects any one non-Demon, non-Devil, non-Daemon, non-'Serpent Blessed', non-Fiend, that is not Corruption, Devastation, Agony, Null, or Evil element, that is either a non-retired PC, a mercenary on the Mercenary List, or a unique entity on the Boss List. Target obtains a special effect that is not a buff that does not stack. Target may not acquire said effect if target is already under the effect of 5 or more Greater Fateweavings. Said effect allows either said individual or its creator to choose, at the beginning of any round, to cure said individual of all debuffs and minor negative status effects that come from sources that are Demons, Devils, Daemons, Darkspawn, Undead, Horrors, Corruption element, Agony element, Devastation element, or Dark Magic that are below its creator's Level, with said effect vanishing once such triggering occurs.
Bestow Fate: Will Be Gunned Down in the Firefight-
Greater Fateweaving, Burden, Manifold
Consumes:
20 Reaver's Rifle
20 Tengu's Magic Bullets
180,000 XP
Produces:
This Greater Fateweaving may be applied in the Shop Thread or as an RP effect that requires a time-consuming ritual. If applied in the Shop Thread, it affects any one entity that is either a non-retired PC, a mercenary on the Mercenary List, or a unique entity on the Boss List. Target obtains a special effect that is not a buff that does not stack. Target may not acquire said effect if target is already under the effect of 5 or more Greater Fateweavings. Said effect causes its possessor to take (Creator Level * 60,000) additional Damage from the first time each round it would be Damaged by an attack that involves a Gun, with said effect ending at the end of the third battle in which said effect causes its possessor to take extra Damage.
Bestow Fate: Will Find the Great Treasure-
Greater Fateweaving, Boon, Manifold
Consumes:
500,000,000 Gold
500,000 XP
Produces:
This Greater Fateweaving may be applied in the Shop Thread or as an RP effect that requires a time-consuming ritual. If applied in the Shop Thread, it affects any one entity that is either a non-retired PC, a mercenary on the Mercenary List, or a unique entity on the Boss List. Target obtains a special effect that is not a buff that does not stack. Target may not acquire said effect if target is already under the effect of 5 or more Greater Fateweavings. Said effect allows its possessor to roll twice on the treasure tables of entities of lower Level than its creator (choosing one result, not both). This effect's creator may choose in the Shop for this effect to disappear at the end of the current month, with said effect not disappearing in already-created threads.
Bestow Fate: Will Never Be Haunted By Restless Spirits-
Greater Fateweaving, Boon, Manifold
Consumes:
30 Ectoplasm
80,000 XP
Produces:
This Greater Fateweaving may be applied in the Shop Thread or as an RP effect that requires a time-consuming ritual. If applied in the Shop Thread, it affects any one non-Undead that is either a non-retired PC, a mercenary on the Mercenary List, or a unique entity on the Boss List. Target obtains a special effect that is not a buff that does not stack. Target may not acquire said effect if target is already under the effect of 5 or more Greater Fateweavings. Said effect prevents its possessor from being marked as Haunted by sources below its creator's Level or affected by abilities from said sources whose name includes 'Possess'. This effect's creator may choose in the Shop for this effect to disappear at the end of the current month, with said effect not disappearing in already-created threads.
Abjurer-
Abjurant Forcefield- (Stance Ability, Abjurer) Possessor gains +(100 * Possessor Level) Defense and (Possessor Level)% Resilience
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Protection Magic spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Applied Item Ward: Thunderous Item Defense- (Active Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 15, Foes who unsuccessfully attempt to steal or break possessor's items take 5,000 Electrical element damage for each failed attempt, Possessor may only have one Applied Item Ward active at a time and may spend an action turning one on or off
Apprentice Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Protection Magic spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Protection Magic spells cost 200 less MP
Basic Defensive 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 Item Preservation Application Aptitude- (Passive Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 10
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Essence of the Wholly Defensive Wall- (Stance Ability, Abjurer) +50 Defense per level, you may not take any offensive action
Focused Protection Magic Casting- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Protection Magic
Protection Magic Casting I- (Passive Ability, Abjurer) Protection Magic spells cost possessor 20 less MP to cast
Protection Magic Casting II- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast
Warded Skin- (Passive Ability, Abjurer) +200 Defense
Advisor-
Advisor's Grace- (Passive Ability, Advisor) The Magical Attack bonus provided by Fans possessor has equipped before modification by Advisor abilities is applied as a discount to the cost of possessor's Leadership spells.
Advisor's Mind- (Passive Ability, Advisor) This character gains +60 MIN and +40 SPI
Apprentice Fan Training- (Passive Ability, Advisor) This character gains +60 Magical Attack and +50 MIN when a Fan is equipped.
Basic Fan Training- (Passive Ability, Advisor) This character gains +6 Magical Attack and +5 MIN when a Fan is equipped.
Challenged the Boundaries of the Mind- (Passive Ability, Advisor) Bonuses from Advisor's Mind are applied as parts of unmodified stats in relation to stat capping
Courtly Grace- (Passive Ability, Advisor) The Magical Attack bonus provided by Fans possessor has equipped before modification by Advisor abilities also provides an equal bonus to Defense
Fan of Flames- (Technique Ability, Advisor) Possessor may use Fan of Flames in conjunction with a Magical Attack action, so long as no other technique is used and possessor has a Fan that is Fire element equipped. Possessor gains +40 Magical Attack for purposes of said attack and said attack becomes solely Fire element.
Fan of Mist- (Technique Ability, Advisor) Possessor may use Fan of Mist in conjunction with a Magical Attack action, so long as no other technique is used and possessor has a Fan that is Air element equipped. This attack deals no damage and instead gives targets hit by it +5% Dodge as a buff that lasts two rounds and is non-stacking.
Shielded From the Wind of War- (Passive Ability, Advisor) 5% Air Resistance if a Fan is equipped and possessor is in the back row
Twin-Fan Deflective Stance- (Stance Ability, Advisor) The Magical Attack bonus provided by Fans possessor has equipped before modification by Advisor abilities also provides an equal bonus to Defense if two fans are equipped, this bonus is doubled against Ranged Attacks
Anarchomancer-
Basic Chaos Magic Attunement- (Passive Ability, Anarchomancer) All Chaos Magic spells gain +50 Magical Attack 50% of the time
Chaos Magic Casting I- (Passive Ability, Anarchomancer) Chaos Magic spells cost possessor 20 less MP to cast
Chaos Magic Casting II- (Passive Ability, Anarchomancer) Chaos Magic spells cost possessor 200 less MP to cast
Psycho Flux- (Passive Ability, Anarchomancer) Possessor gains +50 to a random unmodified stat, with said stat being randomly chosen at the beginning of each thread
Archer-
Apprentice Bow Training- (Passive Ability, Archer) Possessor gains +50 Ranged Attack if possessor has a Bow equipped, Possessor gains +20 to all stats if possessor has a Bow equipped
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
Bow Called Shot: Eye- (Technique Ability, Archer) Possessor may use Bow Called Shot: Eye in conjunction with a Ranged Attack action, so long as no other technique is used and a Bow is equipped. Said action gains +25 Ranged Attack and has a 50% chance of inflicting Impaired: Blind.
Bow Called Shot: Leg- (Technique Ability, Archer) Possessor may use 'Bow Called Shot: Leg' in conjunction with a Ranged Attack action, so long as no other technique is used and possessor has a Bow equipped. Said action gains +40 Ranged Attack and has a 30% chance of inflicting Impaired: Slow.
Jugular-Striking Shot- (Technique Ability, Archer) Possessor may use Jugular-Striking Shot in conjunction with a Ranged Attack, so long as no other technique is used and a Bow is equipped. For purposes of this attack action possessor gains +250 Ranged Attack, a 15% chance of inflicting Impaired: Mute, and a 15% chance of inflicting Wounded: Bleeding.
Assassin-
Basic Poisoner Training- (Passive Ability, Assassin) User gains +30 MP for each weapon coating equipped, user's attacks have a +1% chance of inflicting Poison if a Weapon Coating is equipped and they already had a chance of inflicting poison, all Weapon Coatings that do stat damage do an extra point, all damage foes suffer that is caused by Poison status effects inflicted by user is increased by 20 per round
Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.
Boomerang Back- (Passive Ability, Assassin) At the start of each thread, possessor may inflict Fatigued on possessor, if possessor chooses to do so, then this ability provides +500 Ranged Attack for the remainder of the thread and also allows its possessor to optionally have an additional roll (to a max of two) for whether or not one of possessor's 'Ranged Attack' actions misses or is dodged (with said choice being made after the result of whether the original roll was a miss or a dodge is revealed), with said second roll being made at a -15% To Hit penalty
Weapon Coatings that do stat damage do 2 extra points
Poisoned Weapon Use- (Passive Ability, Assassin) Possessor's attacks that deal damage deal 200 extra damage if possessor has a Weapon Coating equipped, all Weapon Coatings that possessor has equipped that deal stat damage do 3 extra points of each type they would otherwise deal, all Weapon Coatings possessor has equipped have a 1% chance inflicting Poison if possessor desires such
Skilled at Poison Application- (Passive Ability, Assassin) All attacks that have a chance of inflicting Poison gain a 3% chance if that chance is initally under 3%, all Weapon Coatings that do stat damage do 2 extra points
Architect-
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Calibrate- (Active Ability, Architect) Possessor may, if possessor has a Tool equipped, spend an action to give target Robot, Machine, Clockwork, Mecha, Vehicle, Vessel, or War Machine +200 to all stats as a buff that stacks 3 times
Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
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
Blessing-
*4th Sigil: Ehrymunluuk -> The Flame Which Destroys All- (Passive Ability, Blessing) Possesor gains +400,000 Magical Attack, Possessor gains +4,000,000 MP, Possessor's first Fire-element action of each round deals 4,000,000 additional Damage (with said quantity being increased to 40,000,000 additional Damage against bosses), Possessor ignores the Fire Resistance and Immunity of entities below Level 80, Possessor's attacks may cause targets below Level 40 to become dead, Possessor's offensive actions may gain the element Fire, Possessor gains +10% Dodge and 40% Earth Resistance until the end of the round as a non-stacking buff whenever possessor kills an opponent while Fire element
Access Higher Self (The Shielding Golem)- (Active Ability, Blessing)- Possessor may spend an action on 5 consecutive rounds during which possessor must have been a valid target for at least one possible enemy action to transform into The Shielding Golem's Higher Self (Level 20 Version), removing all allies from battle upon doing so, Possessor may do so a max of once per thread, If The Shieldng Golem's Higher Self (Level 20 Version) is defeated, killed, detransformed from, or somehow removed from the thread, then all allies removed with this ability return to battle, Possessor automatically de-transforms from The Shielding Golem's Higher Self (Level 20 Version) between battles, Any guild that possessor is a member of gains access to 1 copy of The Shielding Golem's Higher Self (Level 20 Version) as a boss for its guild-run dungeons
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Aldriel's Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Holy Strikes- (Passive Ability, Blessing) +1% Critical, Can't be used in combos
Innate Morphic Defense- (Passive Ability, Blessing) Possessor gains +25 Defense per level; possessor may change possessor's entire Defense value into Defense against a specific base element at the start of a round if desired
Lethal Blessing- (Passive Ability, Blessing) Possessor gains +25 Ranged Attack per level for each Sword and +50 Magical Attack per level for spells of the Chaos Magic subtype assuming said spell already possesses a bonus to said attack type
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
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
Tasshaemot's Fury- (Passive Ability, Blessing) Possessor treats all Resistances possessed by targets below level 99 as being 5% lower, to a minimum of 0%, if possessor so desires
Was Warned About Golf's Deadlier Side- (Passive Ability, Blessing) Possessor is immune to effects named "Golf Weakness"
Bard-
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
Bongo Maniac- (Passive Ability, Bard) Possessor may choose to include Bardic Music spells in attacks while afflicted by Confusion: Berserk if an Instrument is equipped, Possessor may choose to make a Cast a Spell action while afflicted with Confusion: Berserk if a spell is equipped, Possessor may choose to use Strength instead of Agility as the Prime Attribute of Ranged Attack or Magical Attack actions in exchange for only incorporating the Attack Bonuses to said actions that come from Instruments or Bard abilities, Possessor has a 40% chance per action of behaving as though afflicted by Confusion: Berserk instead of Confusion while afflicted with Confusion if an Instrument is equipped
Merry Caroling- (Passive Ability, Bard) Possessor's non-offensive actions that include Bardic Music spells buff stats for an additional 80 points (to a max of 1,000 additional points across all buffs per individual) and provide an additional 5,000 points of HP Healing if they Heal HP
Sexy Wink- (Technique Ability, Bard) Possessor may use Sexy Wink in conjunction with a 'Magical Attack' or 'Cast a Spell' action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
Weaponized Voice- (Passive Ability, Bard) Possessor may, at the beginning of a thread, choose to count as having an additional Instrument weapon equipped
Beastmaster-
Burrow Into Snow- (Active Ability, Beastmaster) Possessor may spend an action while in a Zone of Ice to gain +5% Dodge until the end of the round as a non-stacking buff
Form of Triceratops- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +380 STR and +400 CON
Glowing Red Nose- (Passive Ability, Beastmaster) Possessor may choose for possessor and any of possessor's allies to ignore effects attached to zones by sources below Level 20
Captain-
Aether Captain Stance- (Stance Ability, Captain) Minor and moderate negative status effects may not prevent possessor from acting, Individuals (other than possessor) who are not greater Level than possessor who are not Level 85 or greater may not prevent possessor from switching rows or cause possessor's actions to be skipped without possessor's permission, Possessor may enter or exit an equipped Vessel transformation at the start or end of any of possessor's actions, Possessor may choose to gain the subtype Vessel and/or the element Aether, Any of possessor's Vessel transformations may gain the element Aether, Possessor's Vessel transformations gain +15% Dodge
Clearance-
Has a Basic Permit to Battle Bacchalamus- (Passive Ability, Clearance) Possessor may fight the monster 'Bacchalamus' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle 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 Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' for drops, This ability cannot be used in combos
Permitted to Battle Black Clocktower- (Passive Ability, Clearance) Possessor may fight the monster Black Clocktower for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Proclamation of the Dark Times' for 10,000 XP, 1,000,000 Gold, and 2 weeks spent in the ability shop
Permitted to Battle Clock Spirit- (Passive Ability, Clearance) Possessor may fight the monster Clock Spirit for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Letter from Tomorrow' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Crafter of Discord- (Passive Ability, Clearance) Possessor may fight the monster Crafter of Discord for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Proclamation of the Dark Times' for 10,000 XP, 1,000,000 Gold, and 2 weeks spent in the ability shop
Permitted to Battle Doppelganger- (Passive Ability, Clearance) Possessor may fight the monster Doppelganger for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Cleverly Copied Permit' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Dragon of the Gold Leaf Throne- (Passive Ability, Clearance) Possessor may fight the monster Dragon of the Gold Leaf Throne for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Challenge Issued by the Dragon of the Gold Leaf Throne' for 4,000 XP, 200,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Fortified Bunker- (Passive Ability, Clearance) Possessor may fight the monster Fortifed Bunker for drops, possessor's allies also gain drops from this batttle, Possessor create the item 'Star Marine War Report' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Glass Cannon- (Passive Ability, Clearance) Possessor may fight the monster Glass Cannon for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'News About the Secret Weapon!' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Mage's Tower- (Passive Ability, Clearance) Possessor may fight the monster Mage's Tower for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Map of the Mage's Lands' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Matryoshka Golem- (Passive Ability, Clearance) Possessor may fight the monster Matryoshka Golem for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Rune-Inscribed Nesting Doll Containing a Message' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Metamorph- (Passive Ability, Clearance) Possessor may fight the monster Metamorph for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Permit Covered In Blurry Symbols' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Requiem Beast- (Passive Ability, Clearance) Possessor may fight the monster Requiem Beast for drops, Possessor may create the item 'Record that Plays at the End of the World' for 500,000 XP, 200,000,000 Gold, and 5 weeks spent in the ability shop
Permitted to Battle Sentinel- (Passive Ability, Clearance) Possessor may fight the monster Sentinel for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Sentinel Specifications List' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Sovereign Oak - (Passive Ability, Clearance) Possessor may fight the monster Sovereign Oak for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Parchment from the Forest's Heart' for 10,000 XP, 1,000,000 Gold, and 2 weeks spent in the ability shop
Conjuror-
Apprentice Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Elemental- (Passive Ability, Conjuror) Possessor may, at the beginning of a thread, choose to become the subtype Elemental
Basic Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Elemental Budding- (Passive Ability, Conjuror) If possessor an Elemental, possessor may, at the start of each round, summon any one Elemental that shares an element with possessor that is below Level 20 and can normally be fought for drops on the Enemy List, Max 20 summoned
Elemental Traits- (Passive Ability, Conjuror) Possessor gains Pain Immunity, Impaired Immunity and Diseased Immunity so long as possessor is an Elemental. Possessor gains 50% Resistance to possessor's element(s) against sources that are below Level 100 and are no more than 10 Levels or more above possessor so long as possessor is an Elemental.
Formshift: Elemental- (Stance Ability, Conjurer) Possessor's subtype becomes Elemental
Counselor of Faerie-
Gremlin on an Airplane Stance- (Stance Ability, Counselor of Faerie) Possessor gains +5% Dodge, gains the subtype Fae, gains the subtpe Aerial, and gains the subtype Vessel. Damage dealt by possessor to Machines, Robots, Clockworks, Vehicles, Vessels, Aerials, and Mechs cannot be healed by individuals who are not greater Level than possessor or above Level 90 while possessor remains in this stance (with said effect vanishing from said Damage as soon as possessor leaves this stance). Negative status effects and debuffs placed by possessor on Machines, Robots, Clockworks, Vehicles, Vessels, Aerials, and Mechs cannot be healed by individuals who are not greater Level than possessor or above Level 90 while possessor remains in this stance (with said effect vanishing as soon as possessor leaves this stance)
Combatant-
Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Brain Jiggler- (Technique Ability, Combatant) Possessor may use Brain Jiggler in conjunction with a Melee Attack action, so long as no other technique is used and a possessor has a Fist Weapon equipped. Said attack gains +55 Melee Attack and a 15% chance of inflicting Confusion.
Crack Knuckles- (Active Ability, Combatant) Possessor may spend an action to gain +1% Critical for possessor's next offensive Melee Attack or Melee Overdrive as a non-stacking buff
Drunken Brawling- (Passive Ability, Combatant) Possessor gains +400 Melee Attack and 115% To Hit if possessor is afflicted with Poison: Drunk
Face-Pulper- (Active Ability, Combatant) This attack gains +55 Melee Attack 10% inflicts Wounded: Disfigured, and 15% inflicts Wounded, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor has a Fist Weapon equipped
Fast Arms- (Passive Ability, Combatant) Possessor's Melee Attack actions may not be pre-emptively countered by individuals under Level 10
Gangster's Extortion Knuckle- (Active Ability, Combatant) This attack gains +55 Melee Attack and deals an additional 10,000 Gold Damage or Drain if it already does Gold Damage or Drain, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor has a Fist Weapon equipped
Western Boxing- (Passive Ability, Combatant) Possessor gains +80 Melee Attack, +40 STR, and +10 AGI if a Fist Weapon is equipped.
Controller-
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Card Mystic-
Basic Card Training- (Passive Ability, Card Mystic) This character gains +6 Magical Attack when a Card is equipped.
Crusher-
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is 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
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
Superb Wheel Motion- (Passive Ability, Dancer) Possessor gains +500 AGI, 25% Dodge, +500 Melee Attack, and +250 to possessor's turn-order-determining stat sum if possessor has an item whose name includes 'Skates'
Swift Dodging- (Passive Ability, Dancer) Possessor gains +50 AGI and 15% Dodge
Defender-
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Stunning Shield-Slam- (Technique Ability, Defender) Possessor may use 'Stunning Shield-Slam' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Shield equipped. Said action gains +500 Melee Attack and a 40% chance of inflicting Fatigued: Stun.
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
Now I'm Really Getting Serious!- (Active Ability, Diplomat) Possessor may spend an action to unequip a single Clothes, Shoes, Boots, Hat, Scarf, Gloves, Eyewear, Cloak, or Belt, for the remainder of the current battle, possessor gains double the stat and Defense bonuses that the unequipped item would have provided, said item may not be re-equipped for the remainder of the current battle, this effect always wears off between battles, Buffs provided by this ability cannot exceed normal capping per item
Polite- (Passive Ability, Diplomant) Possessor's actions may not be countered by individuals below Level 5
Unaffected by Trends- (Passive Ability, Diplomat) Possessor's allies Clothes that are worth under 1,000,000 Gold cannot reduce possessor's stats or inflict negative status effects on possessor
Diviner-
Autoscan Demons- (Passive Ability, Diviner) Possessor may scan the stats of every Demon opponent at the start of every round
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 Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Binocular Vision- (Passive Ability, Diviner) Possessor gains +5% To Hit against individuals in the back row who are below Level 60
Cracked the Enigmatic Python- (Passive Ability, Diviner) Possessor may, at the start of any action, round, or battle, scan the stats of any number of individuals below Level 80; said stat scanning is automatically successful and cannot be blocked by sources below Level 80, Possessor gains 30% Illusion Resistance, As an RP effect, possessor ignores The Enigmatic Python's divination blocking and invisibility
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
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
Hear and Decode Radio Waves- (Passive Ability, Diviner) Possessor may see the text of buffs that possessor's opponents that are below Level 60 place on each other
Telescopic Vision- (Passive Ability, Diviner) Possessor gains +10% To Hit against individuals in the back row who are below Level 60
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
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
Microscopic Vision- (Passive Ability, Diviner) Possessor may ignore the Constant Effect 'Microscopic' on targets
Dominator-
Basic Whip Training- (Passive Ability, Dominator) Possessor gains +6 Melee Attack when a Whip is equipped.
Dragon Lord-
Arrow-Deflecting Scales- (Passive Ability, Dragon Lord) Possessor gains 30% Bow Resistance
Base Dragon Synchronicity- (Passive Ability, Dragon Lord) Possessor may treat Dragon as a base subtype
Basic Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Basilisk Blood- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, whenever possessor is the target of an offensive action, have a 5% chance of inflicting Venom on the source of said action
Basilisk Gaze- (Technique Ability, Dragon Lord) Possessor may use 'Basalisk Gaze' in conjuction with a 'Ranged Attack' or 'Point Blank' action if possessor is a Dragon. Said action gains '60% inflicts Petrified on non-unique targets below Level 60 and unique targets below Level 40
Basilisk Tears- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, whenever possessor is the afflicted with Confusion: Depression, have a 5% chance of inflicting Venom on each opponent
Chameleon-Dragon's Tongue- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +1,000 Melee Attack, gains +1,000 Ranged Attack, deals full Damage from the front row with 'Ranged Attack' actions, may use 'Melee Attack' actions in the back row, and gains 160% To Hit
Coinsense- (Passive Ability, Dragon Lord) Possessor gains +20% To Hit against individuals below Level 60 who have dealt Gold Damage to possessor or who have stolen any item or Gold from possessor during this thread
Colored-Scale-Body- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, at the beginning of a thread, become solely any base element that is an element that one of possessor's abilities allow's possessor's 'Dragon's Breath' ability to deal
Devour- (Active Ability, Dragon Lord) Possessor may use 'Devour' in conjuction with a Melee Attack action. Said action may remove up to one damaged individual below half of possessor's Level who is below Level 80 from battle at a time, with said individual being considered Vanished, with said effect not functioning against individuals immune to Vanished, Said individuals may be returned to battle by caster at the start of any of caster’s actions, the end of any of caster’s actions, or any point that caster could choose to remove a different individual, Any such individual is automatically returned if caster is killed or otherwise defeated by any means besides the infliction of Vanished or Gone on caster, said individuals are considered to be eaten by caster
Dragon Fury- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack, +500 Ranged Attack, and +500 Magical Attack, possessor's Damage-dealing actions deal 10,000 additional Damage, and possessor gains a 1% chance per round of gaining an additional action
Dragon Lord- (Passive Ability, Dragon Lord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Dragon pet only, This ability provides +250 HP and +50 to all stats of possessor's Dragon pets and summons per Level of possessor
Legacy Dragon Traits- (Passive Ability, Other: Dragon Lord) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2, possessor's MP is multiplied by 2, and possessor's Melee Attack, Magical Attack, and Ranged Attack actions all use possessor's two highest stats as their Prime Attribute. This ability only takes effect if possessor is an Dragon. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Dragon Traits- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, and possessor's Melee Attack, Magical Attack, and Ranged Attack actions all use possessor's two highest stats as their Prime Attribute. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Dragon's Breath- (Passive Ability, Dragon Lord) If possessor is a Dragon and possessor has not used this ability within the last four rounds, possessor may spend an action to deal (1,000 * Possessor Level) Flat Fire element Damage to any one target
Draconic Greed- (Passive Ability, Dragon Lord) Possessor gains +10,000 Defense against Gold Damage while a Dragon
Draconic Value-Assessment- (Active Ability, Dragon Lord) Possessor may spend an action to scan the amount of Gold target possesses or would drop
Draconic Camouflage- (Passive Ability, Dragon Lord) If possessor is a Dragon and Terrain or Phantom Terrain is present, possessor gains 20% Dodge
Draconic Wings- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 AGI, and possessor may choose at the beginning of a round to use AGI as possessor's row-order-determining stat for the round
Dragon-Scale Hide- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Defense
Flawless Scale Coat- (Passive Ability, Dragon Lord) Possessor's 'Single-Scale Weak Point' ability loses its text
Hoardmaster- (Passive Ability, Dragon Lord) Possessor gains +100,000 Defense against Gold Damage while a Dragon
Lord of a Solitary Domain- (Passive Ability, Dragon Lord) Possessor's 'Legacy Dragon Traits' ability reduces possessor's Level by 10 less Levels if possessor possesses no allies
Meltdown Breath- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 10,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions to inflict a debuff that stacks 5 times that provides its possessor with -50,000 MP and -100 CON at the start of each round that stacks 200 times
Miser's Eyes- (Passive Ability, Dragon Lord) Possessor gains +80% To Hit against individuals below Level 80 who have dealt Gold Damage to possessor or who have stolen any item or Gold from possessor during this thread, and possessor may choose to not be able to miss said individuals if said individuals are below Level 40
Reinforced Dragonhide- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +1,000 Defense
Shifting Scale Colors- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, at the start of any round, become solely any base element that is an element that one of possessor's abilities allow's possessor's 'Dragon's Breath' ability to deal
Single-Scale Weak Point- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor obtains -30% Resilience
Sword-Deflecting Scales- (Passive Ability, Dragon Lord) Possessor gains 30% Sword Resistance
Wyrm's Rest- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +100,000 Defense against Gold Damage while afflicted with Fatigued: Asleep and regenerates 50,000 HP at the start of each round that possessor is afflicted with Fatigued: Asleep
Dragoon-
Basic Polearm Training- (Passive Ability, Dragoon) This character gains +6 Magical Attack and +6 Melee Attack when a Polearm is equipped.
Evermason-
Apprentice Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Golem- (Passive Ability, Evermason) Possessor may, at the beginning of a thread, choose to become the subtype Golem
Basic Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
♢Body of Unfaltering Stone- (Passive Ability, Evermason) If possessor is a Golem, possessor obtains +(50 * possessor Level) Defense, +(50* possessor Level) CON, +(50* Possessor Level) STR, and + (500 * possessor Level) HP, and possessor may choose to auto-recover from a minor negative status effect at the start of any action up to 3 times per thread
Dedicated to Perfecting the Crafting Arts (Particularly Statue-Related Ones)- (Passive Ability, Evermason) Possessor gains +2,000 MIN if possessor has acquired a new Artificer, Crafter, Magewright, or Evermason ability within the month prior to the current thread's starting
Elemental Construct- (Passive Ability, Evermason) Possessor, if an Elemental, may choose at the beginning of a thread to gain the subtype Golem, Possessor, if a Golem, may choose at the beginning of a thread to gain the subtype Elemental, Possessor if a Golem and an Elemental, gains +100 to all stats
Formshift: Golem- (Stance Ability, Evermason) Possessor's subtype becomes Golem
Golem Traits- (Passive Ability, Evermason) Possessor gains Pain Immunity, Fear Immunity, Deafened Immunity, Poison Immunity, Diseased Immunity so long as possessor is a Golem
Immovable Monolithic Glory- (Passive Ability, Evermason) Possessor cannot have possessor's row shifted unwillingly by sources below Level 99, Possessor's presence in a row does not cause row-order imbalances.
♢Invulnerable Body that Withstood Seven Ages- (Passive Ability, Evermason) If possessor is a Golem, possessor obtains +(50 * possessor Level) Defense, +(50* possessor Level) CON, and + (500 * possessor Level) HP, Possessor gains 100% Fatigued Resistance, Fatigued: Elderly Immunity, and 30% Time Resistance
Plaugeproof Ultraresilient Golem-Body- (Passive Ability, Evermason) Possessor is Immune to Plague from sources of Level 65 and lower
♢Plodding Untouched Through the Ages- (Passive Ability, Evermason) If possessor is a Golem, non-unique sources that are not 20 or more Levels greater than possessor (including status effects) may not prevent possessor's first action of each round from occurring
Enslaver-
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Friendship-
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Becoming Somewhat Known In the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 50 Fame, Possessor gains +10 to all unmodified stats if possessor has at least 50 Fame
Bound to Lili Von Mion- (Passive Ability, Friendship) Possessor gains +500 to all stats while in battle allied with Lili Von Mion, Possessor cannot ignore orders from Lili Von Mion as though Lili were a Level 200 source
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Good Friend of Darston Candata'chagin'heldelu- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Darston Candata'chagin'heldelu', Whenever possessor heals an individual named 'Darston Candata'chagin'heldelu' 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 'Darston Candata'chagin'heldelu'
Heated Rival of Darston Candata'chagin'heldelu- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies or opponents is named 'Darston Candata'chagin'heldelu', If an individual in the same battle as possessor named 'Darston Candata'chagin'heldelu' has any stats that (not counting this potential bonus) are higher than possessor's respective stats, possessor obtains +100 to said stats
Known In Nexus- (Passive Ability, Friendship) Possessor obtains +1 Fame
Loyal Servant of Lili- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lili Von'Mion', Possessor cannot be afflicted with Charm by sources below Level 20 who are below one half possessor's controller's Level, rounded up, if any of possessor's allies are named 'Lili Von'Mion', Possessor suffers -400 to all stats if one of possessor's opponents is named 'Lili Von'Mion', The infliction chances of Charm for individuals named 'Lili Von'Mion' are increased by 25% against possessor
Some Fame In the Arena- (Passive Ability, Friendship) Possessor gains +2% Dodge, +2% To Hit, +2% Critical, and +2% Resilience if possessor has at least 75 Fame
General-
Cutlass Slash- (Active Ability, General) Possessor, if a Human, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 1,250 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of up to 1 equipped Sword weapon, that is solely Physical element, and costs 0 MP
Essence Algorithm: Angry Seacaptain- (Passive Ability, General) At the beginning of a thread, possessor may choose to become the subtype Human, to gain the base stats: STR 13, CON 13, AGI 12, MIN 10, SPI 12, and to be able to choose, if a monster on the enemy list exists named 'Angry Seacaptain', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Trucktacular Sergeant- (Passive Ability, General) At the beginning of a thread, possessor may choose to become the subtype Human, to gain the base stats: STR 30, CON 15, AGI 10, MIN 5, SPI 5, and to be able to choose, if a monster on the enemy list exists named 'Trucktacular Sergeant', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Trucktacular Punch- (Active Ability, General) Possessor, if a Human, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 5,700 that it incorporates as though possessor were an Enemy, that incorporates the (Gold value / 1,000) of any two equipped Vehicle transformations as though it were a Melee Attack bonus (to a max of 2,000,000 points of said bonus), that is solely Physical element, and costs 0 MP
Guardian-
Adept of the Brass Fortress- (Passive Ability, Guardian) Each equipped Heavy Armor provides +25 additional Defense
Augmented Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 5% Minor Status Effect Resistance
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Brief Witness to the Incorruptability of the Iron Dream- (Passive Ability, Guardian) Possessor gains 15% Minor Status Resistance
Droplet of the Enduring Nature of the Iron Dream- (Passive Ability, Guardian) Possessor gains +5,000 Max HP
First Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +50 CON and 5% Resilience
Further Augmented Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 5% Air Resistance, 5% Earth Resistance, 5% Fire Resistance, 5% Water Resistance, 5% Light Resistance, 5% Darkness Resistance, 5% Physical Resistance, 5% Psychic Resistance, 5% Magic Resistance, 5% Technology Resistance, 5% Acid Resistance, 5% Ice Resistance, and 5% Electrical Resistance
Further Meditation Upon the Iron Iris- (Passive Ability, Guardian) Possessor cannot be Criticalled by individuals below Level 20
Grounded Solidity- (Active Ability, Guardian) This character may use Grounded Solidarity in conjunction with a Defend, so long as no other technique is used and a Heavy Armor is equipped. This attack gains +250 Defense factored into the user's current Defense for determining the effects of Defend and 5% Electrical resistance for the next turn.
Guardian- (Passive Ability, Guardian) Possessor gains +(500 + (50 * Possessor Level)) Defense if possessor has a Heavy Armor equipped
Hard to Push Around- (Passive Ability, Guardian) Possessor gains +450 STR and +450 CON per 5 levels (rounded up) to a max of +12,000 STR and +12,000 CON for purposes of resisting attempts to forcibly change possessor's row
Iron Body- (Passive Ability, Guardian) +500 HP for each Heavy Armor equipped
Meditated Upon the Iron Iris- (Passive Ability, Guardian) Possessor cannot be Criticalled by individuals below Level 10
Third Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +4,000 CON, +5,000 HP, and 15% Resilience
Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 1% Air Resistance, 1% Earth Resistance, 1% Fire Resistance, 1% Water Resistance, 1% Light Resistance, 1% Darkness Resistance, 1% Physical Resistance, 1% Psychic Resistance, 1% Magic Resistance, 1% Technology Resistance, 1% Acid Resistance, 1% Ice Resistance, and 1% Electrical Resistance
Second Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +2,000 HP
Security of Iron- (Passive Ability, Guardian) Possessor gains 15% Fear resistance while wearing Heavy Armor
*Undefeatable Cosmos-Body- (Passive Ability, Guardian) Possessor gains +200,000 Defense and +20,000 Defense against Stat Damage, 30% Base Element Resistance, obtains a 50% chance of Reflecting actions from individuals below Level 80 who are not 20 or more Levels greater than possessor, is Immune to individuals below Level 40, and, if Level 60 or greater, is Immune to individuals below Level 60, Possessor may, at the beginning any round, choose for possessor's turn-order-determining stat to become CON on that round
Gunner-
Alien Blaster- (Technique Ability, Gunner) Possessor may use Alien Blaster in conjunction with a Ranged Attack action, so long as no other technique is used and a Gun is equipped. Said Ranged Attack action gains +50 Ranged Attack against Aliens
Apprentice Gun Training- (Passive Ability, Gunner) This character gains +50 Ranged Attack when a Gun is equipped.
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Charged Bullet- (Technique Ability, Gunner) Possessor may use 'Charged Bullet' in conjunction with a 'Ranged Attack', 'Point Blank', or 'Snipe' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +100 Ranged Attack, gains '20% inflicts Paralyzed', and becomes solely Electrical element.
Crisis Overcrash: Horizon Breach- (Technique Ability, Gunner) Possessor may use 'Crisis Overcrash: Horizon Breach' in conjunction with a 'Ranged Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has a Gun equipped. Said action gains +300,000 Ranged Attack, pierces 3,000,000 Defense, and may target entities in any battlespace. Said action sets its user's MP to 0 for the remainder of the thread.
Execution-Style Shot- (Technique Ability, Gunner) Possessor may use 'Execution-Style Shot' in conjunction with a 'Point Blank' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack against targets afflicted with Paralyzed and kills targets below Level 5 who are afflicted with Paralyzed.
Good at Aiming at Alien Weak Points- (Passive Ability, Gunner) Possessor gains +2% Critical against Aliens and +2% To Hit against Aliens, to a max of 100% and 200%, respectively, if possessor has a Gun equipped
Gun Accuracy Training- (Passive Ability, Gunner) Possessor gains 115% To Hit if possessor has a Gun equipped
Gunner- (Passive Ability, Gunner) Possessor gains +700 Ranged Attack and +50 to all stats when a Gun is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(5 x Possessor Level) to all stats if a Gun is equipped.
Improved Alien Countering- (Passive, Ability, Gunner) Possessor's counters that deal damage to Aliens deal an additional 500 points
Psigate Devastation- (Technique Ability, Gunner) Possessor may use 'Psigate Devastation' in conjunction with a 'Ranged Overdrive' action so long as no other technique is used and possessor is wielding a unique Gun weapon called '*Tremarris Pistol' as part of said action. Said action gains +1,800,000 Ranged Attack and may cast any one Psychic Arts spell from the Shop that is for Sale that is worth under 400,000,000 Gold as an additional spell on top of other spells said action could normally cast, incorporating any Magical Attack bonus of said spell as though it were a Ranged Attack spell, with said action's performer having to pay costs for said spell as though it were being cast normally.
Rapid Reloading- (Active Ability, Gunner) Possessor may choose a non-equipped Ammo accessory to be designated as an alternate Ammo for one equipped Ammo accessory, possessor may spend a turn switching between the two or switch between the two at no cost of time between battles
Quick Draw- (Passive Ability, Gunner) This character gains 30 AGI on the first round of combat for each Gun equipped
Shoot Swords- (Technique Ability, Gunner) Possessor may use 'Shoot Swords' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as possessor has a Gun equipped. For purposes of said action, all of said action's performer's Swords have their Melee Attack bonus converted into an equal Ranged Attack bonus (with said conversion replacing lower, but not higher, prexisting Ranged Attack bonuses and not stacking with prexisting Ranged Attack bonuses) and gain the subtype Ammo
Shoot Their Eye Out!- (Technique Ability, Gunner) Possessor may use 'Shoot Their Eye Out!' in conjunction with a 'Ranged Attack' action or 'Snipe' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +50 Ranged Attack and '30% inflicts Impaired: Blind'.
Triple Shot- (Active Ability, Gunner) This character may use Triple Shot in conjunction with a Ranged Attack, so long as no other active ability is used and a Gun is equipped. This character attacks 3 times, doing 66% normal damage for each shot with a 1% increased critical and a 1% increased miss chance
Gunslinger-
Accurate Shots- (Passive Ability, Gunslinger) Possessor gains +5% to Hit when a Gun is equipped
Apprentice Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack and all Gunslinging spells cost possessor 50 less MP to cast
Basic Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells gain +10 Ranged Attack and all Gunslinging spells cost 10 less MP
Bullet Trajectory Expert- (Passive Ability, Gunslinger) In the (1/X) portion of the spell Trick Shot: Ricochet Bullet and the spell Trick Shot: Magic Gunman, X is considered to be 2 lower, to a minimum of 1
Can't Be Disarmed When Holding A Gun- (Passive Ability, Gunslinger) Entities below Level 60 cannot force possessor to unequip Guns without possessor's permission
Close Shooting- (Passive Ability, Gunslinger) Possessor's 'Ranged Attack' actions deal full Damage to targets in the front row that are not higher Level than possessor if possessor has a Gun equipped and has either at least 5 Gunslinging spells equipped or no non-Gunslinging spells equipped
Extra Bullet Capacity- (Passive Ability, Gunslinger) Possessor gains an additional Accessory slot that may only hold an Ammo accessory and cannot be switched for other types of slots by individuals below Level 100
Fast Draw- (Passive Ability, Gunslinger) Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of combat if at least one Gun is equipped
Fast Reload- (Passive Ability, Gunslinger) Whenever possessor performs a Ranged Attack action, possessor may unequip an Ammo Accessory, and, following such option (regardless of whether or not it was taken), possessor may equip an Ammo Accessory
Focused Gunslinging Casting- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Gunslinging
Gunslinger- (Passive Ability, Gunslinger) +400 Damage when using a ranged attack with a gun equipped, Gunslinging spells cost 50 less MP to cast, +50 additional damage and -5 additional MP per level of possessor
Gunslinging Casting I- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 20 less MP to cast
Trick Shooter- (Passive Ability, Gunslinger) Possessor gains +80 Ranged Attack when using spells with 'Trick Shot' in their name
Healer-
Rumblin' Resurrection- (Technique Ability, Healer) Possessor may use 'Rumblin' Resurrection' in conjunction with a 'Cast a Spell' action so long as no other technique is used and possessor has a greater number of living allies within the same battlespace who have been resurrected at any point in time than any other individual currently in the same battle. Said action gives all individuals it resurrects +15,000 to all stats as a non-stacking buff and may, if it successfully resurrects at least one individual, to a max of once per round, deal 15,000,000 Flat Light & Earth & Energy element Damage to any one boss in the same battlespace as its performer.
Hunter-
Aimed Shot- (Active Ability, Hunter) This character may use Aimed Shot in conjunction with a Ranged Attack, so long as no other technique is used and a bow is equipped. This character gains +25 Ranged Attack for purposes of this attack, gains +5% Critical, Gains +20% to hit, and has a 5% chance that this attack does double damage.
Apprentice Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +5% Critical
Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells gain +10 Ranged Attack and have a 1% greater chance of being Criticals
Hunter of Beasts- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Animals
Hunter of Birds- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Aerials
Hunter of Fish- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Aquatics
Reptile Spotter- (Passive Ability, Hunter) Possessor gains +3% To Hit against Reptiles
Tracking- (Passive Ability, Hunter) Possessor may follow individuals who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 20 or greater objects to such and provided that no individual of greater Level than possessor who is present in either battle objects to such
Illusionist-
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Basic Self-Veiling- (Passive Ability, Illusionist) Possessor's stats cannot be scanned by individuals below Level 10
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Fake Stat Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent
False Element- (Passive Ability, Illusionist) Possessor may choose to become solely any one base element at the beginning of a thread, with said buff being removed if possessor's stats are scanned by an opponent
Form-Blurring Stance- (Stance Ability, Illusionist) Possessor gains +10% Dodge while in this stance
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
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
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
Ioun Master-
Basic Stone Training- (Passive Ability, Ioun Master) This character gains +6 Magical Attack when a Stone is equipped.
Lawbringer-
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack when a Mace is equipped.
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Lord of War-
Asymmetric Warfare Expert- (Passive Ability, Lord of War) If possessor's side of battle has less individuals on it than an opposing side of battle, then at the beginning of each round, for each such opposing side of battle, said side of battle chooses a number of individuals on it equal to the number of individuals on possessor's side of battle, all other individuals on said opposing side gain -5% To Hit, If possessor's side of battle has more individuals on it than an opposing side of battle, then at the beginning of each round, for each such opposing side of battle, possessor's side of battle chooses a number of individuals on possessor's side of battle equal to the number of individuals more on possessor's side of battle than on said side of battle, all such individuals gain +50 to all stats for the remainder of the turn
Ballistic Weapons Training- (Passive Ability, Lord of War) Damaging abilities of possessor's War Machine transformations have 200 added to their damage values
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
Magewright-
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Ioun Stone Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Ioun Stone possessor has equipped
Mad Plumber- (Passive Ability, Magewright) Possessor's chances of inflicting Drowning increase by 5%
Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Reliquarian (2)- (Passive Ability, Magewright) Possessor may equip 1 additional Magic Item (to a max of 10 Accessories being equipped from all sources)
Seal Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Seal possessor has equipped
Trinket Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Trinket possessor has equipped
Matrix Keeper-
Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Magus-
Basic Orb Training- (Passive Ability, Magus) Possessor gains +6 Magical Attack when an Orb is equipped.
Merchant-
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Banker- (Passive Ability, Merchant) Possessor and possessor's allies gain +5,000 Defense against Gold Damage
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Economist- (Passive Ability, Merchant) Possessor may choose to have possessor's half-price sales cap increases by 5,000 Gold for 1 week in regards to sold-out items in exchange for having possessor's half-price sales cap decrease by 10,000 Gold for 2 weeks in regards to in-stock items.
Exceptional Resources- (Passive Ability, Merchant) Possessor counts as possessing 100,000,000 additional Gold, Possessor gains +20,000,000 Defense against Gold Damage, Possessor may, at the start of each round, use one charge from any one Consumable worth under 10,000,000 Gold that is in stock in the shop
Gift Wrapper- (Passive Ability, Merchant) Possessor chooses on month of the year upon acquring this ability; possessor's per-item half-price sell cap is increased by 5,000 Gold during that month
Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Traveling Merchant's Guile- (Passive Ability, Merchant) Possessor's items and Gold may not be broken or stolen by individuals below level 20 so long as possessor has either 3 pets or non-summoned allies total or at least one pet or non-summoned ally of level 15 or greater, Possessor's sell value cap increases by 500 Gold
Weapons Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Weapons
Monk-
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Gymnastics Skills- (Passive Ability, Monk) Possessor gains +20 AGI
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Beefy Flexing- (Technique Ability, Monk) Possessor may use 'Beefy Flexing' in conjunction with a 'Defend' or 'Powerful Attack' action so long as no other technique is used and possessor has greater Max HP value than any other individual currently in the same battle. Said action gives its performer +500,000 HP, +5,000 STR, and +5,000 CON as a buff that stacks 5 times.
Contortionist- (Passive Ability, Monk) Possessor gains +1% Dodge against individuals below Level 45
Flexible- (Passive Ability, Monk) Possessor gains +200 AGI and +2% Dodge against individuals below Level 60
Full Control of Power Masking- (Passive Ability, Monk) Possessor may, at the beginning of any thread, choose to lose the ability 'Mask True Power' for the duration of the thread
Gather Power!- (Technique Ability, Monk) Possessor may use 'Gather Power!' in conjunction with a 'Defend', 'Rest', or 'Meditate' action so long as no other technique is used and possessor has a greater sum of stats than any other individual currently in the same battle. Said action gives its performer +15,000 to all stats as a buff that stacks 5 times.
Gymnast- (Passive Ability, Monk) Possessor gains 20% Dodge while not wearing Armor and +300 AGI while not wearing Armor
Gymnast's Balance- (Passive Ability, Monk) Possessor's row may not forcibly be shifted by offensive actions from sources below Level 15
Gymnast's Dexterity- (Passive Ability, Monk) Possessor gains 5% Dodge and +80 AGI
Gymnast's Style- (Passive Ability, Monk) Possessor's allies gain +20 to all stats as a non-stacking buff that lasts 1 round each time possessor Dodges an offensive action
Gymnast's Tumbling- (Passive Ability, Monk) Possessor gains +5% Dodge as a non-stacking buff that lasts 1 round each time possessor switches rows
Irate Mongoose Stance- (Stance Ability, Monk) Possessor gains Venom Immunity and Poison Immunity, Whenever an individual conducts an action that targets possessor that has a chance of inflicting Venom or Poison on possessor, possessor gains a buff that stacks 5 times that gives possessor +5,000 Melee Attack against said individual and adds the infliction of a non-stacking debuff to possessor's actions against said individual that makes said individual unable to inflict Poison or Venom
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
Paragon of Physical Training- (Passive Ability, Monk) Monk abilities take possessor 1 less Week, to a minimum of 1 Week, to obtain in the Ability Shop
Still Heartbeat- (Passive Ability, Monk) Each thread, possessor ignores the first number of rounds equal to possessor's Level worth of effects that possessor would suffer from Poison and its sub-status effects or rounds worth of Damage that possessor would take from any minor negative status effects or sub-status effects
Musician-
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is 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 Ninjutsu Attunement- (Passive Ability, Ninja) All Ninjutsu spells gain +10 Magical Attack and boost caster's stats by 5 more points
Blurred While Running- (Passive Ability, Ninja) Possessor gains +200 AGI, Possessor gains +5% Dodge against sources below Level 60 as a non-stacking bonus on rounds during which possessor has performed a 'Shift Rows' action
Ninja Wall Run- (Passive Ability, Ninja) Possessor gains +100 AGI, Possessor pierces 500 Defense of Large Structures, Possessor may deal full Damage to targets below Level 20 that are in the back row
Shadow Wind Stance- (Stance Ability, Ninja) +10% Dodge
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
Permanent Item Effect-
Has Consumed 1 of the Permanent Consumable "Pattern of Glory"- (Passive Ability, Permanent Item Effect) Possessor gains 1 Bonus Week per month
Has Consumed X = 22 of the Permanent Consumable "Premier Health Supplement"- (Passive Ability, Permanent Item Effect) +(100 * X) MP, Cannot be used in combos
Has Consumed X = 6 of the Permanent Consumable "Premier Mana Supplement"- (Passive Ability, Permanent Item Effect) +(100 * X) MP, Cannot be used in combos
Walked the Twelvefold Path of Self-Perfection- (Passive Ability, Permanent Item Effect) Possessor gains +12,000 uncapped points to its stats, This ability may not be used in combos
Power Trooper-
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
Ravager-
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
Resilient Body- (Passive Ability, Ravager) 5% Physical Resistance
Seething Fury- (Active Ability, Ravager) Possessor may treat Confusion: Enraged as being Confusion: Berserk for purposes of Ravager Abilities
Speed of Rage- (Passive Ability, Ravager) While Berserk, possessor's turn order may be based on ((STR, assuming user's base STR were 5 lower + AGI) / 2) instead of just AGI
Woodsman's Expertise- (Passive Ability, Ravager) +25 Melee Attack against Animals when an Axe is equipped, +50 Melee Attack against Plants when an Axe is equipped
Reaper-
Basic Scythe Training- (Passive Ability, Reaper) This character gains +6 Melee Attack when a Scythe is equipped.
Roboticist-
Basic Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Bascaradine Tsayyikproofing- (Passive Ability, Roboticist) Possessor may use CON in place of SAN, INF, and RES and may choose to take CON Damage instead of SAN Damage, INF Damage, or RES Damage
Sage-
Basic Staff Training- (Passive Ability, Sage) This character gains +6 Melee Attack and +3 Magical Attack when a Staff is equipped
Scholar-
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Badass Cartographer Stance- (Stance Ability, Scholar) +2,000 STR, +20% To Hit, Large Structures below Level 80 may not Dodge possessor, Possessor ignores Dodge and Resilience buffs present on individuals that come from Geomancy spells cast by sources that are not 20 or more Levels greater than possessor, to a max of Level 90
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Knowledge of History- (Passive Ability, Scholar) Possessor gains +400 MIN
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Scholar of Wars- (Passive Ability, Scholar) Possessor gains +50 MIN, +100 Melee Attack, and +100 Magical Attack, Possessor's Unit allies gain +400 Defense as a non-stacking bonus
Scientist-
Analytical- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 99
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Artifical Intelligence Programmer- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +150 MIN
Basic Programming Skills- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +40 to all stats
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Mathematical Knowledge- (Passive Ability, Scientist) +150 MIN that is counted as unmodified for capping purposes
Psychologist- (Passive Ability, Scientist) Possessor gains +200 MIN
Therapist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the end of each round
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage
Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Seakeeper-
Arctic Swimming- (Passive Ability, Seakeeper) Possessor gains +5,000 Defense against Ice, +500 AGI while in both a Zone of Water and a Zone of Ice, and 15% Ice Resistance
Apprentice Seakeeper Knowledge- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Aquatic Calling I- (Passive Ability, Seakeeper) Possessor's Aquatic summons gain +20 to all stats
Aquatic Calling II- (Passive Ability, Seakeeper) Possessor's Aquatic summons gain +200 HP
Aquatic Calling III- (Passive Ability, Seakeeper) Possessor's Aquatic summons gain +500 MP
Aquatic Traits- (Passive Ability, Seakeeper) Possessor gains +1 to all stats so long as possessor is an Aquatic
Fast Swimmer- (Passive Ability, Seakeeper) Possessor gains +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Water
Graceful Swimmer- (Passive Ability, Seakeeper) Possessor gains a 50% chance of inflicting Charm on any one target each time, up to 200 times per round, that possessor switches rows while in a Zone of Water
Knowledge of Many Swimming Strokes- (Passive Ability, Seakeeper) Possessor gains +300 AGI, +200 CON, and 25% Dodge while in a Zone of Water
Surly Bullet-Spitting Fish Stance- (Stance Ability, Seakeeper) Possessor gains +5,000 Ranged Attack and gains the subtype Aquatic, Possessor may reflect one 'Ranged Attack' action or action that involves a Gun weapon from an opponent of equal or lower Level that is below Level 99 per round
Seakeeper- (Passive Ability, Seakeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Aquatic pet only, This ability provides +50 HP and +10 to all stats of possessor's Aquatic pets and summons per Level of possessor
Swimmer (2)- (Passive Ability, Seakeeper) Possessor gains +200 AGI while in a Zone of Water
Swim Through Acid- (Passive Ability, Seakeeper) Possessor gains +5,000 Defense against Acid, +500 AGI while in both a Zone of Water and a Zone of Acid, and 15% Acid Resistance
Swim Through Magma- (Passive Ability, Seakeeper) Possessor gains +5,000 Defense against Fire, +500 AGI while in both a Zone of Water and a Zone of Fire, and 15% Fire Resistance
Wraith Jelly's Phantom Body- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor gains +25% Dodge, and individuals below Level 20 cannot deal stat damage to possessor
Shadow Blade-
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Slayer-
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 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 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'
And With This, I Will Melt You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Acid element may gain '5% inflicts Dissolving'
And With This, I Will Freeze You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Ice element may gain '5% inflicts Frozen'
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 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
Sheer-Offensive Stance- (Stance Ability, Slayer) Possessor's Defense is halved, Possessor's Resilience drops to 0%, Possessor's Dodge is halved, Possessor gains +(Possessor's former Resilience, to a max of 200)% Critical, Possessor gains +(One half possessor's lost Dodge, to a max of 200)% to Hit, Possessor gains +(One half possessor's former Defense value, to a max of 20,000) Melee Attack, Magical Attack, and Ranged Attack
Slayer- (Passive Ability, Slayer) Possessor gains +(500 +(50 * Possessor Level)) Melee Attack, Magical Attack, and Ranged Attack if possessor has a Deadly Item equipped, Possessor gains +5% Critical if possessor has a Deadly Item equipped
Smith-
Ammocrafter- (Passive Ability, Smith) All equipped Ammo accessories give +20 Ranged Attack if possessor has a Gun equipped
Apprentice Smith Proficiency- (Passive Ability, Smith) This character gains +25 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +25 Defense for each Shield, Heavy Armor, or Light Armor is equipped. This character gains +25 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Base Knowledge of Perfected Iron- (Passive Ability, Smith) Possessor's equipped items that provide a bonus to possessor's Defense provide an additional 250 points
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.
Gunsmith- (Passive Ability, Smith) Each Gun equipped provides +40 Ranged Attack
Repair- (Passive Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment broken equipment that was broken by a non-unique source of lower level than possessor repaired at the end of a thread
Smelter Who Has Attempted to Make Perfected Iron- (Passive Ability, Smith) Possessor's equipped items cannot be destroyed or stolen by individuals below Level 20
Smelter Who Has Gained a Further Glimmer of Knowledge Regarding Perfected Iron- (Passive Ability, Smith) Possessor's equipped items cannot be destroyed or stolen by individuals below Level 40
Smith- (Passive Ability, Smith) Equipped armors provide +20 Defense per possessor level and equipped Weapons give +10 to each attack bonus they already possess per possessor level
Speedy Repairs Stance- (Stance Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment immediately repaired if it is broken by a non-unique source of lower level than possessor
Mr. Fix-It- (Passive Ability, Smith) Possessor may choose to expend an item named 'Magi-Seal Tape' in order to raise the chance possessor's 'Repair' or 'Speedy Repairs Stance' abilities working to 90%, with one expenditure affecting a single instance of said chance of working being determined
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus
Snow Queen-
Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +100 to all stats
Basic Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +10 to all stats
Iceheart- (Passive Ability, Snow Queen) Possessor Absorbs Ice from sources below Level 40 that are lower Level than possessor
Improved Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +250 to all stats
Ice Manipulation- (Passive Ability, Snow Queen) Possessor may choose one of the following at the beginning of each round if Ice element: Create a Zone of Ice, Remove a Zone of Ice created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ice by either possessor or a source below Level 20, Add Ice to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Ice element on a Ice element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ice, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ice, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Ice element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ice to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ice, 5% Ice Resistance, or +50 Defense against Ice and 1% Ice Resistance until the end of the round as a non-stacking buff
Snow Queen- (Passive Ability, Snow Queen) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ice Resistance, Possessor ignores Ice Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Soldreidrethanoi-
Apprentice Bailartix Training- (Passive Ability, Soldreidrethanoi) Possessor gains +50 Ranged Attack if possessor has a Bailartix equipped, Possessor gains +20 to all stats if possessor has a Bailartix equipped
Bailartix Wielding I- (Passive Ability, Soldreidrethanoi) +5 to all stats when a Bailartrix is equipped
Bailartix Wielding II- (Passive Ability, Soldreidrethanoi) +25 to all stats when a Bailartix is equipped, +50 Ranged Attack when a Bailartix is equipped
Basic Bailartix Training- (Passive Ability, Soldreidrethanoi) This character gains +6 Ranged Attack when a Bailartix is equipped.
Hunting Blade of Repitition- (Active Ability, Soldreidrethanoi) This character may use Hunting Blade of Repitition in conjunction with a Ranged Attack, so long as no other technique is used and a Bailartix is equipped. This attack repeats itself next turn, but any Bailartix involved in it cannot be used next turn for any other purpose.
Sorceress-
Basic Wand Training- (Passive Ability, Sorceress) This character gains +6 Magical Attack when a Wand is equipped
Swordsman-
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
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
Knowledge of the Basics of Technomantic Theory- (Passive Ability, Technomancer) +200 MIN
Theoretical Mage-Scientist- (Passive Ability, Technomancer) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least one of which is a Hypertech spell, equipped
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
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
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
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells increase damage or Defense by 40 more points and cost 10 less MP
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Self-Folding- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a single subtype
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Mutative Head- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Head:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Thrice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Shifting Weapon Stance while in Warped Self Stance
Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Twice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Warped Element Stance while in Warped Self Stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance
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 Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Visualizer of Drifting Principles- (Passive Ability, Ethereal Mage) Possessor may claim Drifting Principles
Vermin Master-
Basic Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Essence Algorithm: Dreggson's Lesser Cricket- (Passive Ability, Vermin Lord) At the beginning of a thread, possessor may choose to become the subtype Insect, to gain the base stats: STR 1, CON 1, AGI 2, MIN 1, SPI 1, and to be able to choose, if a monster on the enemy list exists named 'Dreggson's Lesser Cricket', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Moderately Loud Chirp- (Active Ability, Vermin Lord) Possessor, if an Insect, may spend an action to have a 1% chance of inflicting Confusion: Surprised on a target below Level 5 with said instance of affliction having a max duration of 2 rounds, with said action having a 25% chance of failure, with said action being solely Air element and costing 0 MP
Walker From Beyond-
Base Abstract Synchronicity- (Passive Ability, Walker From Beyond) Possessor may treat Abstract as a base subtype
Basic Walker from Beyond Knowledge- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Confetti Makes Me Secretly Careful- (Passive Ability, Walker from Beyond) Possessor gains +2% Dodge, to a max of 80%, if possessor is carrying an item named 'Confetti'
Essence of the Dead Walrus- (Passive Ability, Walker From Beyond) Possessor gains +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, and +70 to all stats if possessor is an Abstract
Gold-Streaked Essence of the Dead Walrus- (Passive Ability, Walker From Beyond) Possessor gains +7,000 Melee Attack, +7,000 Ranged Attack, +7,000 Magical Attack, and +7,000 to all stats if possessor is an Abstract
Platinum-Streaked Essence of the Dead Walrus- (Passive Ability, Walker From Beyond) Possessor gains +17,000 Melee Attack, +17,000 Ranged Attack, +17,000 Magical Attack, and +17,000 to all stats if possessor is an Abstract
Randomness-Eliminating Method Core Spoofer- (Passive Ability, Walker from Beyond) Possessor may, at the beginning of a thread, choose to set possessor's randomized damage multiplier variable to its average value, provided said value is below 10
Silver-Streaked Essence of the Dead Walrus- (Passive Ability, Walker From Beyond) Possessor gains +700 Melee Attack, +700 Ranged Attack, +700 Magical Attack, and +700 to all stats if possessor is an Abstract
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 Travel Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost 10 less MP
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
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
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
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
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Unified Knowledge of Spatial Magic and Gate Magic- (Passive Ability, Wanderer) Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes), Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes)
Walker of the Sea of Glass- (Passive Ability, Wanderer) +60 AGI, +5% Dodge
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Warlord-
Basic Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Essence Algorithm: Frogman Toxin Archer- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to become the subtype Humanoid, to gain the base stats: STR 5, CON 10, AGI 25, MIN 20, SPI 5, and to be able to choose, if a monster on the enemy list exists named 'Frogman Toxin Archer', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Toxic Arrow- (Active Ability, Warlord) Possessor, if a Humanoid, may spend an action to conduct an attack that has a Prime Attribute of Agility, has a base Damage value of 1,415 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of up to 1 equipped Bow weapon, that possesses a 60% chance of inflicting Poison, that is solely Physical & Acid element, and costs 0 MP
Warrior-
Active Parry- (Active Ability, Warrior) User skips a turn and adds one weapon's melee attack bonus to Defense for 2 turns
Adept Combat Arts Attunement- (Passive Ability, Warrior) Possessor's Combat Arts spells cost possessor 10,000 less MP to cast, Possessor's Combat Arts spells that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Combat Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Any-Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action conducted by an allied individual, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, up to 5 times per round
Attack Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action Melee Attack, Ranged Attack, or Magical Attack that deals HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack (whichever is the same type as the action that triggered this action) action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, up to 10 times per round
Armed to the Gills- (Passive Ability, Warrior) Possessor may bring 2 unequipped weapons into threads
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
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
Chaos Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Chaos element HP damage, perform a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Chaos element from said action, with said target being the only possible target of said 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, with said 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action being solely Chaos element, up to 10 times per round
Chaser Mastery- (Passive Ability, Warrior) During actions generated by possessor's Chaser Abilities, possessor gains an additional +2,000 Melee Attack, +2,000 Ranged Attack, and +2,000 Magical Attack as a non-stacking buff
Counter Ranged- (Active Ability, Warrior) Possessor may perform a Ranged Attack, Melee Attack, or Magical Attack action as a counter to any Ranged Attack action that targets possessor
Darkness Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Darkness element, up to 10 times per round
Double Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor chooses, at the time that possessor enters this stance, two other chaser stances that possessor possesses, Possessor counts as being in said two chaser stances In addition to this stance, but actions coming from one of said abilities count as coming from this ability, with the text saying ', Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring' not being present on said simulated versions of said chaser stances would it otherwise be present on said stances, Possessor counts as being in one stance total for purposes of counting numbers of stances possessor is in from this stance and the two chaser stances it simulates
Double-Fire Chaser- (Passive Ability, Warrior) If an action generated by one of possessor's Chaser Abilities that is a Chaser Stance misses all of its targets, then possessor may immediately use an additional action generated by said chaser ability as part of the same counter tree, Actives a max of once per tree of counters
Elemental Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter to any action that is solely one non-universe element that possessor has at least one item equipped that shares an element with, perform a Magical Attack, Ranged Attack, or Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage from said action, with said target being the only possible target of said Magical Attack, Ranged Attack, or Magical Attack action, with possessor's generated action being solely the one element that the action that triggered possessor's action was, up to 10 times per round
Improved Chaser Mastery- (Passive Ability, Warrior) All of possessor's Chaser Stances that come from possessor's Chaser Abilities that can provide 10 an action 10 or more times per round may do so an additional 5 times
Magic Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Magic element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Magic element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Magic element, up to 10 times per round
Melee Overdrive Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Overdrive action that deals HP damage, perform an Melee Overdrive action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage from said action, with said target being the only possible target of said Melee Overdrive action, up to 10 times peer round
Mime Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that is generated by a Chaser Ability that possessor possesses, perform an action as per the type that would be generated by said Chaser Ability upon the condition that triggered said Chaser Ability that triggered this ability, with all restrictions applying to said other chaser ability applying to this ability, but with said ability counting as this ability for purposes of generating extra actions, up to 20 times per round
Overdrive Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Overdrive action that deals HP damage, perform an Overdrive action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage from said action, with said target being the only possible target of said Overdrive action, up to 10 times per round
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Passive Weapon Juggling- (Passive Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon
Physical Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Physical element, up to 10 times per round
Speed Chaser- (Passive Ability, Warrior) Possessor may begin a thread in a single Chaser Stance that does not allow possessor to count as being in multiple chaser stances
Spell Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Cast a Spell action that deals HP damage, perform an Cast a Spell action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Cast a Spell action, up to 10 times per round
Status Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting one or more minor status effects, perform a Magical Attack, Ranged Attack, or Melee Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said granted action gaining a 30% chance of inflicting any minor status effect that the action that triggered said action had a chance of inflicting, up to 10 times per round
Status Chaser: Charm- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Charm, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Charm, up to 10 times per round
Status Chaser: Confusion- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Confusion, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Confusion, up to 10 times per round
Status Chaser: Diseased- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Diseased, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Diseased, up to 10 times per round
Status Chaser: Fatigued- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Fatigued, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Fatigued, up to 10 times per round
Status Chaser: Hexed- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Hexed, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Hexed, up to 10 times per round
Status Chaser: Pain- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Pain, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Pain, up to 10 times per round
Status Chaser: Paralyze- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Paralyze, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Paralyze, up to 10 times per round
Status Chaser: Poison- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Poison, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Poison, up to 10 times per round
Status Chaser: Stat Drain- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Stat Drain, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Stat Drain, up to 10 times per round
Summon Sniper- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that summons, perform a Magical Attack, Melee Attack, or Ranged Attack action that targets one of the summons of the action that triggered this counter, with said target being the only possible target of said Magical Attack, Melee Attack, or Ranged Attack action, up to 10 times per round
Technology Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Technology element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Technology element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Technology element, up to 10 times per round
Unarmed Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual, provided that said individual has no weapons equipped, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor also has no weapons equipped, up to 10 times per round
Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.
Weapon Chaser: Assault Matrix- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Assault Matrix equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Assault Matrix equipped, up to 10 times per round
Weapon Chaser: Axe- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Axe equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Axe equipped, up to 10 times per round
Weapon Chaser: Bailartix- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Bailartix equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Bailartix equipped, up to 10 times per round
Weapon Chaser: Bladecane- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Bladecane equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Bladecane equipped, up to 10 times per round
Weapon Chaser: Book- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Book equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Book equipped, up to 10 times per round
Weapon Chaser: Bow- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Bow equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Bow equipped, up to 10 times per round
Weapon Chaser: Card- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Card equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Card equipped, up to 10 times per round
Weapon Chaser: Deadly Item- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Deadly Item equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Deadly Item equipped, up to 10 times per round
Weapon Chaser: Fan- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Fan equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Fan equipped, up to 10 times per round
Weapon Chaser: Fist Weapon- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Fist Weapon equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Fist Weapon equipped, up to 10 times per round
Weapon Chaser: Force- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Force equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Force equipped, up to 10 times per round
Weapon Chaser: Gun- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Gun equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Gun equipped, up to 10 times per round
Weapon Chaser: Hammer- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Hammer equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Hammer equipped, up to 10 times per round
Weapon Chaser: Instrument- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Instrument equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Instrument equipped, up to 10 times per round
Weapon Chaser: Knife- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Knife equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Knife equipped, up to 10 times per round
Weapon Chaser: Mace- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Mace equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Mace equipped, up to 10 times per round
Weapon Chaser: Orb- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Orb equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Orb equipped, up to 10 times per round
Weapon Chaser: Polearm- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Polearm equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Polearm equipped, up to 10 times per round
Weapon Chaser: Scythe- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Scythe equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Scythe equipped, up to 10 times per round
Weapon Chaser: Shield- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Shield equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Shield equipped, up to 10 times per round
Weapon Chaser: Soul- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Soul equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Soul equipped, up to 10 times per round
Weapon Chaser: Spear- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Spear equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Spear equipped, up to 10 times per round
Weapon Chaser: Staff- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Staff equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Staff equipped, up to 10 times per round
Weapon Chaser: Stone- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Stone equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Stone equipped, up to 10 times per round
Weapon Chaser: Sword- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Sword equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Sword equipped, up to 10 times per round
Weapon Chaser: Throwing Weapon- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Throwing Weapon equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Throwing Weapon equipped, up to 10 times per round
Weapon Chaser: Tool- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Tool equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Tool equipped, up to 10 times per round
Weapon Chaser: Wand- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Wand equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Wand equipped, up to 10 times per round
Weapon Chaser: Whip- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Whip equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Whip equipped, up to 10 times per round
Weapon Juggling- (Stance Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon
Weapons Demo- (Stance Ability, Warrior) When possessor enters this stance or enters a battle, begin tracking each subtype of Weapon possessor equips or has equipped, For each such subtype, possessor gains +50 to all stats as buff that does not stack but increases in increments of +100, to a max of +10,000, This stance resets its count if exited or at the end of battle
Weaponsmaster- (Passive Ability, Warrior) Possessor gains a Weapon slot
Weirdworker-
Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Disruptive Force- (Technique Ability, Weirdworker) Possessor may use Disruptive Force in conjunction with a Magical Attack action, so long as no other technique is used. Said Magical Attack action deals MP Damage instead of HP Damage to Magic Beings
Wizard-
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Arcane Weapon Charge- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 100 MP to give any weapon possessor has equipped +50 Melee Attack, Ranged Attack, or Magical Attack, provided it already possesses such a bonus, as a buff that stacks three times across all bonus types, with said buff lasting three rounds
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Defensive Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the back row
Can Cast Spells While In Close Combat- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the front row
Combat Spellcasting- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions may not be countered by individuals below Level 10, Possessor gains +400 Magical Attack
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
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
Attack-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Attack With Finesse
Powerful Attack
Point Blank
Fortify Body
Overdrive
Concede- (Active Ability, Attack) Possessor exits the current thread, gaining no reward if this thread is not a Random Quest or RP Thread. Possessor gains all treasures, XP, and Gold accumulated throughout the thread thusfar if possessor is in a Random Quest. Results vary (and the ability may not work) in RP threads.
Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).
Metacombine- (Active Ability, Attack) User uses three consumables in one turn. Only two of these, which are randomly determined, activate. All three consumables still lose charges.
Possesses an Inherent Spell List- (Passive Ability, Attack) Possessor may cast spells on possessor's Inherent Spell List as though they were equipped
Command Protocol- (Spell, Leadership, Technology & Air & Psychic & Metal, 100,000 XP, 10,000,000 Gold) Target non-unique individual gains an action immediately after this action
Metal Crash- (Spell, Artifice, Metal, 500 MP, 410,000 Gold) +400 Magical Attack, 5% inflicts Entombed: Metallic Doom
Ranged Overdrive- (Active Ability, Attack) Based on AGI. Uses Ranged Attack bonus. This action costs an amount of MP to perform equal to (User's Max MP * .25) in additional to any other costs. Does double normal damage. Spells that give Ranged Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Ranged Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Ranged Attack bonus.
Greater Fateweavings-
Bestow Fate: Will Be Cleansed of the Evil Taint-
Greater Fateweaving, Boon, Manifold
Consumes:
5 Purity
80,000 XP
Produces:
This Greater Fateweaving may be applied in the Shop Thread or as an RP effect that requires a time-consuming ritual. If applied in the Shop Thread, it affects any one non-Demon, non-Devil, non-Daemon, non-'Serpent Blessed', non-Fiend, that is not Corruption, Devastation, Agony, Null, or Evil element, that is either a non-retired PC, a mercenary on the Mercenary List, or a unique entity on the Boss List. Target obtains a special effect that is not a buff that does not stack. Target may not acquire said effect if target is already under the effect of 5 or more Greater Fateweavings. Said effect allows either said individual or its creator to choose, at the beginning of any round, to cure said individual of all debuffs and minor negative status effects that come from sources that are Demons, Devils, Daemons, Darkspawn, Undead, Horrors, Corruption element, Agony element, Devastation element, or Dark Magic that are below its creator's Level, with said effect vanishing once such triggering occurs.
Bestow Fate: Will Be Gunned Down in the Firefight-
Greater Fateweaving, Burden, Manifold
Consumes:
20 Reaver's Rifle
20 Tengu's Magic Bullets
180,000 XP
Produces:
This Greater Fateweaving may be applied in the Shop Thread or as an RP effect that requires a time-consuming ritual. If applied in the Shop Thread, it affects any one entity that is either a non-retired PC, a mercenary on the Mercenary List, or a unique entity on the Boss List. Target obtains a special effect that is not a buff that does not stack. Target may not acquire said effect if target is already under the effect of 5 or more Greater Fateweavings. Said effect causes its possessor to take (Creator Level * 60,000) additional Damage from the first time each round it would be Damaged by an attack that involves a Gun, with said effect ending at the end of the third battle in which said effect causes its possessor to take extra Damage.
Bestow Fate: Will Find the Great Treasure-
Greater Fateweaving, Boon, Manifold
Consumes:
500,000,000 Gold
500,000 XP
Produces:
This Greater Fateweaving may be applied in the Shop Thread or as an RP effect that requires a time-consuming ritual. If applied in the Shop Thread, it affects any one entity that is either a non-retired PC, a mercenary on the Mercenary List, or a unique entity on the Boss List. Target obtains a special effect that is not a buff that does not stack. Target may not acquire said effect if target is already under the effect of 5 or more Greater Fateweavings. Said effect allows its possessor to roll twice on the treasure tables of entities of lower Level than its creator (choosing one result, not both). This effect's creator may choose in the Shop for this effect to disappear at the end of the current month, with said effect not disappearing in already-created threads.
Bestow Fate: Will Never Be Haunted By Restless Spirits-
Greater Fateweaving, Boon, Manifold
Consumes:
30 Ectoplasm
80,000 XP
Produces:
This Greater Fateweaving may be applied in the Shop Thread or as an RP effect that requires a time-consuming ritual. If applied in the Shop Thread, it affects any one non-Undead that is either a non-retired PC, a mercenary on the Mercenary List, or a unique entity on the Boss List. Target obtains a special effect that is not a buff that does not stack. Target may not acquire said effect if target is already under the effect of 5 or more Greater Fateweavings. Said effect prevents its possessor from being marked as Haunted by sources below its creator's Level or affected by abilities from said sources whose name includes 'Possess'. This effect's creator may choose in the Shop for this effect to disappear at the end of the current month, with said effect not disappearing in already-created threads.
Abjurer-
Abjurant Forcefield- (Stance Ability, Abjurer) Possessor gains +(100 * Possessor Level) Defense and (Possessor Level)% Resilience
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Protection Magic spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Applied Item Ward: Thunderous Item Defense- (Active Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 15, Foes who unsuccessfully attempt to steal or break possessor's items take 5,000 Electrical element damage for each failed attempt, Possessor may only have one Applied Item Ward active at a time and may spend an action turning one on or off
Apprentice Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Protection Magic spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Protection Magic spells cost 200 less MP
Basic Defensive 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 Item Preservation Application Aptitude- (Passive Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 10
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Essence of the Wholly Defensive Wall- (Stance Ability, Abjurer) +50 Defense per level, you may not take any offensive action
Focused Protection Magic Casting- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Protection Magic
Protection Magic Casting I- (Passive Ability, Abjurer) Protection Magic spells cost possessor 20 less MP to cast
Protection Magic Casting II- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast
Warded Skin- (Passive Ability, Abjurer) +200 Defense
Advisor-
Advisor's Grace- (Passive Ability, Advisor) The Magical Attack bonus provided by Fans possessor has equipped before modification by Advisor abilities is applied as a discount to the cost of possessor's Leadership spells.
Advisor's Mind- (Passive Ability, Advisor) This character gains +60 MIN and +40 SPI
Apprentice Fan Training- (Passive Ability, Advisor) This character gains +60 Magical Attack and +50 MIN when a Fan is equipped.
Basic Fan Training- (Passive Ability, Advisor) This character gains +6 Magical Attack and +5 MIN when a Fan is equipped.
Challenged the Boundaries of the Mind- (Passive Ability, Advisor) Bonuses from Advisor's Mind are applied as parts of unmodified stats in relation to stat capping
Courtly Grace- (Passive Ability, Advisor) The Magical Attack bonus provided by Fans possessor has equipped before modification by Advisor abilities also provides an equal bonus to Defense
Fan of Flames- (Technique Ability, Advisor) Possessor may use Fan of Flames in conjunction with a Magical Attack action, so long as no other technique is used and possessor has a Fan that is Fire element equipped. Possessor gains +40 Magical Attack for purposes of said attack and said attack becomes solely Fire element.
Fan of Mist- (Technique Ability, Advisor) Possessor may use Fan of Mist in conjunction with a Magical Attack action, so long as no other technique is used and possessor has a Fan that is Air element equipped. This attack deals no damage and instead gives targets hit by it +5% Dodge as a buff that lasts two rounds and is non-stacking.
Shielded From the Wind of War- (Passive Ability, Advisor) 5% Air Resistance if a Fan is equipped and possessor is in the back row
Twin-Fan Deflective Stance- (Stance Ability, Advisor) The Magical Attack bonus provided by Fans possessor has equipped before modification by Advisor abilities also provides an equal bonus to Defense if two fans are equipped, this bonus is doubled against Ranged Attacks
Anarchomancer-
Basic Chaos Magic Attunement- (Passive Ability, Anarchomancer) All Chaos Magic spells gain +50 Magical Attack 50% of the time
Chaos Magic Casting I- (Passive Ability, Anarchomancer) Chaos Magic spells cost possessor 20 less MP to cast
Chaos Magic Casting II- (Passive Ability, Anarchomancer) Chaos Magic spells cost possessor 200 less MP to cast
Psycho Flux- (Passive Ability, Anarchomancer) Possessor gains +50 to a random unmodified stat, with said stat being randomly chosen at the beginning of each thread
Archer-
Apprentice Bow Training- (Passive Ability, Archer) Possessor gains +50 Ranged Attack if possessor has a Bow equipped, Possessor gains +20 to all stats if possessor has a Bow equipped
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
Bow Called Shot: Eye- (Technique Ability, Archer) Possessor may use Bow Called Shot: Eye in conjunction with a Ranged Attack action, so long as no other technique is used and a Bow is equipped. Said action gains +25 Ranged Attack and has a 50% chance of inflicting Impaired: Blind.
Bow Called Shot: Leg- (Technique Ability, Archer) Possessor may use 'Bow Called Shot: Leg' in conjunction with a Ranged Attack action, so long as no other technique is used and possessor has a Bow equipped. Said action gains +40 Ranged Attack and has a 30% chance of inflicting Impaired: Slow.
Jugular-Striking Shot- (Technique Ability, Archer) Possessor may use Jugular-Striking Shot in conjunction with a Ranged Attack, so long as no other technique is used and a Bow is equipped. For purposes of this attack action possessor gains +250 Ranged Attack, a 15% chance of inflicting Impaired: Mute, and a 15% chance of inflicting Wounded: Bleeding.
Assassin-
Basic Poisoner Training- (Passive Ability, Assassin) User gains +30 MP for each weapon coating equipped, user's attacks have a +1% chance of inflicting Poison if a Weapon Coating is equipped and they already had a chance of inflicting poison, all Weapon Coatings that do stat damage do an extra point, all damage foes suffer that is caused by Poison status effects inflicted by user is increased by 20 per round
Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.
Boomerang Back- (Passive Ability, Assassin) At the start of each thread, possessor may inflict Fatigued on possessor, if possessor chooses to do so, then this ability provides +500 Ranged Attack for the remainder of the thread and also allows its possessor to optionally have an additional roll (to a max of two) for whether or not one of possessor's 'Ranged Attack' actions misses or is dodged (with said choice being made after the result of whether the original roll was a miss or a dodge is revealed), with said second roll being made at a -15% To Hit penalty
Weapon Coatings that do stat damage do 2 extra points
Poisoned Weapon Use- (Passive Ability, Assassin) Possessor's attacks that deal damage deal 200 extra damage if possessor has a Weapon Coating equipped, all Weapon Coatings that possessor has equipped that deal stat damage do 3 extra points of each type they would otherwise deal, all Weapon Coatings possessor has equipped have a 1% chance inflicting Poison if possessor desires such
Skilled at Poison Application- (Passive Ability, Assassin) All attacks that have a chance of inflicting Poison gain a 3% chance if that chance is initally under 3%, all Weapon Coatings that do stat damage do 2 extra points
Architect-
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Calibrate- (Active Ability, Architect) Possessor may, if possessor has a Tool equipped, spend an action to give target Robot, Machine, Clockwork, Mecha, Vehicle, Vessel, or War Machine +200 to all stats as a buff that stacks 3 times
Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
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
Blessing-
*4th Sigil: Ehrymunluuk -> The Flame Which Destroys All- (Passive Ability, Blessing) Possesor gains +400,000 Magical Attack, Possessor gains +4,000,000 MP, Possessor's first Fire-element action of each round deals 4,000,000 additional Damage (with said quantity being increased to 40,000,000 additional Damage against bosses), Possessor ignores the Fire Resistance and Immunity of entities below Level 80, Possessor's attacks may cause targets below Level 40 to become dead, Possessor's offensive actions may gain the element Fire, Possessor gains +10% Dodge and 40% Earth Resistance until the end of the round as a non-stacking buff whenever possessor kills an opponent while Fire element
Access Higher Self (The Shielding Golem)- (Active Ability, Blessing)- Possessor may spend an action on 5 consecutive rounds during which possessor must have been a valid target for at least one possible enemy action to transform into The Shielding Golem's Higher Self (Level 20 Version), removing all allies from battle upon doing so, Possessor may do so a max of once per thread, If The Shieldng Golem's Higher Self (Level 20 Version) is defeated, killed, detransformed from, or somehow removed from the thread, then all allies removed with this ability return to battle, Possessor automatically de-transforms from The Shielding Golem's Higher Self (Level 20 Version) between battles, Any guild that possessor is a member of gains access to 1 copy of The Shielding Golem's Higher Self (Level 20 Version) as a boss for its guild-run dungeons
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Aldriel's Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Holy Strikes- (Passive Ability, Blessing) +1% Critical, Can't be used in combos
Innate Morphic Defense- (Passive Ability, Blessing) Possessor gains +25 Defense per level; possessor may change possessor's entire Defense value into Defense against a specific base element at the start of a round if desired
Lethal Blessing- (Passive Ability, Blessing) Possessor gains +25 Ranged Attack per level for each Sword and +50 Magical Attack per level for spells of the Chaos Magic subtype assuming said spell already possesses a bonus to said attack type
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
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
Tasshaemot's Fury- (Passive Ability, Blessing) Possessor treats all Resistances possessed by targets below level 99 as being 5% lower, to a minimum of 0%, if possessor so desires
Was Warned About Golf's Deadlier Side- (Passive Ability, Blessing) Possessor is immune to effects named "Golf Weakness"
Bard-
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
Bongo Maniac- (Passive Ability, Bard) Possessor may choose to include Bardic Music spells in attacks while afflicted by Confusion: Berserk if an Instrument is equipped, Possessor may choose to make a Cast a Spell action while afflicted with Confusion: Berserk if a spell is equipped, Possessor may choose to use Strength instead of Agility as the Prime Attribute of Ranged Attack or Magical Attack actions in exchange for only incorporating the Attack Bonuses to said actions that come from Instruments or Bard abilities, Possessor has a 40% chance per action of behaving as though afflicted by Confusion: Berserk instead of Confusion while afflicted with Confusion if an Instrument is equipped
Merry Caroling- (Passive Ability, Bard) Possessor's non-offensive actions that include Bardic Music spells buff stats for an additional 80 points (to a max of 1,000 additional points across all buffs per individual) and provide an additional 5,000 points of HP Healing if they Heal HP
Sexy Wink- (Technique Ability, Bard) Possessor may use Sexy Wink in conjunction with a 'Magical Attack' or 'Cast a Spell' action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
Weaponized Voice- (Passive Ability, Bard) Possessor may, at the beginning of a thread, choose to count as having an additional Instrument weapon equipped
Beastmaster-
Burrow Into Snow- (Active Ability, Beastmaster) Possessor may spend an action while in a Zone of Ice to gain +5% Dodge until the end of the round as a non-stacking buff
Form of Triceratops- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +380 STR and +400 CON
Glowing Red Nose- (Passive Ability, Beastmaster) Possessor may choose for possessor and any of possessor's allies to ignore effects attached to zones by sources below Level 20
Captain-
Aether Captain Stance- (Stance Ability, Captain) Minor and moderate negative status effects may not prevent possessor from acting, Individuals (other than possessor) who are not greater Level than possessor who are not Level 85 or greater may not prevent possessor from switching rows or cause possessor's actions to be skipped without possessor's permission, Possessor may enter or exit an equipped Vessel transformation at the start or end of any of possessor's actions, Possessor may choose to gain the subtype Vessel and/or the element Aether, Any of possessor's Vessel transformations may gain the element Aether, Possessor's Vessel transformations gain +15% Dodge
Clearance-
Has a Basic Permit to Battle Bacchalamus- (Passive Ability, Clearance) Possessor may fight the monster 'Bacchalamus' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle 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 Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' for drops, This ability cannot be used in combos
Permitted to Battle Black Clocktower- (Passive Ability, Clearance) Possessor may fight the monster Black Clocktower for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Proclamation of the Dark Times' for 10,000 XP, 1,000,000 Gold, and 2 weeks spent in the ability shop
Permitted to Battle Clock Spirit- (Passive Ability, Clearance) Possessor may fight the monster Clock Spirit for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Letter from Tomorrow' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Crafter of Discord- (Passive Ability, Clearance) Possessor may fight the monster Crafter of Discord for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Proclamation of the Dark Times' for 10,000 XP, 1,000,000 Gold, and 2 weeks spent in the ability shop
Permitted to Battle Doppelganger- (Passive Ability, Clearance) Possessor may fight the monster Doppelganger for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Cleverly Copied Permit' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Dragon of the Gold Leaf Throne- (Passive Ability, Clearance) Possessor may fight the monster Dragon of the Gold Leaf Throne for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Challenge Issued by the Dragon of the Gold Leaf Throne' for 4,000 XP, 200,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Fortified Bunker- (Passive Ability, Clearance) Possessor may fight the monster Fortifed Bunker for drops, possessor's allies also gain drops from this batttle, Possessor create the item 'Star Marine War Report' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Glass Cannon- (Passive Ability, Clearance) Possessor may fight the monster Glass Cannon for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'News About the Secret Weapon!' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Mage's Tower- (Passive Ability, Clearance) Possessor may fight the monster Mage's Tower for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Map of the Mage's Lands' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Matryoshka Golem- (Passive Ability, Clearance) Possessor may fight the monster Matryoshka Golem for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Rune-Inscribed Nesting Doll Containing a Message' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Metamorph- (Passive Ability, Clearance) Possessor may fight the monster Metamorph for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Permit Covered In Blurry Symbols' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Requiem Beast- (Passive Ability, Clearance) Possessor may fight the monster Requiem Beast for drops, Possessor may create the item 'Record that Plays at the End of the World' for 500,000 XP, 200,000,000 Gold, and 5 weeks spent in the ability shop
Permitted to Battle Sentinel- (Passive Ability, Clearance) Possessor may fight the monster Sentinel for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Sentinel Specifications List' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Sovereign Oak - (Passive Ability, Clearance) Possessor may fight the monster Sovereign Oak for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Parchment from the Forest's Heart' for 10,000 XP, 1,000,000 Gold, and 2 weeks spent in the ability shop
Conjuror-
Apprentice Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Elemental- (Passive Ability, Conjuror) Possessor may, at the beginning of a thread, choose to become the subtype Elemental
Basic Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Elemental Budding- (Passive Ability, Conjuror) If possessor an Elemental, possessor may, at the start of each round, summon any one Elemental that shares an element with possessor that is below Level 20 and can normally be fought for drops on the Enemy List, Max 20 summoned
Elemental Traits- (Passive Ability, Conjuror) Possessor gains Pain Immunity, Impaired Immunity and Diseased Immunity so long as possessor is an Elemental. Possessor gains 50% Resistance to possessor's element(s) against sources that are below Level 100 and are no more than 10 Levels or more above possessor so long as possessor is an Elemental.
Formshift: Elemental- (Stance Ability, Conjurer) Possessor's subtype becomes Elemental
Counselor of Faerie-
Gremlin on an Airplane Stance- (Stance Ability, Counselor of Faerie) Possessor gains +5% Dodge, gains the subtype Fae, gains the subtpe Aerial, and gains the subtype Vessel. Damage dealt by possessor to Machines, Robots, Clockworks, Vehicles, Vessels, Aerials, and Mechs cannot be healed by individuals who are not greater Level than possessor or above Level 90 while possessor remains in this stance (with said effect vanishing from said Damage as soon as possessor leaves this stance). Negative status effects and debuffs placed by possessor on Machines, Robots, Clockworks, Vehicles, Vessels, Aerials, and Mechs cannot be healed by individuals who are not greater Level than possessor or above Level 90 while possessor remains in this stance (with said effect vanishing as soon as possessor leaves this stance)
Combatant-
Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Brain Jiggler- (Technique Ability, Combatant) Possessor may use Brain Jiggler in conjunction with a Melee Attack action, so long as no other technique is used and a possessor has a Fist Weapon equipped. Said attack gains +55 Melee Attack and a 15% chance of inflicting Confusion.
Crack Knuckles- (Active Ability, Combatant) Possessor may spend an action to gain +1% Critical for possessor's next offensive Melee Attack or Melee Overdrive as a non-stacking buff
Drunken Brawling- (Passive Ability, Combatant) Possessor gains +400 Melee Attack and 115% To Hit if possessor is afflicted with Poison: Drunk
Face-Pulper- (Active Ability, Combatant) This attack gains +55 Melee Attack 10% inflicts Wounded: Disfigured, and 15% inflicts Wounded, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor has a Fist Weapon equipped
Fast Arms- (Passive Ability, Combatant) Possessor's Melee Attack actions may not be pre-emptively countered by individuals under Level 10
Gangster's Extortion Knuckle- (Active Ability, Combatant) This attack gains +55 Melee Attack and deals an additional 10,000 Gold Damage or Drain if it already does Gold Damage or Drain, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor has a Fist Weapon equipped
Western Boxing- (Passive Ability, Combatant) Possessor gains +80 Melee Attack, +40 STR, and +10 AGI if a Fist Weapon is equipped.
Controller-
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Card Mystic-
Basic Card Training- (Passive Ability, Card Mystic) This character gains +6 Magical Attack when a Card is equipped.
Crusher-
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is 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
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
Superb Wheel Motion- (Passive Ability, Dancer) Possessor gains +500 AGI, 25% Dodge, +500 Melee Attack, and +250 to possessor's turn-order-determining stat sum if possessor has an item whose name includes 'Skates'
Swift Dodging- (Passive Ability, Dancer) Possessor gains +50 AGI and 15% Dodge
Defender-
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Stunning Shield-Slam- (Technique Ability, Defender) Possessor may use 'Stunning Shield-Slam' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Shield equipped. Said action gains +500 Melee Attack and a 40% chance of inflicting Fatigued: Stun.
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
Now I'm Really Getting Serious!- (Active Ability, Diplomat) Possessor may spend an action to unequip a single Clothes, Shoes, Boots, Hat, Scarf, Gloves, Eyewear, Cloak, or Belt, for the remainder of the current battle, possessor gains double the stat and Defense bonuses that the unequipped item would have provided, said item may not be re-equipped for the remainder of the current battle, this effect always wears off between battles, Buffs provided by this ability cannot exceed normal capping per item
Polite- (Passive Ability, Diplomant) Possessor's actions may not be countered by individuals below Level 5
Unaffected by Trends- (Passive Ability, Diplomat) Possessor's allies Clothes that are worth under 1,000,000 Gold cannot reduce possessor's stats or inflict negative status effects on possessor
Diviner-
Autoscan Demons- (Passive Ability, Diviner) Possessor may scan the stats of every Demon opponent at the start of every round
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 Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Binocular Vision- (Passive Ability, Diviner) Possessor gains +5% To Hit against individuals in the back row who are below Level 60
Cracked the Enigmatic Python- (Passive Ability, Diviner) Possessor may, at the start of any action, round, or battle, scan the stats of any number of individuals below Level 80; said stat scanning is automatically successful and cannot be blocked by sources below Level 80, Possessor gains 30% Illusion Resistance, As an RP effect, possessor ignores The Enigmatic Python's divination blocking and invisibility
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
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
Hear and Decode Radio Waves- (Passive Ability, Diviner) Possessor may see the text of buffs that possessor's opponents that are below Level 60 place on each other
Telescopic Vision- (Passive Ability, Diviner) Possessor gains +10% To Hit against individuals in the back row who are below Level 60
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
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
Microscopic Vision- (Passive Ability, Diviner) Possessor may ignore the Constant Effect 'Microscopic' on targets
Dominator-
Basic Whip Training- (Passive Ability, Dominator) Possessor gains +6 Melee Attack when a Whip is equipped.
Dragon Lord-
Arrow-Deflecting Scales- (Passive Ability, Dragon Lord) Possessor gains 30% Bow Resistance
Base Dragon Synchronicity- (Passive Ability, Dragon Lord) Possessor may treat Dragon as a base subtype
Basic Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Basilisk Blood- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, whenever possessor is the target of an offensive action, have a 5% chance of inflicting Venom on the source of said action
Basilisk Gaze- (Technique Ability, Dragon Lord) Possessor may use 'Basalisk Gaze' in conjuction with a 'Ranged Attack' or 'Point Blank' action if possessor is a Dragon. Said action gains '60% inflicts Petrified on non-unique targets below Level 60 and unique targets below Level 40
Basilisk Tears- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, whenever possessor is the afflicted with Confusion: Depression, have a 5% chance of inflicting Venom on each opponent
Chameleon-Dragon's Tongue- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +1,000 Melee Attack, gains +1,000 Ranged Attack, deals full Damage from the front row with 'Ranged Attack' actions, may use 'Melee Attack' actions in the back row, and gains 160% To Hit
Coinsense- (Passive Ability, Dragon Lord) Possessor gains +20% To Hit against individuals below Level 60 who have dealt Gold Damage to possessor or who have stolen any item or Gold from possessor during this thread
Colored-Scale-Body- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, at the beginning of a thread, become solely any base element that is an element that one of possessor's abilities allow's possessor's 'Dragon's Breath' ability to deal
Devour- (Active Ability, Dragon Lord) Possessor may use 'Devour' in conjuction with a Melee Attack action. Said action may remove up to one damaged individual below half of possessor's Level who is below Level 80 from battle at a time, with said individual being considered Vanished, with said effect not functioning against individuals immune to Vanished, Said individuals may be returned to battle by caster at the start of any of caster’s actions, the end of any of caster’s actions, or any point that caster could choose to remove a different individual, Any such individual is automatically returned if caster is killed or otherwise defeated by any means besides the infliction of Vanished or Gone on caster, said individuals are considered to be eaten by caster
Dragon Fury- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack, +500 Ranged Attack, and +500 Magical Attack, possessor's Damage-dealing actions deal 10,000 additional Damage, and possessor gains a 1% chance per round of gaining an additional action
Dragon Lord- (Passive Ability, Dragon Lord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Dragon pet only, This ability provides +250 HP and +50 to all stats of possessor's Dragon pets and summons per Level of possessor
Legacy Dragon Traits- (Passive Ability, Other: Dragon Lord) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2, possessor's MP is multiplied by 2, and possessor's Melee Attack, Magical Attack, and Ranged Attack actions all use possessor's two highest stats as their Prime Attribute. This ability only takes effect if possessor is an Dragon. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Dragon Traits- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, and possessor's Melee Attack, Magical Attack, and Ranged Attack actions all use possessor's two highest stats as their Prime Attribute. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Dragon's Breath- (Passive Ability, Dragon Lord) If possessor is a Dragon and possessor has not used this ability within the last four rounds, possessor may spend an action to deal (1,000 * Possessor Level) Flat Fire element Damage to any one target
Draconic Greed- (Passive Ability, Dragon Lord) Possessor gains +10,000 Defense against Gold Damage while a Dragon
Draconic Value-Assessment- (Active Ability, Dragon Lord) Possessor may spend an action to scan the amount of Gold target possesses or would drop
Draconic Camouflage- (Passive Ability, Dragon Lord) If possessor is a Dragon and Terrain or Phantom Terrain is present, possessor gains 20% Dodge
Draconic Wings- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 AGI, and possessor may choose at the beginning of a round to use AGI as possessor's row-order-determining stat for the round
Dragon-Scale Hide- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Defense
Flawless Scale Coat- (Passive Ability, Dragon Lord) Possessor's 'Single-Scale Weak Point' ability loses its text
Hoardmaster- (Passive Ability, Dragon Lord) Possessor gains +100,000 Defense against Gold Damage while a Dragon
Lord of a Solitary Domain- (Passive Ability, Dragon Lord) Possessor's 'Legacy Dragon Traits' ability reduces possessor's Level by 10 less Levels if possessor possesses no allies
Meltdown Breath- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 10,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions to inflict a debuff that stacks 5 times that provides its possessor with -50,000 MP and -100 CON at the start of each round that stacks 200 times
Miser's Eyes- (Passive Ability, Dragon Lord) Possessor gains +80% To Hit against individuals below Level 80 who have dealt Gold Damage to possessor or who have stolen any item or Gold from possessor during this thread, and possessor may choose to not be able to miss said individuals if said individuals are below Level 40
Reinforced Dragonhide- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +1,000 Defense
Shifting Scale Colors- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, at the start of any round, become solely any base element that is an element that one of possessor's abilities allow's possessor's 'Dragon's Breath' ability to deal
Single-Scale Weak Point- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor obtains -30% Resilience
Sword-Deflecting Scales- (Passive Ability, Dragon Lord) Possessor gains 30% Sword Resistance
Wyrm's Rest- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +100,000 Defense against Gold Damage while afflicted with Fatigued: Asleep and regenerates 50,000 HP at the start of each round that possessor is afflicted with Fatigued: Asleep
Dragoon-
Basic Polearm Training- (Passive Ability, Dragoon) This character gains +6 Magical Attack and +6 Melee Attack when a Polearm is equipped.
Evermason-
Apprentice Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Golem- (Passive Ability, Evermason) Possessor may, at the beginning of a thread, choose to become the subtype Golem
Basic Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
♢Body of Unfaltering Stone- (Passive Ability, Evermason) If possessor is a Golem, possessor obtains +(50 * possessor Level) Defense, +(50* possessor Level) CON, +(50* Possessor Level) STR, and + (500 * possessor Level) HP, and possessor may choose to auto-recover from a minor negative status effect at the start of any action up to 3 times per thread
Dedicated to Perfecting the Crafting Arts (Particularly Statue-Related Ones)- (Passive Ability, Evermason) Possessor gains +2,000 MIN if possessor has acquired a new Artificer, Crafter, Magewright, or Evermason ability within the month prior to the current thread's starting
Elemental Construct- (Passive Ability, Evermason) Possessor, if an Elemental, may choose at the beginning of a thread to gain the subtype Golem, Possessor, if a Golem, may choose at the beginning of a thread to gain the subtype Elemental, Possessor if a Golem and an Elemental, gains +100 to all stats
Formshift: Golem- (Stance Ability, Evermason) Possessor's subtype becomes Golem
Golem Traits- (Passive Ability, Evermason) Possessor gains Pain Immunity, Fear Immunity, Deafened Immunity, Poison Immunity, Diseased Immunity so long as possessor is a Golem
Immovable Monolithic Glory- (Passive Ability, Evermason) Possessor cannot have possessor's row shifted unwillingly by sources below Level 99, Possessor's presence in a row does not cause row-order imbalances.
♢Invulnerable Body that Withstood Seven Ages- (Passive Ability, Evermason) If possessor is a Golem, possessor obtains +(50 * possessor Level) Defense, +(50* possessor Level) CON, and + (500 * possessor Level) HP, Possessor gains 100% Fatigued Resistance, Fatigued: Elderly Immunity, and 30% Time Resistance
Plaugeproof Ultraresilient Golem-Body- (Passive Ability, Evermason) Possessor is Immune to Plague from sources of Level 65 and lower
♢Plodding Untouched Through the Ages- (Passive Ability, Evermason) If possessor is a Golem, non-unique sources that are not 20 or more Levels greater than possessor (including status effects) may not prevent possessor's first action of each round from occurring
Enslaver-
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Friendship-
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Becoming Somewhat Known In the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 50 Fame, Possessor gains +10 to all unmodified stats if possessor has at least 50 Fame
Bound to Lili Von Mion- (Passive Ability, Friendship) Possessor gains +500 to all stats while in battle allied with Lili Von Mion, Possessor cannot ignore orders from Lili Von Mion as though Lili were a Level 200 source
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Good Friend of Darston Candata'chagin'heldelu- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Darston Candata'chagin'heldelu', Whenever possessor heals an individual named 'Darston Candata'chagin'heldelu' 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 'Darston Candata'chagin'heldelu'
Heated Rival of Darston Candata'chagin'heldelu- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies or opponents is named 'Darston Candata'chagin'heldelu', If an individual in the same battle as possessor named 'Darston Candata'chagin'heldelu' has any stats that (not counting this potential bonus) are higher than possessor's respective stats, possessor obtains +100 to said stats
Known In Nexus- (Passive Ability, Friendship) Possessor obtains +1 Fame
Loyal Servant of Lili- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lili Von'Mion', Possessor cannot be afflicted with Charm by sources below Level 20 who are below one half possessor's controller's Level, rounded up, if any of possessor's allies are named 'Lili Von'Mion', Possessor suffers -400 to all stats if one of possessor's opponents is named 'Lili Von'Mion', The infliction chances of Charm for individuals named 'Lili Von'Mion' are increased by 25% against possessor
Some Fame In the Arena- (Passive Ability, Friendship) Possessor gains +2% Dodge, +2% To Hit, +2% Critical, and +2% Resilience if possessor has at least 75 Fame
General-
Cutlass Slash- (Active Ability, General) Possessor, if a Human, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 1,250 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of up to 1 equipped Sword weapon, that is solely Physical element, and costs 0 MP
Essence Algorithm: Angry Seacaptain- (Passive Ability, General) At the beginning of a thread, possessor may choose to become the subtype Human, to gain the base stats: STR 13, CON 13, AGI 12, MIN 10, SPI 12, and to be able to choose, if a monster on the enemy list exists named 'Angry Seacaptain', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Trucktacular Sergeant- (Passive Ability, General) At the beginning of a thread, possessor may choose to become the subtype Human, to gain the base stats: STR 30, CON 15, AGI 10, MIN 5, SPI 5, and to be able to choose, if a monster on the enemy list exists named 'Trucktacular Sergeant', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Trucktacular Punch- (Active Ability, General) Possessor, if a Human, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 5,700 that it incorporates as though possessor were an Enemy, that incorporates the (Gold value / 1,000) of any two equipped Vehicle transformations as though it were a Melee Attack bonus (to a max of 2,000,000 points of said bonus), that is solely Physical element, and costs 0 MP
Guardian-
Adept of the Brass Fortress- (Passive Ability, Guardian) Each equipped Heavy Armor provides +25 additional Defense
Augmented Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 5% Minor Status Effect Resistance
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Brief Witness to the Incorruptability of the Iron Dream- (Passive Ability, Guardian) Possessor gains 15% Minor Status Resistance
Droplet of the Enduring Nature of the Iron Dream- (Passive Ability, Guardian) Possessor gains +5,000 Max HP
First Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +50 CON and 5% Resilience
Further Augmented Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 5% Air Resistance, 5% Earth Resistance, 5% Fire Resistance, 5% Water Resistance, 5% Light Resistance, 5% Darkness Resistance, 5% Physical Resistance, 5% Psychic Resistance, 5% Magic Resistance, 5% Technology Resistance, 5% Acid Resistance, 5% Ice Resistance, and 5% Electrical Resistance
Further Meditation Upon the Iron Iris- (Passive Ability, Guardian) Possessor cannot be Criticalled by individuals below Level 20
Grounded Solidity- (Active Ability, Guardian) This character may use Grounded Solidarity in conjunction with a Defend, so long as no other technique is used and a Heavy Armor is equipped. This attack gains +250 Defense factored into the user's current Defense for determining the effects of Defend and 5% Electrical resistance for the next turn.
Guardian- (Passive Ability, Guardian) Possessor gains +(500 + (50 * Possessor Level)) Defense if possessor has a Heavy Armor equipped
Hard to Push Around- (Passive Ability, Guardian) Possessor gains +450 STR and +450 CON per 5 levels (rounded up) to a max of +12,000 STR and +12,000 CON for purposes of resisting attempts to forcibly change possessor's row
Iron Body- (Passive Ability, Guardian) +500 HP for each Heavy Armor equipped
Meditated Upon the Iron Iris- (Passive Ability, Guardian) Possessor cannot be Criticalled by individuals below Level 10
Third Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +4,000 CON, +5,000 HP, and 15% Resilience
Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 1% Air Resistance, 1% Earth Resistance, 1% Fire Resistance, 1% Water Resistance, 1% Light Resistance, 1% Darkness Resistance, 1% Physical Resistance, 1% Psychic Resistance, 1% Magic Resistance, 1% Technology Resistance, 1% Acid Resistance, 1% Ice Resistance, and 1% Electrical Resistance
Second Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +2,000 HP
Security of Iron- (Passive Ability, Guardian) Possessor gains 15% Fear resistance while wearing Heavy Armor
*Undefeatable Cosmos-Body- (Passive Ability, Guardian) Possessor gains +200,000 Defense and +20,000 Defense against Stat Damage, 30% Base Element Resistance, obtains a 50% chance of Reflecting actions from individuals below Level 80 who are not 20 or more Levels greater than possessor, is Immune to individuals below Level 40, and, if Level 60 or greater, is Immune to individuals below Level 60, Possessor may, at the beginning any round, choose for possessor's turn-order-determining stat to become CON on that round
Gunner-
Alien Blaster- (Technique Ability, Gunner) Possessor may use Alien Blaster in conjunction with a Ranged Attack action, so long as no other technique is used and a Gun is equipped. Said Ranged Attack action gains +50 Ranged Attack against Aliens
Apprentice Gun Training- (Passive Ability, Gunner) This character gains +50 Ranged Attack when a Gun is equipped.
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Charged Bullet- (Technique Ability, Gunner) Possessor may use 'Charged Bullet' in conjunction with a 'Ranged Attack', 'Point Blank', or 'Snipe' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +100 Ranged Attack, gains '20% inflicts Paralyzed', and becomes solely Electrical element.
Crisis Overcrash: Horizon Breach- (Technique Ability, Gunner) Possessor may use 'Crisis Overcrash: Horizon Breach' in conjunction with a 'Ranged Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has a Gun equipped. Said action gains +300,000 Ranged Attack, pierces 3,000,000 Defense, and may target entities in any battlespace. Said action sets its user's MP to 0 for the remainder of the thread.
Execution-Style Shot- (Technique Ability, Gunner) Possessor may use 'Execution-Style Shot' in conjunction with a 'Point Blank' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack against targets afflicted with Paralyzed and kills targets below Level 5 who are afflicted with Paralyzed.
Good at Aiming at Alien Weak Points- (Passive Ability, Gunner) Possessor gains +2% Critical against Aliens and +2% To Hit against Aliens, to a max of 100% and 200%, respectively, if possessor has a Gun equipped
Gun Accuracy Training- (Passive Ability, Gunner) Possessor gains 115% To Hit if possessor has a Gun equipped
Gunner- (Passive Ability, Gunner) Possessor gains +700 Ranged Attack and +50 to all stats when a Gun is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(5 x Possessor Level) to all stats if a Gun is equipped.
Improved Alien Countering- (Passive, Ability, Gunner) Possessor's counters that deal damage to Aliens deal an additional 500 points
Psigate Devastation- (Technique Ability, Gunner) Possessor may use 'Psigate Devastation' in conjunction with a 'Ranged Overdrive' action so long as no other technique is used and possessor is wielding a unique Gun weapon called '*Tremarris Pistol' as part of said action. Said action gains +1,800,000 Ranged Attack and may cast any one Psychic Arts spell from the Shop that is for Sale that is worth under 400,000,000 Gold as an additional spell on top of other spells said action could normally cast, incorporating any Magical Attack bonus of said spell as though it were a Ranged Attack spell, with said action's performer having to pay costs for said spell as though it were being cast normally.
Rapid Reloading- (Active Ability, Gunner) Possessor may choose a non-equipped Ammo accessory to be designated as an alternate Ammo for one equipped Ammo accessory, possessor may spend a turn switching between the two or switch between the two at no cost of time between battles
Quick Draw- (Passive Ability, Gunner) This character gains 30 AGI on the first round of combat for each Gun equipped
Shoot Swords- (Technique Ability, Gunner) Possessor may use 'Shoot Swords' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as possessor has a Gun equipped. For purposes of said action, all of said action's performer's Swords have their Melee Attack bonus converted into an equal Ranged Attack bonus (with said conversion replacing lower, but not higher, prexisting Ranged Attack bonuses and not stacking with prexisting Ranged Attack bonuses) and gain the subtype Ammo
Shoot Their Eye Out!- (Technique Ability, Gunner) Possessor may use 'Shoot Their Eye Out!' in conjunction with a 'Ranged Attack' action or 'Snipe' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +50 Ranged Attack and '30% inflicts Impaired: Blind'.
Triple Shot- (Active Ability, Gunner) This character may use Triple Shot in conjunction with a Ranged Attack, so long as no other active ability is used and a Gun is equipped. This character attacks 3 times, doing 66% normal damage for each shot with a 1% increased critical and a 1% increased miss chance
Gunslinger-
Accurate Shots- (Passive Ability, Gunslinger) Possessor gains +5% to Hit when a Gun is equipped
Apprentice Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack and all Gunslinging spells cost possessor 50 less MP to cast
Basic Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells gain +10 Ranged Attack and all Gunslinging spells cost 10 less MP
Bullet Trajectory Expert- (Passive Ability, Gunslinger) In the (1/X) portion of the spell Trick Shot: Ricochet Bullet and the spell Trick Shot: Magic Gunman, X is considered to be 2 lower, to a minimum of 1
Can't Be Disarmed When Holding A Gun- (Passive Ability, Gunslinger) Entities below Level 60 cannot force possessor to unequip Guns without possessor's permission
Close Shooting- (Passive Ability, Gunslinger) Possessor's 'Ranged Attack' actions deal full Damage to targets in the front row that are not higher Level than possessor if possessor has a Gun equipped and has either at least 5 Gunslinging spells equipped or no non-Gunslinging spells equipped
Extra Bullet Capacity- (Passive Ability, Gunslinger) Possessor gains an additional Accessory slot that may only hold an Ammo accessory and cannot be switched for other types of slots by individuals below Level 100
Fast Draw- (Passive Ability, Gunslinger) Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of combat if at least one Gun is equipped
Fast Reload- (Passive Ability, Gunslinger) Whenever possessor performs a Ranged Attack action, possessor may unequip an Ammo Accessory, and, following such option (regardless of whether or not it was taken), possessor may equip an Ammo Accessory
Focused Gunslinging Casting- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Gunslinging
Gunslinger- (Passive Ability, Gunslinger) +400 Damage when using a ranged attack with a gun equipped, Gunslinging spells cost 50 less MP to cast, +50 additional damage and -5 additional MP per level of possessor
Gunslinging Casting I- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 20 less MP to cast
Trick Shooter- (Passive Ability, Gunslinger) Possessor gains +80 Ranged Attack when using spells with 'Trick Shot' in their name
Healer-
Rumblin' Resurrection- (Technique Ability, Healer) Possessor may use 'Rumblin' Resurrection' in conjunction with a 'Cast a Spell' action so long as no other technique is used and possessor has a greater number of living allies within the same battlespace who have been resurrected at any point in time than any other individual currently in the same battle. Said action gives all individuals it resurrects +15,000 to all stats as a non-stacking buff and may, if it successfully resurrects at least one individual, to a max of once per round, deal 15,000,000 Flat Light & Earth & Energy element Damage to any one boss in the same battlespace as its performer.
Hunter-
Aimed Shot- (Active Ability, Hunter) This character may use Aimed Shot in conjunction with a Ranged Attack, so long as no other technique is used and a bow is equipped. This character gains +25 Ranged Attack for purposes of this attack, gains +5% Critical, Gains +20% to hit, and has a 5% chance that this attack does double damage.
Apprentice Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +5% Critical
Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells gain +10 Ranged Attack and have a 1% greater chance of being Criticals
Hunter of Beasts- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Animals
Hunter of Birds- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Aerials
Hunter of Fish- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Aquatics
Reptile Spotter- (Passive Ability, Hunter) Possessor gains +3% To Hit against Reptiles
Tracking- (Passive Ability, Hunter) Possessor may follow individuals who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 20 or greater objects to such and provided that no individual of greater Level than possessor who is present in either battle objects to such
Illusionist-
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Basic Self-Veiling- (Passive Ability, Illusionist) Possessor's stats cannot be scanned by individuals below Level 10
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Fake Stat Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent
False Element- (Passive Ability, Illusionist) Possessor may choose to become solely any one base element at the beginning of a thread, with said buff being removed if possessor's stats are scanned by an opponent
Form-Blurring Stance- (Stance Ability, Illusionist) Possessor gains +10% Dodge while in this stance
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
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
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
Ioun Master-
Basic Stone Training- (Passive Ability, Ioun Master) This character gains +6 Magical Attack when a Stone is equipped.
Lawbringer-
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack when a Mace is equipped.
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Lord of War-
Asymmetric Warfare Expert- (Passive Ability, Lord of War) If possessor's side of battle has less individuals on it than an opposing side of battle, then at the beginning of each round, for each such opposing side of battle, said side of battle chooses a number of individuals on it equal to the number of individuals on possessor's side of battle, all other individuals on said opposing side gain -5% To Hit, If possessor's side of battle has more individuals on it than an opposing side of battle, then at the beginning of each round, for each such opposing side of battle, possessor's side of battle chooses a number of individuals on possessor's side of battle equal to the number of individuals more on possessor's side of battle than on said side of battle, all such individuals gain +50 to all stats for the remainder of the turn
Ballistic Weapons Training- (Passive Ability, Lord of War) Damaging abilities of possessor's War Machine transformations have 200 added to their damage values
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
Magewright-
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Ioun Stone Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Ioun Stone possessor has equipped
Mad Plumber- (Passive Ability, Magewright) Possessor's chances of inflicting Drowning increase by 5%
Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Reliquarian (2)- (Passive Ability, Magewright) Possessor may equip 1 additional Magic Item (to a max of 10 Accessories being equipped from all sources)
Seal Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Seal possessor has equipped
Trinket Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Trinket possessor has equipped
Matrix Keeper-
Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Magus-
Basic Orb Training- (Passive Ability, Magus) Possessor gains +6 Magical Attack when an Orb is equipped.
Merchant-
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Banker- (Passive Ability, Merchant) Possessor and possessor's allies gain +5,000 Defense against Gold Damage
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Economist- (Passive Ability, Merchant) Possessor may choose to have possessor's half-price sales cap increases by 5,000 Gold for 1 week in regards to sold-out items in exchange for having possessor's half-price sales cap decrease by 10,000 Gold for 2 weeks in regards to in-stock items.
Exceptional Resources- (Passive Ability, Merchant) Possessor counts as possessing 100,000,000 additional Gold, Possessor gains +20,000,000 Defense against Gold Damage, Possessor may, at the start of each round, use one charge from any one Consumable worth under 10,000,000 Gold that is in stock in the shop
Gift Wrapper- (Passive Ability, Merchant) Possessor chooses on month of the year upon acquring this ability; possessor's per-item half-price sell cap is increased by 5,000 Gold during that month
Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Traveling Merchant's Guile- (Passive Ability, Merchant) Possessor's items and Gold may not be broken or stolen by individuals below level 20 so long as possessor has either 3 pets or non-summoned allies total or at least one pet or non-summoned ally of level 15 or greater, Possessor's sell value cap increases by 500 Gold
Weapons Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Weapons
Monk-
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Gymnastics Skills- (Passive Ability, Monk) Possessor gains +20 AGI
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Beefy Flexing- (Technique Ability, Monk) Possessor may use 'Beefy Flexing' in conjunction with a 'Defend' or 'Powerful Attack' action so long as no other technique is used and possessor has greater Max HP value than any other individual currently in the same battle. Said action gives its performer +500,000 HP, +5,000 STR, and +5,000 CON as a buff that stacks 5 times.
Contortionist- (Passive Ability, Monk) Possessor gains +1% Dodge against individuals below Level 45
Flexible- (Passive Ability, Monk) Possessor gains +200 AGI and +2% Dodge against individuals below Level 60
Full Control of Power Masking- (Passive Ability, Monk) Possessor may, at the beginning of any thread, choose to lose the ability 'Mask True Power' for the duration of the thread
Gather Power!- (Technique Ability, Monk) Possessor may use 'Gather Power!' in conjunction with a 'Defend', 'Rest', or 'Meditate' action so long as no other technique is used and possessor has a greater sum of stats than any other individual currently in the same battle. Said action gives its performer +15,000 to all stats as a buff that stacks 5 times.
Gymnast- (Passive Ability, Monk) Possessor gains 20% Dodge while not wearing Armor and +300 AGI while not wearing Armor
Gymnast's Balance- (Passive Ability, Monk) Possessor's row may not forcibly be shifted by offensive actions from sources below Level 15
Gymnast's Dexterity- (Passive Ability, Monk) Possessor gains 5% Dodge and +80 AGI
Gymnast's Style- (Passive Ability, Monk) Possessor's allies gain +20 to all stats as a non-stacking buff that lasts 1 round each time possessor Dodges an offensive action
Gymnast's Tumbling- (Passive Ability, Monk) Possessor gains +5% Dodge as a non-stacking buff that lasts 1 round each time possessor switches rows
Irate Mongoose Stance- (Stance Ability, Monk) Possessor gains Venom Immunity and Poison Immunity, Whenever an individual conducts an action that targets possessor that has a chance of inflicting Venom or Poison on possessor, possessor gains a buff that stacks 5 times that gives possessor +5,000 Melee Attack against said individual and adds the infliction of a non-stacking debuff to possessor's actions against said individual that makes said individual unable to inflict Poison or Venom
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
Paragon of Physical Training- (Passive Ability, Monk) Monk abilities take possessor 1 less Week, to a minimum of 1 Week, to obtain in the Ability Shop
Still Heartbeat- (Passive Ability, Monk) Each thread, possessor ignores the first number of rounds equal to possessor's Level worth of effects that possessor would suffer from Poison and its sub-status effects or rounds worth of Damage that possessor would take from any minor negative status effects or sub-status effects
Musician-
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is 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 Ninjutsu Attunement- (Passive Ability, Ninja) All Ninjutsu spells gain +10 Magical Attack and boost caster's stats by 5 more points
Blurred While Running- (Passive Ability, Ninja) Possessor gains +200 AGI, Possessor gains +5% Dodge against sources below Level 60 as a non-stacking bonus on rounds during which possessor has performed a 'Shift Rows' action
Ninja Wall Run- (Passive Ability, Ninja) Possessor gains +100 AGI, Possessor pierces 500 Defense of Large Structures, Possessor may deal full Damage to targets below Level 20 that are in the back row
Shadow Wind Stance- (Stance Ability, Ninja) +10% Dodge
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
Permanent Item Effect-
Has Consumed 1 of the Permanent Consumable "Pattern of Glory"- (Passive Ability, Permanent Item Effect) Possessor gains 1 Bonus Week per month
Has Consumed X = 22 of the Permanent Consumable "Premier Health Supplement"- (Passive Ability, Permanent Item Effect) +(100 * X) MP, Cannot be used in combos
Has Consumed X = 6 of the Permanent Consumable "Premier Mana Supplement"- (Passive Ability, Permanent Item Effect) +(100 * X) MP, Cannot be used in combos
Walked the Twelvefold Path of Self-Perfection- (Passive Ability, Permanent Item Effect) Possessor gains +12,000 uncapped points to its stats, This ability may not be used in combos
Power Trooper-
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
Ravager-
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
Resilient Body- (Passive Ability, Ravager) 5% Physical Resistance
Seething Fury- (Active Ability, Ravager) Possessor may treat Confusion: Enraged as being Confusion: Berserk for purposes of Ravager Abilities
Speed of Rage- (Passive Ability, Ravager) While Berserk, possessor's turn order may be based on ((STR, assuming user's base STR were 5 lower + AGI) / 2) instead of just AGI
Woodsman's Expertise- (Passive Ability, Ravager) +25 Melee Attack against Animals when an Axe is equipped, +50 Melee Attack against Plants when an Axe is equipped
Reaper-
Basic Scythe Training- (Passive Ability, Reaper) This character gains +6 Melee Attack when a Scythe is equipped.
Roboticist-
Basic Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Bascaradine Tsayyikproofing- (Passive Ability, Roboticist) Possessor may use CON in place of SAN, INF, and RES and may choose to take CON Damage instead of SAN Damage, INF Damage, or RES Damage
Sage-
Basic Staff Training- (Passive Ability, Sage) This character gains +6 Melee Attack and +3 Magical Attack when a Staff is equipped
Scholar-
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Badass Cartographer Stance- (Stance Ability, Scholar) +2,000 STR, +20% To Hit, Large Structures below Level 80 may not Dodge possessor, Possessor ignores Dodge and Resilience buffs present on individuals that come from Geomancy spells cast by sources that are not 20 or more Levels greater than possessor, to a max of Level 90
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Knowledge of History- (Passive Ability, Scholar) Possessor gains +400 MIN
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Scholar of Wars- (Passive Ability, Scholar) Possessor gains +50 MIN, +100 Melee Attack, and +100 Magical Attack, Possessor's Unit allies gain +400 Defense as a non-stacking bonus
Scientist-
Analytical- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 99
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Artifical Intelligence Programmer- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +150 MIN
Basic Programming Skills- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +40 to all stats
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Mathematical Knowledge- (Passive Ability, Scientist) +150 MIN that is counted as unmodified for capping purposes
Psychologist- (Passive Ability, Scientist) Possessor gains +200 MIN
Therapist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the end of each round
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage
Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Seakeeper-
Arctic Swimming- (Passive Ability, Seakeeper) Possessor gains +5,000 Defense against Ice, +500 AGI while in both a Zone of Water and a Zone of Ice, and 15% Ice Resistance
Apprentice Seakeeper Knowledge- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Aquatic Calling I- (Passive Ability, Seakeeper) Possessor's Aquatic summons gain +20 to all stats
Aquatic Calling II- (Passive Ability, Seakeeper) Possessor's Aquatic summons gain +200 HP
Aquatic Calling III- (Passive Ability, Seakeeper) Possessor's Aquatic summons gain +500 MP
Aquatic Traits- (Passive Ability, Seakeeper) Possessor gains +1 to all stats so long as possessor is an Aquatic
Fast Swimmer- (Passive Ability, Seakeeper) Possessor gains +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Water
Graceful Swimmer- (Passive Ability, Seakeeper) Possessor gains a 50% chance of inflicting Charm on any one target each time, up to 200 times per round, that possessor switches rows while in a Zone of Water
Knowledge of Many Swimming Strokes- (Passive Ability, Seakeeper) Possessor gains +300 AGI, +200 CON, and 25% Dodge while in a Zone of Water
Surly Bullet-Spitting Fish Stance- (Stance Ability, Seakeeper) Possessor gains +5,000 Ranged Attack and gains the subtype Aquatic, Possessor may reflect one 'Ranged Attack' action or action that involves a Gun weapon from an opponent of equal or lower Level that is below Level 99 per round
Seakeeper- (Passive Ability, Seakeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Aquatic pet only, This ability provides +50 HP and +10 to all stats of possessor's Aquatic pets and summons per Level of possessor
Swimmer (2)- (Passive Ability, Seakeeper) Possessor gains +200 AGI while in a Zone of Water
Swim Through Acid- (Passive Ability, Seakeeper) Possessor gains +5,000 Defense against Acid, +500 AGI while in both a Zone of Water and a Zone of Acid, and 15% Acid Resistance
Swim Through Magma- (Passive Ability, Seakeeper) Possessor gains +5,000 Defense against Fire, +500 AGI while in both a Zone of Water and a Zone of Fire, and 15% Fire Resistance
Wraith Jelly's Phantom Body- (Passive Ability, Seakeeper) If possessor is an Aquatic, possessor gains +25% Dodge, and individuals below Level 20 cannot deal stat damage to possessor
Shadow Blade-
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Slayer-
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 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 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'
And With This, I Will Melt You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Acid element may gain '5% inflicts Dissolving'
And With This, I Will Freeze You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Ice element may gain '5% inflicts Frozen'
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 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
Sheer-Offensive Stance- (Stance Ability, Slayer) Possessor's Defense is halved, Possessor's Resilience drops to 0%, Possessor's Dodge is halved, Possessor gains +(Possessor's former Resilience, to a max of 200)% Critical, Possessor gains +(One half possessor's lost Dodge, to a max of 200)% to Hit, Possessor gains +(One half possessor's former Defense value, to a max of 20,000) Melee Attack, Magical Attack, and Ranged Attack
Slayer- (Passive Ability, Slayer) Possessor gains +(500 +(50 * Possessor Level)) Melee Attack, Magical Attack, and Ranged Attack if possessor has a Deadly Item equipped, Possessor gains +5% Critical if possessor has a Deadly Item equipped
Smith-
Ammocrafter- (Passive Ability, Smith) All equipped Ammo accessories give +20 Ranged Attack if possessor has a Gun equipped
Apprentice Smith Proficiency- (Passive Ability, Smith) This character gains +25 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +25 Defense for each Shield, Heavy Armor, or Light Armor is equipped. This character gains +25 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Base Knowledge of Perfected Iron- (Passive Ability, Smith) Possessor's equipped items that provide a bonus to possessor's Defense provide an additional 250 points
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.
Gunsmith- (Passive Ability, Smith) Each Gun equipped provides +40 Ranged Attack
Repair- (Passive Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment broken equipment that was broken by a non-unique source of lower level than possessor repaired at the end of a thread
Smelter Who Has Attempted to Make Perfected Iron- (Passive Ability, Smith) Possessor's equipped items cannot be destroyed or stolen by individuals below Level 20
Smelter Who Has Gained a Further Glimmer of Knowledge Regarding Perfected Iron- (Passive Ability, Smith) Possessor's equipped items cannot be destroyed or stolen by individuals below Level 40
Smith- (Passive Ability, Smith) Equipped armors provide +20 Defense per possessor level and equipped Weapons give +10 to each attack bonus they already possess per possessor level
Speedy Repairs Stance- (Stance Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment immediately repaired if it is broken by a non-unique source of lower level than possessor
Mr. Fix-It- (Passive Ability, Smith) Possessor may choose to expend an item named 'Magi-Seal Tape' in order to raise the chance possessor's 'Repair' or 'Speedy Repairs Stance' abilities working to 90%, with one expenditure affecting a single instance of said chance of working being determined
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus
Snow Queen-
Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +100 to all stats
Basic Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +10 to all stats
Iceheart- (Passive Ability, Snow Queen) Possessor Absorbs Ice from sources below Level 40 that are lower Level than possessor
Improved Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +250 to all stats
Ice Manipulation- (Passive Ability, Snow Queen) Possessor may choose one of the following at the beginning of each round if Ice element: Create a Zone of Ice, Remove a Zone of Ice created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ice by either possessor or a source below Level 20, Add Ice to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Ice element on a Ice element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ice, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ice, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Ice element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ice to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ice, 5% Ice Resistance, or +50 Defense against Ice and 1% Ice Resistance until the end of the round as a non-stacking buff
Snow Queen- (Passive Ability, Snow Queen) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ice Resistance, Possessor ignores Ice Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Soldreidrethanoi-
Apprentice Bailartix Training- (Passive Ability, Soldreidrethanoi) Possessor gains +50 Ranged Attack if possessor has a Bailartix equipped, Possessor gains +20 to all stats if possessor has a Bailartix equipped
Bailartix Wielding I- (Passive Ability, Soldreidrethanoi) +5 to all stats when a Bailartrix is equipped
Bailartix Wielding II- (Passive Ability, Soldreidrethanoi) +25 to all stats when a Bailartix is equipped, +50 Ranged Attack when a Bailartix is equipped
Basic Bailartix Training- (Passive Ability, Soldreidrethanoi) This character gains +6 Ranged Attack when a Bailartix is equipped.
Hunting Blade of Repitition- (Active Ability, Soldreidrethanoi) This character may use Hunting Blade of Repitition in conjunction with a Ranged Attack, so long as no other technique is used and a Bailartix is equipped. This attack repeats itself next turn, but any Bailartix involved in it cannot be used next turn for any other purpose.
Sorceress-
Basic Wand Training- (Passive Ability, Sorceress) This character gains +6 Magical Attack when a Wand is equipped
Swordsman-
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
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
Knowledge of the Basics of Technomantic Theory- (Passive Ability, Technomancer) +200 MIN
Theoretical Mage-Scientist- (Passive Ability, Technomancer) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least one of which is a Hypertech spell, equipped
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
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
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
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells increase damage or Defense by 40 more points and cost 10 less MP
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Self-Folding- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a single subtype
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Mutative Head- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Head:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Thrice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Shifting Weapon Stance while in Warped Self Stance
Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Twice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Warped Element Stance while in Warped Self Stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance
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 Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Visualizer of Drifting Principles- (Passive Ability, Ethereal Mage) Possessor may claim Drifting Principles
Vermin Master-
Basic Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Essence Algorithm: Dreggson's Lesser Cricket- (Passive Ability, Vermin Lord) At the beginning of a thread, possessor may choose to become the subtype Insect, to gain the base stats: STR 1, CON 1, AGI 2, MIN 1, SPI 1, and to be able to choose, if a monster on the enemy list exists named 'Dreggson's Lesser Cricket', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Moderately Loud Chirp- (Active Ability, Vermin Lord) Possessor, if an Insect, may spend an action to have a 1% chance of inflicting Confusion: Surprised on a target below Level 5 with said instance of affliction having a max duration of 2 rounds, with said action having a 25% chance of failure, with said action being solely Air element and costing 0 MP
Walker From Beyond-
Base Abstract Synchronicity- (Passive Ability, Walker From Beyond) Possessor may treat Abstract as a base subtype
Basic Walker from Beyond Knowledge- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Confetti Makes Me Secretly Careful- (Passive Ability, Walker from Beyond) Possessor gains +2% Dodge, to a max of 80%, if possessor is carrying an item named 'Confetti'
Essence of the Dead Walrus- (Passive Ability, Walker From Beyond) Possessor gains +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, and +70 to all stats if possessor is an Abstract
Gold-Streaked Essence of the Dead Walrus- (Passive Ability, Walker From Beyond) Possessor gains +7,000 Melee Attack, +7,000 Ranged Attack, +7,000 Magical Attack, and +7,000 to all stats if possessor is an Abstract
Platinum-Streaked Essence of the Dead Walrus- (Passive Ability, Walker From Beyond) Possessor gains +17,000 Melee Attack, +17,000 Ranged Attack, +17,000 Magical Attack, and +17,000 to all stats if possessor is an Abstract
Randomness-Eliminating Method Core Spoofer- (Passive Ability, Walker from Beyond) Possessor may, at the beginning of a thread, choose to set possessor's randomized damage multiplier variable to its average value, provided said value is below 10
Silver-Streaked Essence of the Dead Walrus- (Passive Ability, Walker From Beyond) Possessor gains +700 Melee Attack, +700 Ranged Attack, +700 Magical Attack, and +700 to all stats if possessor is an Abstract
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 Travel Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost 10 less MP
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
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
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
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
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Unified Knowledge of Spatial Magic and Gate Magic- (Passive Ability, Wanderer) Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes), Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes)
Walker of the Sea of Glass- (Passive Ability, Wanderer) +60 AGI, +5% Dodge
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Warlord-
Basic Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Essence Algorithm: Frogman Toxin Archer- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to become the subtype Humanoid, to gain the base stats: STR 5, CON 10, AGI 25, MIN 20, SPI 5, and to be able to choose, if a monster on the enemy list exists named 'Frogman Toxin Archer', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Toxic Arrow- (Active Ability, Warlord) Possessor, if a Humanoid, may spend an action to conduct an attack that has a Prime Attribute of Agility, has a base Damage value of 1,415 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of up to 1 equipped Bow weapon, that possesses a 60% chance of inflicting Poison, that is solely Physical & Acid element, and costs 0 MP
Warrior-
Active Parry- (Active Ability, Warrior) User skips a turn and adds one weapon's melee attack bonus to Defense for 2 turns
Adept Combat Arts Attunement- (Passive Ability, Warrior) Possessor's Combat Arts spells cost possessor 10,000 less MP to cast, Possessor's Combat Arts spells that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Combat Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Any-Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action conducted by an allied individual, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, up to 5 times per round
Attack Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action Melee Attack, Ranged Attack, or Magical Attack that deals HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack (whichever is the same type as the action that triggered this action) action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, up to 10 times per round
Armed to the Gills- (Passive Ability, Warrior) Possessor may bring 2 unequipped weapons into threads
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
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
Chaos Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Chaos element HP damage, perform a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Chaos element from said action, with said target being the only possible target of said 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, with said 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action being solely Chaos element, up to 10 times per round
Chaser Mastery- (Passive Ability, Warrior) During actions generated by possessor's Chaser Abilities, possessor gains an additional +2,000 Melee Attack, +2,000 Ranged Attack, and +2,000 Magical Attack as a non-stacking buff
Counter Ranged- (Active Ability, Warrior) Possessor may perform a Ranged Attack, Melee Attack, or Magical Attack action as a counter to any Ranged Attack action that targets possessor
Darkness Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Darkness element, up to 10 times per round
Double Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor chooses, at the time that possessor enters this stance, two other chaser stances that possessor possesses, Possessor counts as being in said two chaser stances In addition to this stance, but actions coming from one of said abilities count as coming from this ability, with the text saying ', Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring' not being present on said simulated versions of said chaser stances would it otherwise be present on said stances, Possessor counts as being in one stance total for purposes of counting numbers of stances possessor is in from this stance and the two chaser stances it simulates
Double-Fire Chaser- (Passive Ability, Warrior) If an action generated by one of possessor's Chaser Abilities that is a Chaser Stance misses all of its targets, then possessor may immediately use an additional action generated by said chaser ability as part of the same counter tree, Actives a max of once per tree of counters
Elemental Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter to any action that is solely one non-universe element that possessor has at least one item equipped that shares an element with, perform a Magical Attack, Ranged Attack, or Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage from said action, with said target being the only possible target of said Magical Attack, Ranged Attack, or Magical Attack action, with possessor's generated action being solely the one element that the action that triggered possessor's action was, up to 10 times per round
Improved Chaser Mastery- (Passive Ability, Warrior) All of possessor's Chaser Stances that come from possessor's Chaser Abilities that can provide 10 an action 10 or more times per round may do so an additional 5 times
Magic Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Magic element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Magic element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Magic element, up to 10 times per round
Melee Overdrive Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Overdrive action that deals HP damage, perform an Melee Overdrive action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage from said action, with said target being the only possible target of said Melee Overdrive action, up to 10 times peer round
Mime Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that is generated by a Chaser Ability that possessor possesses, perform an action as per the type that would be generated by said Chaser Ability upon the condition that triggered said Chaser Ability that triggered this ability, with all restrictions applying to said other chaser ability applying to this ability, but with said ability counting as this ability for purposes of generating extra actions, up to 20 times per round
Overdrive Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Overdrive action that deals HP damage, perform an Overdrive action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage from said action, with said target being the only possible target of said Overdrive action, up to 10 times per round
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Passive Weapon Juggling- (Passive Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon
Physical Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Physical element, up to 10 times per round
Speed Chaser- (Passive Ability, Warrior) Possessor may begin a thread in a single Chaser Stance that does not allow possessor to count as being in multiple chaser stances
Spell Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Cast a Spell action that deals HP damage, perform an Cast a Spell action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Cast a Spell action, up to 10 times per round
Status Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting one or more minor status effects, perform a Magical Attack, Ranged Attack, or Melee Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said granted action gaining a 30% chance of inflicting any minor status effect that the action that triggered said action had a chance of inflicting, up to 10 times per round
Status Chaser: Charm- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Charm, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Charm, up to 10 times per round
Status Chaser: Confusion- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Confusion, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Confusion, up to 10 times per round
Status Chaser: Diseased- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Diseased, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Diseased, up to 10 times per round
Status Chaser: Fatigued- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Fatigued, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Fatigued, up to 10 times per round
Status Chaser: Hexed- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Hexed, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Hexed, up to 10 times per round
Status Chaser: Pain- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Pain, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Pain, up to 10 times per round
Status Chaser: Paralyze- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Paralyze, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Paralyze, up to 10 times per round
Status Chaser: Poison- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Poison, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Poison, up to 10 times per round
Status Chaser: Stat Drain- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that has a chance of inflicting Stat Drain, perform an action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said action, with said action having a 60% chance of inflicting Stat Drain, up to 10 times per round
Summon Sniper- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that summons, perform a Magical Attack, Melee Attack, or Ranged Attack action that targets one of the summons of the action that triggered this counter, with said target being the only possible target of said Magical Attack, Melee Attack, or Ranged Attack action, up to 10 times per round
Technology Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Technology element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Technology element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Technology element, up to 10 times per round
Unarmed Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual, provided that said individual has no weapons equipped, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor also has no weapons equipped, up to 10 times per round
Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.
Weapon Chaser: Assault Matrix- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Assault Matrix equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Assault Matrix equipped, up to 10 times per round
Weapon Chaser: Axe- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Axe equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Axe equipped, up to 10 times per round
Weapon Chaser: Bailartix- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Bailartix equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Bailartix equipped, up to 10 times per round
Weapon Chaser: Bladecane- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Bladecane equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Bladecane equipped, up to 10 times per round
Weapon Chaser: Book- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Book equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Book equipped, up to 10 times per round
Weapon Chaser: Bow- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Bow equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Bow equipped, up to 10 times per round
Weapon Chaser: Card- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Card equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Card equipped, up to 10 times per round
Weapon Chaser: Deadly Item- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Deadly Item equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Deadly Item equipped, up to 10 times per round
Weapon Chaser: Fan- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Fan equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Fan equipped, up to 10 times per round
Weapon Chaser: Fist Weapon- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Fist Weapon equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Fist Weapon equipped, up to 10 times per round
Weapon Chaser: Force- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Force equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Force equipped, up to 10 times per round
Weapon Chaser: Gun- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Gun equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Gun equipped, up to 10 times per round
Weapon Chaser: Hammer- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Hammer equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Hammer equipped, up to 10 times per round
Weapon Chaser: Instrument- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Instrument equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Instrument equipped, up to 10 times per round
Weapon Chaser: Knife- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Knife equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Knife equipped, up to 10 times per round
Weapon Chaser: Mace- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Mace equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Mace equipped, up to 10 times per round
Weapon Chaser: Orb- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Orb equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Orb equipped, up to 10 times per round
Weapon Chaser: Polearm- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Polearm equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Polearm equipped, up to 10 times per round
Weapon Chaser: Scythe- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Scythe equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Scythe equipped, up to 10 times per round
Weapon Chaser: Shield- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Shield equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Shield equipped, up to 10 times per round
Weapon Chaser: Soul- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Soul equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Soul equipped, up to 10 times per round
Weapon Chaser: Spear- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Spear equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Spear equipped, up to 10 times per round
Weapon Chaser: Staff- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Staff equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Staff equipped, up to 10 times per round
Weapon Chaser: Stone- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Stone equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Stone equipped, up to 10 times per round
Weapon Chaser: Sword- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Sword equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Sword equipped, up to 10 times per round
Weapon Chaser: Throwing Weapon- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Throwing Weapon equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Throwing Weapon equipped, up to 10 times per round
Weapon Chaser: Tool- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Tool equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Tool equipped, up to 10 times per round
Weapon Chaser: Wand- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Wand equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Wand equipped, up to 10 times per round
Weapon Chaser: Whip- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any Melee Attack, Magical Attack, or Ranged Attack action conducted by an individual with a Whip equipped that deals HP damage, perform a Melee Attack, Magical Attack, or Ranged Attack action that targets one of the targets of the action that triggered this counter, with said target being the only possible target of said Melee Attack, Magical Attack, or Ranged Attack action, provided that possessor has a Whip equipped, up to 10 times per round
Weapon Juggling- (Stance Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon
Weapons Demo- (Stance Ability, Warrior) When possessor enters this stance or enters a battle, begin tracking each subtype of Weapon possessor equips or has equipped, For each such subtype, possessor gains +50 to all stats as buff that does not stack but increases in increments of +100, to a max of +10,000, This stance resets its count if exited or at the end of battle
Weaponsmaster- (Passive Ability, Warrior) Possessor gains a Weapon slot
Weirdworker-
Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Disruptive Force- (Technique Ability, Weirdworker) Possessor may use Disruptive Force in conjunction with a Magical Attack action, so long as no other technique is used. Said Magical Attack action deals MP Damage instead of HP Damage to Magic Beings
Wizard-
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Arcane Weapon Charge- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 100 MP to give any weapon possessor has equipped +50 Melee Attack, Ranged Attack, or Magical Attack, provided it already possesses such a bonus, as a buff that stacks three times across all bonus types, with said buff lasting three rounds
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Defensive Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the back row
Can Cast Spells While In Close Combat- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the front row
Combat Spellcasting- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions may not be countered by individuals below Level 10, Possessor gains +400 Magical Attack
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
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
MODRAAAAAAAAAAAAAGE
- Modrageball
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Re: Lili's Shielding Golem
Non-Base Abilities:
Other: Bullet Maestro-
Apprentice Danmaku Attunement- (Passive Ability, Other: Bullet Maestro) +250 Damage to all damage dealing Danmaku spells, All Danmaku spells cost 50 less MP, All Danmaku Attacks count as though they contained one less Danmaku spell for purposes of MP cost multiplication should said number of spells not be reduced below 5
Basic Danmaku Attunement- (Passive Ability, Other: Bullet Maestro) All Danmaku spells gain +10 Ranged Attack and cost 10 less MP
Bullet Maestro- (Passive Ability, Other: Bullet Maestro) Possessor's Damage-dealing Danmaku spells deal +(100 * Possessor Level) additional Damage, Danmaku spells cost possessor (50 * Possessor Level) Less MP to cast, All of possessor's Danmaku Attacks count as though they contained one less Danmaku spell for purposes of MP cost multiplication should said number of spells not be reduced below 5
Bullet Maestro's Flight- (Stance Ability, Other: Bullet Maestro) Possessor always counts as being in the back row, but may only make Danmaku Attacks as offensive actions (making non-offensive actions normally). This stance may be used at the same time as Focused Danmaku Dodging without counting as a used stance for the number of stances that may be used at once.
Danmaku is My Weapon- (Passive Ability, Other: Bullet Maestro) Possessor may choose to exchange any weapon slot at the start of a thread for a 2 spell slots that may only hold Danmaku spells
Expanded Danmaku Capacity- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Capacity becomes 15
Focused Danmaku Casting- (Passive Ability, Other: Bullet Maestro) Danmaku spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Danmaku
Focused Danmaku Dodging- (Stance Ability, Other: Bullet Maestro) Possessor's Dodge value is doubled against Danmaku Attacks. There is a 25% chance that possessor skips each action possessor would otherwise take, with effects that would happen before said action still occurring, with a maximum of 5 such actions being skipped per round. Instead of skipping an action due to this stance, possessor may choose to exit this stance.
Heightened Danmaku Capacity- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Capacity becomes 20
Improved Anti-Danmaku Defenses- (Passive Ability, Other: Bullet Maestro) Changes the chance of Reflexive Danmaku-Erasing Art working to 100 - (the number of levels the source of said attack is above possessor))
Improved Danmaku Capacity- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Capacity becomes 10
Mystic Danmaku- (Passive Ability, Other: Bullet Maestro) Possessor may, at a point before any action or at the start or end of any round or at any point at which possessor is able to select a spell to cast as part of something, choose to change any Ranged Attack bonus provided by Danmaku spells cast by or equipped by possessor to an equal Magical Attack bonus
Non-Lethal Danmaku- (Active Ability, Other: Bullet Maestro) Possessor may choose to cause any of possessor's actions involving Danmaku spells to be unable to reduce targets below 1 HP, MP, STR, AGI, CON, SPI, or MIN. Possessor may choose to have any of possessor's Danmaku spells lose the ability to inflict status effects for the duration of one casting at the time of said casting
Rainbow Danmaku Specialist- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Attacks either count as though they contain an additional Danmaku spell for purposes of To Hit calculation or obtain +50 additional Ranged Attack for every element that they contain
Reflexive Danmaku-Erasing Art- (Active Ability, Other: Bullet Maestro) Possessor may make a pre-emptive counter against any Danmaku Attack, up to once per thread per 5 levels possessor has, to a max of 20 times per thread. This counter attack has a chance of countering said Danmaku Attack equal to (100 - (the number of levels the source of said attack is above possessor x 5))%. This counter causes possessor to skip possessor's next action. This action-skipping effect does not stack.
Swift Counter-Danmaku Bombing- (Passive Ability, Other: Bullet Maestro) Possessor does not skip an action after using Reflexive Danmaku-Erasing Art
Other: Chronocler 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
Assumption of Iron's Edge- (Passive Ability, Chronicler of Eternity) Possessor gains +5% Critical, This ability's text may not be modified by sources below Level 60, This ability may not be removed from its wielder by sources below Level 60
Assumption of Iron's Form- (Passive Ability, Chronicler of Eternity) Possessor gains +5% Resilience, This ability's text may not be modified by sources below Level 60, This ability may not be removed from its wielder by sources below Level 60
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
Building Upon the Iron Self- (Passive Ability, Chronicler of Eternity) Possessor may choose at the start of any round to gain +100 to all stats as a buff that stacks 200 times
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
First Assumption of the Perfected Iron Self- (Passive Ability, Chronicler of Eternity) Possessor is Immune to individuals below Level 20
First Honing of the Iron Blade- (Passive Ability, Chronicler of Eternity) Combat Arts and Warrior buffs placed on possessor that have possessor as a source may not be removed from possessor without possessor's permission by sources below Level 60, This ability also counts as being a Warrior ability (including for prerequisite purposes)
First Inhalation of the Iron Breath- (Passive Ability, Chronicler of Eternity) Unarmed Technique and Monk buffs placed on possessor that have possessor as a source may not be removed from possessor without possessor's permission by sources below Level 60, This ability also counts as being a Monk ability (including for prerequisite purposes)
First Thought of the Iron Dream- (Passive Ability, Chronicler of Eternity) Possessor cannot take more than 50% of possessor's Max MP in MP Damage from one action that comes from a source or group of sources that are all below Level 50 (but still may lose more MP via other ways, such as spending it)
First Moment of Realization of the Iron Dream's Eternal Nature- (Passive Ability, Chronicler of Eternity) Possessor gains 5% Time Resistance
Acklowledgement of the Endless Progress of the Iron Dream- (Passive Ability, Chronicler of Eternity) Possessor's 'Elemental Attack' actions may become solely Innovation element at the cost of an amount of MP equal to 5% of possessor's Max MP
First Verse of the Iron Song- (Passive Ability, Chronicler of Eternity) Bardic Music and Bard buffs placed on possessor that have possessor as a source may not be removed from possessor without possessor's permission by sources below Level 60, This ability also counts as being a Bard ability (including for prerequisite purposes)
Hands of Iron, Steady and Unfaltering- (Passive Ability, Chronicler of Eternity) Possessor's weapons may not be unequipped without possessor's permission by sources below Level 60, This ability's text may not be modified by sources below Level 60, This ability may not be removed
Iron Boots to Traverse All Lands- (Passive Ability, Chronicler of Eternity) Possessor gains +5,000 uncapped Defense against effects attached to Zones, Terrains, and Phantom Terrains and 30% Moderate Status Effect Resistance against status effects coming from effects attached to Zones, Terrains, and Phantom Terrains
Iron Unbreakable Motion- (Passive Ability, Chronicler of Eternity) Possessor's actions may not be preemptively countered by entities below Level 40
Irreducible Nature of Iron- (Passive Ability, Chronicler of Eternity) Possessor gains Stat Drain: STR Drain Immunity, Stat Drain: AGI Drain Immunity, Stat Drain: CON Drain Immunity, Stat Drain: MIN Drain Immunity, and Stat Drain: SPI Drain Immunity
Second Assumption of the Perfected Iron Self- (Passive Ability, Chronicler of Eternity) Possessor is Immune to individuals below Level 40
Second Moment of Realization of the Iron Dream's Eternal Nature- (Passive Ability, Chronicler of Eternity) Possessor gains 10% Time Resistance
Second Thought of the Iron Dream- (Passive Ability, Chronicler of Eternity) Possessor cannot take more than 50% of possessor's Max HP in HP Damage from one action that comes from a source or group of sources that are all below Level 50 (but still may lose HP via other ways, such as spending it)
Other: Coinlord-
Apprentice Wealth Synchronization- (Passive Ability, Coinlord) Possessor gains +50 to all stats for each Wealth element item equipped, Possessor's Wealth element pets and summons gain +250 to all stats
Basic Acceleration Within Wealth's Dominion- (Passive Ability, Other: Coinlord) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Wealth
Basic Affinity to Healing Via Wealth- (Passive Ability, Other: Coinlord) Whenever possessor obtains Wealth element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element pets and summons gain +50 to all stats
Basic Defenses Against Wealth- (Passive Ability, Other: Coinlord) Possessor gains +50 Defense against Wealth
Basic Understanding of the Heart of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element allies gain +10 to all stats
Basic Wealth Resistance- (Passive Ability, Other: Coinlord) Possessor gains 1% Wealth Resistance
Basic Wealth Synchronization- (Passive Ability, Other: Coinlord) Possessor gains +25 to all stats if possessor is Wealth element
Basic Weaponization of Wealth- (Passive Ability, Other: Coinlord) Quantities of Wealth element Damage dealt by possessor are increased by 50 points
Coinlord- (Passive Ability, Other: Coinlord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wealth Resistance, Possessor ignores Wealth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Other: Destiny Weaver-
Adept Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Amounts of Fate element Damage possessor deals are increased by 10,000 points, Fate element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Fate element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Fate Synchronization- (Passive Ability, Destiny Weaver) Possessor gains +50 to all stats for each Fate element item equipped, Possessor's Fate element pets and summons gain +250 to all stats
Apprentice Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 500 points
Basic Command of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element pets and summons gain +50 to all stats
Basic Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Possessor gains +25 to all stats if Fate element
Basic Understanding of the Heart of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element allies gain +10 to all stats
Basic Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 50 points
Destiny Weaver- (Passive Ability, Other: Destiny Weaver) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fate Resistance, Possessor ignores Fate Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Empowered By Fate- (Passive Ability, Destiny Weaver) If possessor is Fate element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Fate
Fate Manipulation- (Passive Ability, Other: Destiny Weaver) Possessor may choose one of the following at the beginning of each round if Fate element: Create a Zone of Fate, Remove a Zone of Fate created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fate by either possessor or a source below Level 20, Add Fate to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fate element on a Fate element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fate, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fate, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fate element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fate to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fate, 5% Fate Resistance, or +50 Defense against Fate and 1% Fate Resistance until the end of the round as a non-stacking buff
mage as a non-stacking buff until the end of the round, Unsummon a Fortune element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fortune to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fortune, 5% Fortune Resistance, or +50 Defense against Fortune and 1% Fortune Resistance until the end of the round as a non-stacking buff
Greater Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 25,000 points
Improved Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 5,000 points
Meditative Assumption of Fate- (Passive Ability, Other: Destiny Weaver) Possessor may choose, at the beginning of a thread, to become solely Fate element
Nullify Fate- (Passive Ability, Other: Destiny Weaver) Possessor may remove the element Fate from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Fate-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Fate-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Fate from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Other: Gambler-
Adept Fortune Synchronization- (Passive Ability, Other: Gambler) Amounts of Fortune element Damage possessor deals are increased by 10,000 points, Fortune 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 Fortune element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Fortune Synchronization- (Passive Ability, Gambler) Possessor gains +50 to all stats for each Fortune element item equipped, Possessor's Fortune element pets and summons gain +250 to all stats
Apprentice Weaponization of Fortune- (Passive Ability, Other: Gambler) Quantities of Fortune element Damage dealt by possessor are increased by 500 points
Aura of Good Fortune- (Stance Ability, Gambler) If possessor is Fortune element, up to 30 of possessor's allies, optionally including possessor, are afflicted with Favored: Good Fortune at the start of each round
Aura of Ill Fortune- (Stance Ability, Gambler) If possessor is Fortune element, up to 30 of possessor's opponenets may be afflicted with Hexed: Ill Fortune at the start of each round with a 100% chance of infliction
Aura of Luck's Favored One- (Stance Ability, Gambler) If possessor is Fortune element and in the 'Aura of Good Fortune' stance, up to 30 of possessor's allies, optionally including possessor, are afflicted with Favored at the start of each round
Basic Command of Fortune- (Passive Ability, Other: Gambler) Possessor's Fortune element pets and summons gain +50 to all stats
Basic Fortune Synchronization- (Passive Ability, Other: Gambler) Possessor gains +25 to all stats if possessor is Fortune element
Basic Understanding of the Heart of Fortune- (Passive Ability, Other: Gambler) Possessor's Fortune element allies gain +10 to all stats
Basic Weaponization of Fortune- (Passive Ability, Other: Gambler) Quantities of Fortune element Damage dealt by possessor are increased by 50 points
Critical Strike- (Passive Ability, Gambler) If possessor is Fortune element, whenever possessor targets an opponent who is below Level 60 and performs an offensive attack that includes a roll for a hit of said attack to hit, miss, or be dodged as per the standard rules for such, then if a '1' is rolled on said roll, regardless of whether it would be a miss normally or not, it becomes a hit that is not considered being dodged if it would have been dodged normally, with said hit becoming an automatic Critical
Empowered By Fortune- (Passive Ability, Gambler) If possessor is Fortune 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 Fortune
Eternal Favor- (Passive Ability, Gambler) If possessor is Fortune element, possessor may choose to have no natural per-round chance of the positive status effect Favored disappearing from possessor
Fortune Manipulation- (Passive Ability, Other: Gambler) Possessor may choose one of the following at the beginning of each round if Fortune element: Create a Zone of Fortune, Remove a Zone of Fortune created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fortune by either possessor or a source below Level 20, Add Fortune 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 Fortune element on a Fortune element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fortune, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fortune, 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 Fortune element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fortune to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fortune, 5% Fortune Resistance, or +50 Defense against Fortune and 1% Fortune Resistance until the end of the round as a non-stacking buff
Gambler- (Passive Ability, Other: Gambler) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fortune Resistance, Possessor ignores Fortune Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Gambler's Mind- (Passive Ability, Gambler) Possessor's Base MIN is randomly determined. Every month, possessor may choose to re-roll possessor's Base MIN a single time. Possessor is forced to re-roll base MIN every 6 months. Possessor's Base MIN is randomly determined to be a value between 1 and 20
Gambler's Spirit- (Passive Ability, Gambler) Possessor's Base SPI is randomly determined. Every month, possessor may choose to re-roll possessor's Base SPI a single time. Possessor is forced to re-roll base SPI every 6 months. Possessor's Base SPI is randomly determined to be a value between 1 and 20
Greater Weaponization of Fortune- (Passive Ability, Other: Gambler) Quantities of Fortune element Damage dealt by possessor are increased by 25,000 points
Hard to Hex- (Passive Ability, Gambler) If possessor is Fortune element, infliction chances of Hexed on possessor, if successful, must be rerolled once
Improved Weaponization of Fortune- (Passive Ability, Other: Gambler) Quantities of Fortune element Damage dealt by possessor are increased by 5,000 points
Increased Critical Threshold- (Passive Ability, Gambler) Possessor's 'Critical Strike' ability triggers on a roll of '1' to '5' instead of just on a roll of '1'
Increased Fumble Threshold- (Passive Ability, Gambler) Possessor's 'Induce Horrific Fumbles' ability triggers on a roll of '96' to '100' instead of just on a roll of '100'
Induce Horrific Fumbles- (Passive Ability, Gambler) If possessor is Fortune element, when an opponent of possessor who is below Level 60 performs an offensive attack that includes a roll for a hit of said attack to hit, miss, or be dodged as per the standard rules for such, then if a '100' is rolled on said roll, regardless of whether it would be a miss normally or not, it becomes a miss that is considered being dodged if it would have been dodged normally, with said hit having a further 25% chance of having its target then re-selected randomly from the allies of its source, including its source, who could have been originally targeted by it, with all calculations for said hit being re-performed in said case
Lasting Favor- (Passive Ability, Gambler) If possessor is Fortune element, whenever possessor would have to roll for the natural per-round disappearance of the positive status effect Favored from possessor, possessor rolls twice and chooses the result
Lucky- (Passive Ability, Gambler) If possessor is Fortune element, possessor and up to 7 of possessor's allies gain 7% Resilience, 7% Dodge, 7% Critical, and 107% To Hit
Meditative Assumption of Fortune- (Passive Ability, Other: Gambler) Possessor may choose, at the beginning of a thread, to become solely Fortune element
Nullify Fortune- (Passive Ability, Other: Gambler) Possessor may remove the element Fortune from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Fortune-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Fortune-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Fortune from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Stroke of Luck- (Passive Ability, Gambler) Possessor may, once per thread, reroll a value that possessor rolled, provided that no opponent who is either Fate element or Level 60 or greater objects
Quite Lucky- (Passive Ability, Gambler) If possessor is Fortune element, possessor and up to 77 of possessor's allies gain 24% Resilience, 24% Dodge, 24% Critical, and 124% To Hit
Triple Rainbow Mode- (Stance Ability, Gambler) Possessor may gain three base elements while in this stance
Unfortunate Spell- (Technique Ability, Gambler) Possessor may used 'Unfortunate Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as possessor is Fortune element and possessor casts a spell as part of said action. Said action gains '60% inflicts Hexed: Ill Fortune'.
Unhexable- (Passive Ability, Gambler) If possessor is Fortune element, possessor gains Hexed Immunity
Wielder of Ill Fortune- (Passive Ability, Gambler) If possessor is Fortune element, infliction chances of Hexed with possessor as a source, if unsuccessful, may be rerolled once
Other: Legend-
Wielder of the Emet Rune- (Passive Ability, Other: Legend) Possessor may equip 'Emet Rune'
Other: Mime Don-
Basic Dopple Synchronization- (Passive Ability, Other: Mime Don) Possessor gains +25 to all stats if an ally of possessor is Dopple element
Other: Reality Arranger-
Absorb Spatial- (Passive Ability, Other: Reality Arranger) Possessor Absorbs Spatial against sources below Level 20 if Level 20 or greater
Adept Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Amounts of Spatial element Damage possessor deals are increased by 10,000 points, Spatial element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Spatial element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Spatial- (Passive Ability, Other: Reality Arranger) Whenever possessor obtains Spatial element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 Defense against Spatial
Apprentice Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 5% Spatial Resistance
Apprentice Spatial Synchronization- (Passive Ability, Reality Arranger) Possessor gains +50 to all stats for each Spatial element item equipped, Possessor's Spatial element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element allies gain +100 to all stats
Apprentice Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 to all stats while in a Zone of Spatial
Basic Acceleration Within Spatial's Dominion- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Spatial
Basic Affinity to Healing Via Spatial- (Passive Ability, Other: Reality Arranger) Whenever possessor obtains Spatial element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element pets and summons gain +50 to all stats
Basic Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 Defense against Spatial
Basic Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 1% Spatial Resistance
Basic Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to all stats if possessor is Spatial element
Basic Understanding of the Heart of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element allies gain +10 to all stats
Basic Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 to all stats while in a Zone of Spatial
Beyond an Ever-Vast Gulf- (Passive Ability, Reality Arranger) If possessor is Spatial element, possessor counts as being in the back row for purposes of back-row Damage-halving
Cause Spatial Ruptures- (Passive Ability, Reality Arranger) If possessor is Spatial element, whenever a Zone of Spatial is created, possessor may unsummon up to 5 non-unique individuals of Level 80 or lower who are not 20 or more Levels higher than possessor and who do not possess Spatial Resistance, Immunity, Reflection, or Absorption
Control of Spatial- (Passive Ability, Other: Reality Arranger) Possessor has a 20% chance of being able to cancel the actions of Spatial element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 Defense if possessor has any Spatial-element items equipped that provide a Defense bonus
Detect Spatial- (Passive Ability, Reality Arranger) Possessor gains +1% To Hit against Spatial element targets
Empowered By Spatial- (Passive Ability, Reality Arranger) If possessor is Spatial 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 Spatial
Expert Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Spatial element Damage dealt to possessor (not including healing) is halved, Spatial element Stat Damage (not including healing) dealt to possessor is halved, Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Spatial element accessories, and may not be converted into other types of slot by individuals below Level 100
Greater Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 25,000 points
*Hyperspatial Health Reservoir- (Passive Ability, Other: Reality Arranger) Possessor gains +2,000,000 HP, Possessor's HP is doubled as an effect that does not stack with other HP multiplying effect
Improved Affinity to Healing Via Spatial- (Passive Ability, Other: Reality Arranger) Whenever possessor obtains Spatial element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial 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 Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +5,000 Defense against Spatial
Improved Defenses that Utilize Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +2,000 Defense if possessor has any Spatial-element items equipped that provide a Defense bonus
Improved Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 10% Spatial Resistance
Improved Understanding of the Heart of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element allies gain +250 to all stats
Improved Unreachable Body- (Passive Ability, Other: Reality Arranger) If possessor is Spatial element and Level 40 or greater, possessor may choose to automatically Dodge the attacks of individuals below Level 40
Improved Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +1,000 to all stats while in a Zone of Spatial
Master Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Possessor may control the actions of Spatial element individuals who are half possessor's Level or lower, Spatial element actions may not inflict major negative status effects on possessor if they come from sources of lower Level than possessor
Meditative Assumption of Spatial- (Passive Ability, Other: Reality Arranger) Possessor may choose, at the beginning of a thread, to become solely Spatial element
Nourished By Spatial- (Passive Ability, Reality Arranger) If possessor is Spatial element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Spatial
Nullify Spatial- (Passive Ability, Other: Reality Arranger) Possessor may remove the element Spatial from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Spatial-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Spatial-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Spatial from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Reality Arranger- (Passive Ability, Other: Reality Arranger) Possessor ignores (1 * (Possessor Level/5), rounded down)% Spatial Resistance, Possessor ignores Spatial Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Reflect Spatial- (Passive Ability, Other: Reality Arranger) Possessor Reflects Spatial against sources below Level 20 if Level 20 or greater
Reshape Zones- (Passive Ability, Other: Reality Arranger) At the start of each round and of each of possessor's actions, possessor may choose to cause individuals who are either below Level 60 and not 20 or more Levels greater than possessor or who are willing to either be in a Zone or not be in a Zone, provided that said zone was created by a source that is either below Level 60 and not 20 or more Levels greater than possessor, is possessor, is one of possessor's pets, or is one of possessor's summons
Space-Bending Reach- (Passive Ability, Other: Reality Arranger) Possessor deals full damage to individuals below Level 80 who are not more than 19 Levels greater than possessor who are in the back row
Space Hopping- (Passive Ability, Other: Reality Arranger) At the start of each round, possessor may exit the battle possessor is in and enter any other currently active battle in the same thread, provided that no individual of Level 60 or greater who is in either the battle possessor is leaving or possessor's destination battle objects and that no individual who is 20 or more Levels greater than possessor who is in either said battle objects
Spatial Immunity- (Passive Ability, Other: Reality Arranger) Possessor gains Spatial Immunity against sources below Level 20 if Level 20 or greater
Spatial Interdiction- (Passive Ability, Reality Arranger) If possessor is Spatial element, whenever one of possessor's opponents of equal or lower Level who is below Level 60 summons an individual of Level 60 or lower in a battle that possessor is not in, possessor may instead have said individual be summoned in the battle that possessor is in, Whenever an individual of Level 60 who is not 20 or more Levels greater than possessor leaves a battle that possessor is not in to enter another battle, provided that said entering of said battle is caused by a source of Level 60 or lower, possessor may have said individual enter the battle possessor is in instead of whatever battle said individual would otherwise enter
Spatially Sidestep Zone- (Passive Ability, Other: Reality Arranger) Whenever an individual below Level 60 who is not 20 or more Levels greater than possessor creates a Zone, possessor may choose to not be in said Zone
Spatial Manipulation- (Passive Ability, Other: Reality Arranger) Possessor may choose one of the following at the beginning of each round if Spatial element: Create a Zone of Spatial, Remove a Zone of Spatial created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Spatial by either possessor or a source below Level 20, Add Spatial to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Spatial element on a Spatial element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Spatial, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Spatial, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Spatial element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Spatial to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Spatial, 5% Spatial Resistance, or +50 Defense against Spatial and 1% Spatial Resistance until the end of the round as a non-stacking buff
Unreachable Body- (Passive Ability, Other: Reality Arranger) If possessor is Spatial element and Level 20 or greater, possessor may choose to automatically Dodge the attacks of individuals below Level 20
Uplifted By Spatial- (Passive Ability, Reality Arranger) If possessor is Spatial element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Spatial
Zonal Spatial Control- (Passive Ability, Other: Reality Arranger) Possessor may, at the start of each round, choose one Zone of Spatial that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Other: Reality Coder-
Apprentice Reality Coder Knowledge- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Reality Coder Knowledge- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Coded Being Calling I- (Passive Ability, Other: Reality Coder) Possessor's Coded Being summons gain +20 to all stats
Coded Being Calling II- (Passive Ability, Other: Reality Coder) Possessor's Coded Being summons gain +200 HP
Coded Being Calling III- (Passive Ability, Other: Reality Coder) Possessor's Coded Being summons gain +500 MP
Coded Being Programming I- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +20 to all stats
Coded Being Programming II- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +100 to all stats
Inherent Sorrow-Core Containment System- (Passive Ability, Other: Reality Coder) Poessessor gains +500 Defense and +500 to all stats if possessor has an item named 'XEVNON-MORTEIYORI: Sorrow Core' equipped
Offensive Coded Being Programming I- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons have the Damage values of their abilities increased by 50 points
Offensive Coded Being Programming II- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons have the Damage values of their abilities increased by 500 points
Reality Coder- (Passive Ability, Other: Reality Coder) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Coded Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Coded Being pets and summons per Level of possessor
Other: Spatial Mage-
Adept Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 10,000 less MP to cast, Spatial Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Spatial Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Spatial Magic spells cost possessor 250 less MP to cast
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Displacing Spell- (Technique Ability, Other: Spatial Mage) Possessor may use 'Displacing Spell' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action causes its targets to obtain -5% Dodge until the end of the round as a debuff that stacks 2 times.
Expert Spatial Magic Attunement- (Passive Ability, Spatial Mage) Spatial Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Spatial Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Focused Spatial Magic Casting- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spatial Magic
From One Hand to the Other- (Passive Ability, Other: Spatial Mage) If possessor loses a Weapon slot, possessor may, before losing said slot, exchange the item that is in said slot with an item in another slot that could be held in said slot, provided that possessor may hold said item in the other slot, provided that a source of Level 80 or greater did not cause possessor to lose said slot
Hand Window- (Passive Ability, Spatial Mage) If another battle is present, possessor may, once per round, re-direct an action from a lower-Level source below Level 60 to any target within any other battle in the same thread
Increased Magic Reach- (Passive Ability, Other: Spatial Mage) Possessor gains 120% To Hit against targets in the back row
Magic-Powered Space-Swap- (Technique Ability, Other: Spatial Mage) Possessor may use 'Magic-Powered Space-Swap' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Possessor selects a willing ally as part of said action, and swaps row-positions with said ally.
Mildly Self-Displacing Casting- (Passive Ability, Other: Spatial Mage) Possessor gains +1% Dodge as a non-stacking buff on rounds after rounds during which possessor cast a Spatial Magic spell, with said bonus not being able to increase possessor's Dodge above 50%
Spatial Mage- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +(500 + 25 * Possessor Level) additional Magical Attack, All Spatial Magic spells cost possessor (500 + 100 * Possessor Level) less MP
Spatial Magic 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-Magic Deflection Field- (Stance Ability, Other: Spatial Mage) Possessor gains +800 Defense and 30% Dodge
Spatial-Magic-Repelling Deflection Field- (Passive Ability, Other: Spatial Mage) Possessor gains 12% Spatial Magic Resistance while in the Spatial-Magic Deflection Field stance
Spatial Viewing- (Passive Ability, Spatial Mage) Possessor ignores the Dodge Bonuses granted by buffs from sources below Level 80 that are present on targets that are in different battles
Spatially-Expanded Spiritual Mana Reservoir- (Passive Ability, Other: Spatial Mage) Possessor gains +2,000 MP
Spatially-Unsummoning Rite- (Technique Ability, Other: Spatial Mage) Possessor may use 'Spatially-Unsummoning Rite' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action gains a 50% chance of unsummoning targets below Level 20 that were summoned by individuals below Level 20.
Unified Knowledge of Space and Spatial Magic- (Passive Ability, Other: Spatial Mage) Possessor may count Spatial Mage abilities possessor possesses as Reality Arranger abilities (including for prerequisite purposes), Possessor may count Reality Arranger abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes)
Other: Subspace Architect-
Apprentice Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Basic Appreciation of Feng Shui- (Passive Ability, Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Basic 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
Basic Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 20
Basic Spatial Feng Shui Control- (Passive Ability, Subspace Architect) Whenever a Level 1 individual that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 20 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
Basic Spawn Table Design- (Passive Ability, Other: Subspace Architect) Possessor's summons gains +50 to all stats as a bonus that cannot take their stats above 2000% of their natural values
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
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
Improved Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 40
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
Superhero-
Can Mentally Melt Bullets- (Passive Ability, Superhero) Possessor gains +10,000 Defense against Guns and 15% Technology Resistance
Energy Projection- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) Magical Attack
Superior Ice Control- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) Magical Attack, Possessor gains 80% inflicts Frozen, Possessor gains 20% inflicts Frozen: Cubed, Possessor gains 35% Ice Resistance, Possessor is Immune to individuals below Level 20 who are Ice element if possessor is Level 20 or greater
Other: War Mage-
Amplified War Magic Power- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack
Apprentice War Magic Attunement- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All War Magic spells cost possessor 500 less MP to cast
Basic War Magic Attunement- (Passive Ability, Other: War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +100 additional Magical Attack, and all War Magic spells cost possessor 100 less MP to cast
Grievously-Wounding Spell Shrapnel- (Passive Ability, War Mage) Damage caused by possessor's 'Spell Shrapnel' ability may not be healed by individuals below Level 40
Inscribe Missile with Magic- (Technique Ability, War Mage) Possessor may use 'Inscribe Missile with Magic' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used. Said action is delayed until possessor performs a 'Ranged Attack' action, with possessor being able to delay a max of 3 such actions in this manner at a time.
Saw-Followed Spell- (Technique Ability, War Mage) Possessor may use 'Saw-Followed Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor casts a War Magic spell as part of said action. Said action deals 60,000 Flat solely Physical element Damage as a separate quantity of Damage from other Damage it deals and gains a 30% chance of inflict Wounded.
Spell of War- (Technique Ability, War Mage) Possessor may use 'Spell of War' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor casts a War Magic spell as part of said action. Said action gains the element War.
Spell Shrapnel- (Passive Ability, War Mage) Whenever possessor casts a spell, up to 10 times per round, possessor may choose up to 10 targets to have a 30% chance of afflicting with Pain and may also choose for all of said targets to take 60,000 Flat Physical element Damage
War Mage- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +(500 * Possessor Level) additional Magical Attack, All War Magic spells cost possessor (500 * Possessor Level) less MP to cast
War Magic Casting I- (Passive Ability, Other: War Mage) War Magic spells cost possessor 20 less MP to cast
War Magic Casting II- (Passive Ability, Other: War Mage) War Magic spells cost possessor 200 less MP to cast
Other: Ward Crafter-
Absorb Warding- (Passive Ability, Other: Ward Crafter) Possessor Absorbs Warding against sources below Level 20 if Level 20 or greater
Adept Warding Synchronization- (Passive Ability, Other: Ward Crafter) Amounts of Warding element Damage possessor deals are increased by 10,000 points, Warding 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 Warding element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Warding- (Passive Ability, Other: Ward Crafter) Whenever possessor obtains Warding element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Warding- (Passive Ability, Other: Ward Crafter) Possessor's Warding 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 Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +500 Defense against Warding
Apprentice Warding Resistance- (Passive Ability, Other: Ward Crafter) Possessor gains 5% Warding Resistance
Apprentice Understanding of the Heart of Warding- (Passive Ability, Other: Ward Crafter) Possessor's Warding element allies gain +100 to all stats
Apprentice Warding Synchronization- (Passive Ability, Ward Crafter) Possessor gains +50 to all stats for each Warding element item equipped, Possessor's Warding element pets and summons gain +250 to all stats
Apprentice Weaponization of Warding- (Passive Ability, Other: Ward Crafter) Quantities of Warding element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +500 to all stats while in a Zone of Warding
Basic Acceleration Within Warding's Dominion- (Passive Ability, Other: Ward Crafter) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Warding
Basic Affinity to Healing Via Warding- (Passive Ability, Other: Ward Crafter) Whenever possessor obtains Warding element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Warding- (Passive Ability, Other: Ward Crafter) Possessor's Warding element pets and summons gain +50 to all stats
Basic Defenses Against Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +50 Defense against Warding
Basic Warding Resistance- (Passive Ability, Other: Ward Crafter) Possessor gains 1% Warding Resistance
Basic Understanding of the Heart of Warding- (Passive Ability, Other: Ward Crafter) Possessor's Warding element allies gain +10 to all stats
Basic Warding Synchronization- (Passive Ability, Other: Ward Crafter) Possessor gains +25 to all stats if possessor is Warding element
Basic Weaponization of Warding- (Passive Ability, Other: Ward Crafter) Quantities of Warding element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +50 to all stats while in a Zone of Warding
Control of Warding- (Passive Ability, Other: Ward Crafter) Possessor has a 20% chance of being able to cancel the actions of Warding element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +500 Defense if possessor has any Warding-element items equipped that provide a Defense bonus
Detect Warding- (Passive Ability, Ward Crafter) Possessor gains +1% To Hit against Warding element targets
Empowered By Warding- (Passive Ability, Ward Crafter) If possessor is Warding 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 Warding
Greater Weaponization of Warding- (Passive Ability, Other: Ward Crafter) Quantities of Warding element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Warding- (Passive Ability, Other: Ward Crafter) Whenever possessor obtains Warding element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Warding- (Passive Ability, Other: Ward Crafter) Possessor's Warding 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 Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +5,000 Defense against Warding
Improved Defenses that Utilize Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +2,000 Defense if possessor has any Warding-element items equipped that provide a Defense bonus
Improved Warding Resistance- (Passive Ability, Other: Ward Crafter) Possessor gains 10% Warding Resistance
Improved Understanding of the Heart of Warding- (Passive Ability, Other: Ward Crafter) Possessor's Warding element allies gain +250 to all stats
Improved Weaponization of Warding- (Passive Ability, Other: Ward Crafter) Quantities of Warding element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +1,000 to all stats while in a Zone of Warding
Meditative Assumption of Warding- (Passive Ability, Other: Ward Crafter) Possessor may choose, at the beginning of a thread, to become solely Warding element
Nourished By Warding- (Passive Ability, Ward Crafter) If possessor is Warding element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Warding
Nullify Warding- (Passive Ability, Other: Ward Crafter) Possessor may remove the element Warding from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Warding-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Warding-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Warding from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
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
Reflect Warding- (Passive Ability, Other: Ward Crafter) Possessor Reflects Warding against sources below Level 20 if Level 20 or greater
Uplifted By Warding- (Passive Ability, Ward Crafter) If possessor is Warding element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Warding
Ward Crafter- (Passive Ability, Other: Ward Crafter) Possessor ignores (1 * (Possessor Level/5), rounded down)% Warding Resistance, Possessor ignores Warding Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
*Warded Existence- (Passive Ability, Other: Ward Crafter) Possessor is Immune to CON Damage from sources below Level 100
Warding Immunity- (Passive Ability, Other: Ward Crafter) Possessor gains Warding Immunity against sources below Level 20 if Level 20 or greater
Warding Manipulation- (Passive Ability, Other: Ward Crafter) Possessor may choose one of the following at the beginning of each round if Warding element: Create a Zone of Warding, Remove a Zone of Warding created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Warding by either possessor or a source below Level 20, Add Warding 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 Warding element on a Warding element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Warding, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Warding, 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 Warding element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Warding to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Warding, 5% Warding Resistance, or +50 Defense against Warding and 1% Warding Resistance until the end of the round as a non-stacking buff
Zonal Warding Control- (Passive Ability, Other: Ward Crafter) Possessor may, at the start of each round, choose one Zone of Warding 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
Outliers-
Basic Alienist Knowledge- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
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 Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Evergarden Gardening Techniques- (Passive Ability, Botanist) Possessor's Plant pets gain +3% Resilience
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Spear Training- (Passive Ability, Lancer) This character gains +6 Melee Attack when a Spear is equipped.
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Body of Magic-Eating Rose Crystal- (Ability, Other: Wonderworker) Possessor obtains +5,000 Defense if possessor is a Golem, is a Large Structure, or is wearing Heavy Armor. Possessor gains +5,000 Defense against Magic if possessor already possesses Defense that is specifically Defense against Magic.
Burly- (Passive Ability, Gigas Knight) +100 unmodified STR, +50 unmodified CON
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
Can Create Snowman-Animating Headwear- (Passive Ability, Clothier) If possessor is in a Zone of Ice, possessor may unequip a Hat to summon 1 Snowman from the Enemy List, with said Snowman being unsummoned if any individual equips said Hat, said Hat is destroyed, said Hat ceases to be an item, said Hat leaves the thread, or said Hat becomes a pet
Can Fire Walrus Skulls While Racing- (Passive Ability, Driver) Possessor may, once per round while in a Transformation, after one of possessor's actions, deal 500,000 Flat Chaos & Water element Damage to one individual who possesses a lower turn-order-determining stat sum
Chameleon Flesh- (Passive Ability, Flux Baron) Possessor may, at the start of any round or the start of any of possessor's actions, become the same non-Universe element as any ally, any equipped Armor, or any Zone that possessor is in
Envoy of Winter- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Winter
Essence Algorithm: Torturer Devil- (Passive Ability, Pactmaker) At the beginning of a thread, possessor may choose to become the subtype Devil, to gain the base stats: STR 10, CON 10, AGI 10, MIN 30, SPI 10, and to be able to choose, if a monster on the enemy list exists named 'Tortuerer Devil', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Gargoyle Grenadier- (Passive Ability, Master of Monsters) At the beginning of a thread, possessor may choose to become the subtype Monster, to gain the base stats: STR 12, CON 15, AGI 20, MIN 9, SPI 9, and to be able to choose, if a monster on the enemy list exists named 'Gargoyle Grenadier', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Wraith Jelly- (Passive Ability, Seekeeper) At the beginning of a thread, possessor may choose to become the subtype Aquatic, to gain the base stats: STR 5, CON 30, AGI 5, MIN 5, SPI 20, and to be able to choose, if a monster on the enemy list exists named 'Wraith Jelly', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Evergarden Food Preservation Techniques- (Passive Ability, Chef) Effects attached to Zones that come from sources below Level 60 cannot destroy Food consumables equipped by possessor
Has Consumed 1 of the Permanent Consumable "MP-Boosting Powder"- (Passive Ability, Permanent Item Effect) +2,000 MP per 1 consumed, Cannot be used in combos
Forehead Trained To Be Resistant To Too Much Facepalming- (Passive Ability, Protector) Possessor gains 75% Confusion: Facepalming Too Hard Resistance
♢Hand of the Root- (Passive Ability, Mountain King) At the start of each round, if possessor is Earth element, possessor may move an effect attached to one Zone of Earth to another Zone of Earth, with this effect movement being able to target Zones that are present in other battlespaces, so long as said effect does not come from a source that is either above Level 200 or that is 40 or more Levels greater than possessor
Holiday Cookie Baking- (Passive Ability, Chef) Food consumables used by possessor that Heal HP heal an additional 5,000 points if in a Zone of Ice
Jolly Laughter- (Passive Ability, Commander) Possessor may choose at the beginning of each round of battle to have a 40% chance of curing every individual (including opponents) in battle of Confusion: Depression
Minor Mystic Phase Shift- (Passive Ability, Weirdworker) Possessor has a 20% chance of ignoring non-Magic-element offensive actions from sources below Level 20, Possessor may, 5 times per thread, switch rows to any row that would normally be valid for possessor to move to as a pre-emptive counter
Polar Elven Toymaking Skill- (Passive Ability, Crafter) Possessor's Golem, Clockwork, Robot, and Machine pets and summons gain +200 to all stats as a bonus that cannot increase their stats to above 1000% of their natural values, Temporary items created by possessor are considered to be worth 5,000 additional Gold
Spiritual Strength through Purity of Body, Mind, and Spirit- (Passive Ability, Paladin) Possessor gains +1 Base SPI while possessor is not afflicted with any negative status effects
Took An Evergarden Plant-Idenfitication Course- (Passive Ability, Botanist) Possessor's chances of successfully scanning the stats of Plants increase by 5% if already at least 1%
Torment- (Active Ability, Pactmaker) Possessor, if a Devil and Level 40 or greater, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 22,000 that it incorporates as though possessor were an Enemy, that incorporates the Melee Attack bonus of two equipped Deadly Item weapons, that deals 2,500 CON Damage, that possesses a 200% chance of inflicting Pain, that pierces 7,000 Defense, that is solely Darkness or Physical or Fire or Agony or Darkness & Agony or Fire & Physical or Darkness & Agony & Fire & Physical element, and costs 50,000 MP
Vexation Grenades- (Active Ability, Master of Monsters) Possessor, if a Monster and Level 20 or greater, may spend an action to conduct an attack that has a Prime Attribute of Agility, has a base Damage value of 9,500 that it incorporates as though possessor were an Enemy, that incorporates the Ranged Attack bonus of any two equipped Throwing Weapon weapons, that possesses a 110% chance of inflicting Poison, Impaired, Confusion, and Fatigued, that is solely Acid element, and costs 28,700 MP
Upgraded Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +60,000 Defense, Possessor gains +10,000 CON, Possessor gains +10,000 MIN, Possessor gains +200,000 HP, Possessor's Defense may not be pierced by sources below Level 40, Individuals below Level 40 may not inflict negative status effects on possessor
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor
Wintry Sleighmastery- (Passive Ability, Driver) Possessor's Vehicle transformations whose name includes 'Sleigh' or 'Sled' gain +500 AGI as a bonus that cannot increase their stats to above 1000% of thier natural values while in a Zone of Ice
Yells Excitedly While Cooking- (Passive Ability, Chef) Whenever possessor creates or uses a Food consumable, possessor may cure up to 30 allies of Fatigued
Ze Ultimate Attack List-
Crisis Overcrash: All The Missiles- (Passive Ability, Gunner) Possessor gains an Overcrash Ammo Bank which may carry up to 100 chosen Ammo Accessories that do not otherwise count as being carried by possessor and may not be accessed save through means that specifically access them, If possessor is in a Crisis Zone, possessor gains the ability:
Supreme Overcrash: All The Missiles- Caster, for the duration of this action, equips all Ammo Accessories that are present in possessor's Overcrash Ammo Bank and then, in the middle of this action, performs a 'Ranged Attack' or 'Point Blank' action whose status-effect-infliction chances are not decreased on a per-hit basis for being multi-hit against targets below Level 80 who are below caster's Level, Technology & Air & Destruction & Law & Chaos, 1 MP, Reduces user's MP to 0 for remainder of thread and prevents user's MP from increasing above 0 for the remainder of thread, May not be used if possessor has 0 MP
Double-Funky Zuit-Suit Judge-Man World-Hero's Hyper-Spatial Temporally-Anomalous Deadly-Painful Steel-Fisted Seed-Halo Dream-Kick- (Technique Ability, Metamorph) Possessor may use 'Double-Funky Zuit-Suit Judge-Man World-Hero's Hyper-Spatial Temporally-Anomalous Deadly-Painful Steel-Fisted Seed-Halo Dream-Kick' in conjunction with an 'Ultimate Attack' action if possessor possesses the abilities 'Kaos Komptroller', 'Flamingo Disco Legend Man', 'High Judge', 'Reality Arranger', 'Temporal Primarch', 'Torment Master', 'Archsmith of Metal', 'Lord of Trees', and 'Dreamshaper'. Said action deals double Damage to individuals below Level 60.
Prime Judge- (Passive Ability, Other: High Judge) Possessor chooses the Randomized Attribute Sum for all Damage Formula calculations that do not involve an opponent who is 20 or more Levels greater than possessor or that is above Level 999
Omnimutable Chaosbody- (Passive Ability, Other: Xaos Xomptroller) At the start of each thread, possessor chooses a Level range consisting of Levels lower than and equal to possessor's Level, 12 Enemies from the Enemy List that are within that Level range are selected randomly, with the same Enemy not being able to be selected multiple times, A random Constant Effect possessed by each is chosen, Possessor may then choose up to 4 of the selected Constant Effects and obtain them for the duration of the thread as a buff that cannot be removed by sources that are not 20 or more Levels greater than possessor, Random decisions made by this ability may not be rerolled or controlled by sources below Level 999[/size]
Worshipper of Zaga Yazrath-
Fated Moment- Possessor may spend a number of actions up to possessor's Level to add 'Fate Counters' to this ability; Once per thread at the beginning of a round, possessor may choose to gain +(25 * the number of Fate Counters on this ability, to a max of Possessor Level Fate Counters) Melee Attack, Magical Attack, Ranged Attack, STR, AGI, CON, MIN, SPI, Defense, and Defense against Stat Damage, as well as +(2 * The number of Fate Counters on this ability, to a max of Possessor Level Fate Counters)% Critical, To Hit, Dodge, and Resilience as a buff, with said buff lasting until the end of the round and not stacking, Worshipper Benefit
Essence Severence- If possessor is Level 10 or greater, possessor's 'Melee Attack' actions have a (Possessor Level)% chance of removing each buff from a source whose Level is below (Possessor Level) from their targets, provided that said targets are below Possessor Level, Worshipper Benefit
Knowledge of Secret Magics- If possessor is Level 15 or greater, possessor gains +500 MIN, +500 Magical Attack, +500 SPI, and 5% Magic Resistance, Worshipper Benefit
Is a Fated One-
* Once per Endurance Match or Boss Rush while not facing said opponent, a Fated One may declare a known entity on the Enemy List or Boss List its destined foe; the Fated One's stats, HP, MP, and Damage dealt are doubled when said individual is a non-summoned opponent
* Each month a Fated One acquires 2 bonus weeks that may only be used for Destiny Weaver, Sage, Scholar, Esoteric Wiseman, Elder Scribe, Diviner, Enchanter, Crafter, Wanderer, Ritual Mage, Puppeteer, Controller,
* Fated Ones may purchase Greater Fateweavings from the Ability Shop
Other: Bullet Maestro-
Apprentice Danmaku Attunement- (Passive Ability, Other: Bullet Maestro) +250 Damage to all damage dealing Danmaku spells, All Danmaku spells cost 50 less MP, All Danmaku Attacks count as though they contained one less Danmaku spell for purposes of MP cost multiplication should said number of spells not be reduced below 5
Basic Danmaku Attunement- (Passive Ability, Other: Bullet Maestro) All Danmaku spells gain +10 Ranged Attack and cost 10 less MP
Bullet Maestro- (Passive Ability, Other: Bullet Maestro) Possessor's Damage-dealing Danmaku spells deal +(100 * Possessor Level) additional Damage, Danmaku spells cost possessor (50 * Possessor Level) Less MP to cast, All of possessor's Danmaku Attacks count as though they contained one less Danmaku spell for purposes of MP cost multiplication should said number of spells not be reduced below 5
Bullet Maestro's Flight- (Stance Ability, Other: Bullet Maestro) Possessor always counts as being in the back row, but may only make Danmaku Attacks as offensive actions (making non-offensive actions normally). This stance may be used at the same time as Focused Danmaku Dodging without counting as a used stance for the number of stances that may be used at once.
Danmaku is My Weapon- (Passive Ability, Other: Bullet Maestro) Possessor may choose to exchange any weapon slot at the start of a thread for a 2 spell slots that may only hold Danmaku spells
Expanded Danmaku Capacity- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Capacity becomes 15
Focused Danmaku Casting- (Passive Ability, Other: Bullet Maestro) Danmaku spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Danmaku
Focused Danmaku Dodging- (Stance Ability, Other: Bullet Maestro) Possessor's Dodge value is doubled against Danmaku Attacks. There is a 25% chance that possessor skips each action possessor would otherwise take, with effects that would happen before said action still occurring, with a maximum of 5 such actions being skipped per round. Instead of skipping an action due to this stance, possessor may choose to exit this stance.
Heightened Danmaku Capacity- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Capacity becomes 20
Improved Anti-Danmaku Defenses- (Passive Ability, Other: Bullet Maestro) Changes the chance of Reflexive Danmaku-Erasing Art working to 100 - (the number of levels the source of said attack is above possessor))
Improved Danmaku Capacity- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Capacity becomes 10
Mystic Danmaku- (Passive Ability, Other: Bullet Maestro) Possessor may, at a point before any action or at the start or end of any round or at any point at which possessor is able to select a spell to cast as part of something, choose to change any Ranged Attack bonus provided by Danmaku spells cast by or equipped by possessor to an equal Magical Attack bonus
Non-Lethal Danmaku- (Active Ability, Other: Bullet Maestro) Possessor may choose to cause any of possessor's actions involving Danmaku spells to be unable to reduce targets below 1 HP, MP, STR, AGI, CON, SPI, or MIN. Possessor may choose to have any of possessor's Danmaku spells lose the ability to inflict status effects for the duration of one casting at the time of said casting
Rainbow Danmaku Specialist- (Passive Ability, Other: Bullet Maestro) Possessor's Danmaku Attacks either count as though they contain an additional Danmaku spell for purposes of To Hit calculation or obtain +50 additional Ranged Attack for every element that they contain
Reflexive Danmaku-Erasing Art- (Active Ability, Other: Bullet Maestro) Possessor may make a pre-emptive counter against any Danmaku Attack, up to once per thread per 5 levels possessor has, to a max of 20 times per thread. This counter attack has a chance of countering said Danmaku Attack equal to (100 - (the number of levels the source of said attack is above possessor x 5))%. This counter causes possessor to skip possessor's next action. This action-skipping effect does not stack.
Swift Counter-Danmaku Bombing- (Passive Ability, Other: Bullet Maestro) Possessor does not skip an action after using Reflexive Danmaku-Erasing Art
Other: Chronocler 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
Assumption of Iron's Edge- (Passive Ability, Chronicler of Eternity) Possessor gains +5% Critical, This ability's text may not be modified by sources below Level 60, This ability may not be removed from its wielder by sources below Level 60
Assumption of Iron's Form- (Passive Ability, Chronicler of Eternity) Possessor gains +5% Resilience, This ability's text may not be modified by sources below Level 60, This ability may not be removed from its wielder by sources below Level 60
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
Building Upon the Iron Self- (Passive Ability, Chronicler of Eternity) Possessor may choose at the start of any round to gain +100 to all stats as a buff that stacks 200 times
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
First Assumption of the Perfected Iron Self- (Passive Ability, Chronicler of Eternity) Possessor is Immune to individuals below Level 20
First Honing of the Iron Blade- (Passive Ability, Chronicler of Eternity) Combat Arts and Warrior buffs placed on possessor that have possessor as a source may not be removed from possessor without possessor's permission by sources below Level 60, This ability also counts as being a Warrior ability (including for prerequisite purposes)
First Inhalation of the Iron Breath- (Passive Ability, Chronicler of Eternity) Unarmed Technique and Monk buffs placed on possessor that have possessor as a source may not be removed from possessor without possessor's permission by sources below Level 60, This ability also counts as being a Monk ability (including for prerequisite purposes)
First Thought of the Iron Dream- (Passive Ability, Chronicler of Eternity) Possessor cannot take more than 50% of possessor's Max MP in MP Damage from one action that comes from a source or group of sources that are all below Level 50 (but still may lose more MP via other ways, such as spending it)
First Moment of Realization of the Iron Dream's Eternal Nature- (Passive Ability, Chronicler of Eternity) Possessor gains 5% Time Resistance
Acklowledgement of the Endless Progress of the Iron Dream- (Passive Ability, Chronicler of Eternity) Possessor's 'Elemental Attack' actions may become solely Innovation element at the cost of an amount of MP equal to 5% of possessor's Max MP
First Verse of the Iron Song- (Passive Ability, Chronicler of Eternity) Bardic Music and Bard buffs placed on possessor that have possessor as a source may not be removed from possessor without possessor's permission by sources below Level 60, This ability also counts as being a Bard ability (including for prerequisite purposes)
Hands of Iron, Steady and Unfaltering- (Passive Ability, Chronicler of Eternity) Possessor's weapons may not be unequipped without possessor's permission by sources below Level 60, This ability's text may not be modified by sources below Level 60, This ability may not be removed
Iron Boots to Traverse All Lands- (Passive Ability, Chronicler of Eternity) Possessor gains +5,000 uncapped Defense against effects attached to Zones, Terrains, and Phantom Terrains and 30% Moderate Status Effect Resistance against status effects coming from effects attached to Zones, Terrains, and Phantom Terrains
Iron Unbreakable Motion- (Passive Ability, Chronicler of Eternity) Possessor's actions may not be preemptively countered by entities below Level 40
Irreducible Nature of Iron- (Passive Ability, Chronicler of Eternity) Possessor gains Stat Drain: STR Drain Immunity, Stat Drain: AGI Drain Immunity, Stat Drain: CON Drain Immunity, Stat Drain: MIN Drain Immunity, and Stat Drain: SPI Drain Immunity
Second Assumption of the Perfected Iron Self- (Passive Ability, Chronicler of Eternity) Possessor is Immune to individuals below Level 40
Second Moment of Realization of the Iron Dream's Eternal Nature- (Passive Ability, Chronicler of Eternity) Possessor gains 10% Time Resistance
Second Thought of the Iron Dream- (Passive Ability, Chronicler of Eternity) Possessor cannot take more than 50% of possessor's Max HP in HP Damage from one action that comes from a source or group of sources that are all below Level 50 (but still may lose HP via other ways, such as spending it)
Other: Coinlord-
Apprentice Wealth Synchronization- (Passive Ability, Coinlord) Possessor gains +50 to all stats for each Wealth element item equipped, Possessor's Wealth element pets and summons gain +250 to all stats
Basic Acceleration Within Wealth's Dominion- (Passive Ability, Other: Coinlord) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Wealth
Basic Affinity to Healing Via Wealth- (Passive Ability, Other: Coinlord) Whenever possessor obtains Wealth element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element pets and summons gain +50 to all stats
Basic Defenses Against Wealth- (Passive Ability, Other: Coinlord) Possessor gains +50 Defense against Wealth
Basic Understanding of the Heart of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element allies gain +10 to all stats
Basic Wealth Resistance- (Passive Ability, Other: Coinlord) Possessor gains 1% Wealth Resistance
Basic Wealth Synchronization- (Passive Ability, Other: Coinlord) Possessor gains +25 to all stats if possessor is Wealth element
Basic Weaponization of Wealth- (Passive Ability, Other: Coinlord) Quantities of Wealth element Damage dealt by possessor are increased by 50 points
Coinlord- (Passive Ability, Other: Coinlord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wealth Resistance, Possessor ignores Wealth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Other: Destiny Weaver-
Adept Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Amounts of Fate element Damage possessor deals are increased by 10,000 points, Fate element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Fate element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Fate Synchronization- (Passive Ability, Destiny Weaver) Possessor gains +50 to all stats for each Fate element item equipped, Possessor's Fate element pets and summons gain +250 to all stats
Apprentice Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 500 points
Basic Command of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element pets and summons gain +50 to all stats
Basic Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Possessor gains +25 to all stats if Fate element
Basic Understanding of the Heart of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element allies gain +10 to all stats
Basic Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 50 points
Destiny Weaver- (Passive Ability, Other: Destiny Weaver) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fate Resistance, Possessor ignores Fate Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Empowered By Fate- (Passive Ability, Destiny Weaver) If possessor is Fate element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Fate
Fate Manipulation- (Passive Ability, Other: Destiny Weaver) Possessor may choose one of the following at the beginning of each round if Fate element: Create a Zone of Fate, Remove a Zone of Fate created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fate by either possessor or a source below Level 20, Add Fate to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fate element on a Fate element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fate, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fate, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fate element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fate to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fate, 5% Fate Resistance, or +50 Defense against Fate and 1% Fate Resistance until the end of the round as a non-stacking buff
mage as a non-stacking buff until the end of the round, Unsummon a Fortune element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fortune to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fortune, 5% Fortune Resistance, or +50 Defense against Fortune and 1% Fortune Resistance until the end of the round as a non-stacking buff
Greater Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 25,000 points
Improved Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 5,000 points
Meditative Assumption of Fate- (Passive Ability, Other: Destiny Weaver) Possessor may choose, at the beginning of a thread, to become solely Fate element
Nullify Fate- (Passive Ability, Other: Destiny Weaver) Possessor may remove the element Fate from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Fate-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Fate-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Fate from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Other: Gambler-
Adept Fortune Synchronization- (Passive Ability, Other: Gambler) Amounts of Fortune element Damage possessor deals are increased by 10,000 points, Fortune 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 Fortune element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Fortune Synchronization- (Passive Ability, Gambler) Possessor gains +50 to all stats for each Fortune element item equipped, Possessor's Fortune element pets and summons gain +250 to all stats
Apprentice Weaponization of Fortune- (Passive Ability, Other: Gambler) Quantities of Fortune element Damage dealt by possessor are increased by 500 points
Aura of Good Fortune- (Stance Ability, Gambler) If possessor is Fortune element, up to 30 of possessor's allies, optionally including possessor, are afflicted with Favored: Good Fortune at the start of each round
Aura of Ill Fortune- (Stance Ability, Gambler) If possessor is Fortune element, up to 30 of possessor's opponenets may be afflicted with Hexed: Ill Fortune at the start of each round with a 100% chance of infliction
Aura of Luck's Favored One- (Stance Ability, Gambler) If possessor is Fortune element and in the 'Aura of Good Fortune' stance, up to 30 of possessor's allies, optionally including possessor, are afflicted with Favored at the start of each round
Basic Command of Fortune- (Passive Ability, Other: Gambler) Possessor's Fortune element pets and summons gain +50 to all stats
Basic Fortune Synchronization- (Passive Ability, Other: Gambler) Possessor gains +25 to all stats if possessor is Fortune element
Basic Understanding of the Heart of Fortune- (Passive Ability, Other: Gambler) Possessor's Fortune element allies gain +10 to all stats
Basic Weaponization of Fortune- (Passive Ability, Other: Gambler) Quantities of Fortune element Damage dealt by possessor are increased by 50 points
Critical Strike- (Passive Ability, Gambler) If possessor is Fortune element, whenever possessor targets an opponent who is below Level 60 and performs an offensive attack that includes a roll for a hit of said attack to hit, miss, or be dodged as per the standard rules for such, then if a '1' is rolled on said roll, regardless of whether it would be a miss normally or not, it becomes a hit that is not considered being dodged if it would have been dodged normally, with said hit becoming an automatic Critical
Empowered By Fortune- (Passive Ability, Gambler) If possessor is Fortune 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 Fortune
Eternal Favor- (Passive Ability, Gambler) If possessor is Fortune element, possessor may choose to have no natural per-round chance of the positive status effect Favored disappearing from possessor
Fortune Manipulation- (Passive Ability, Other: Gambler) Possessor may choose one of the following at the beginning of each round if Fortune element: Create a Zone of Fortune, Remove a Zone of Fortune created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fortune by either possessor or a source below Level 20, Add Fortune 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 Fortune element on a Fortune element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fortune, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fortune, 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 Fortune element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fortune to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fortune, 5% Fortune Resistance, or +50 Defense against Fortune and 1% Fortune Resistance until the end of the round as a non-stacking buff
Gambler- (Passive Ability, Other: Gambler) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fortune Resistance, Possessor ignores Fortune Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Gambler's Mind- (Passive Ability, Gambler) Possessor's Base MIN is randomly determined. Every month, possessor may choose to re-roll possessor's Base MIN a single time. Possessor is forced to re-roll base MIN every 6 months. Possessor's Base MIN is randomly determined to be a value between 1 and 20
Gambler's Spirit- (Passive Ability, Gambler) Possessor's Base SPI is randomly determined. Every month, possessor may choose to re-roll possessor's Base SPI a single time. Possessor is forced to re-roll base SPI every 6 months. Possessor's Base SPI is randomly determined to be a value between 1 and 20
Greater Weaponization of Fortune- (Passive Ability, Other: Gambler) Quantities of Fortune element Damage dealt by possessor are increased by 25,000 points
Hard to Hex- (Passive Ability, Gambler) If possessor is Fortune element, infliction chances of Hexed on possessor, if successful, must be rerolled once
Improved Weaponization of Fortune- (Passive Ability, Other: Gambler) Quantities of Fortune element Damage dealt by possessor are increased by 5,000 points
Increased Critical Threshold- (Passive Ability, Gambler) Possessor's 'Critical Strike' ability triggers on a roll of '1' to '5' instead of just on a roll of '1'
Increased Fumble Threshold- (Passive Ability, Gambler) Possessor's 'Induce Horrific Fumbles' ability triggers on a roll of '96' to '100' instead of just on a roll of '100'
Induce Horrific Fumbles- (Passive Ability, Gambler) If possessor is Fortune element, when an opponent of possessor who is below Level 60 performs an offensive attack that includes a roll for a hit of said attack to hit, miss, or be dodged as per the standard rules for such, then if a '100' is rolled on said roll, regardless of whether it would be a miss normally or not, it becomes a miss that is considered being dodged if it would have been dodged normally, with said hit having a further 25% chance of having its target then re-selected randomly from the allies of its source, including its source, who could have been originally targeted by it, with all calculations for said hit being re-performed in said case
Lasting Favor- (Passive Ability, Gambler) If possessor is Fortune element, whenever possessor would have to roll for the natural per-round disappearance of the positive status effect Favored from possessor, possessor rolls twice and chooses the result
Lucky- (Passive Ability, Gambler) If possessor is Fortune element, possessor and up to 7 of possessor's allies gain 7% Resilience, 7% Dodge, 7% Critical, and 107% To Hit
Meditative Assumption of Fortune- (Passive Ability, Other: Gambler) Possessor may choose, at the beginning of a thread, to become solely Fortune element
Nullify Fortune- (Passive Ability, Other: Gambler) Possessor may remove the element Fortune from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Fortune-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Fortune-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Fortune from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Stroke of Luck- (Passive Ability, Gambler) Possessor may, once per thread, reroll a value that possessor rolled, provided that no opponent who is either Fate element or Level 60 or greater objects
Quite Lucky- (Passive Ability, Gambler) If possessor is Fortune element, possessor and up to 77 of possessor's allies gain 24% Resilience, 24% Dodge, 24% Critical, and 124% To Hit
Triple Rainbow Mode- (Stance Ability, Gambler) Possessor may gain three base elements while in this stance
Unfortunate Spell- (Technique Ability, Gambler) Possessor may used 'Unfortunate Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as possessor is Fortune element and possessor casts a spell as part of said action. Said action gains '60% inflicts Hexed: Ill Fortune'.
Unhexable- (Passive Ability, Gambler) If possessor is Fortune element, possessor gains Hexed Immunity
Wielder of Ill Fortune- (Passive Ability, Gambler) If possessor is Fortune element, infliction chances of Hexed with possessor as a source, if unsuccessful, may be rerolled once
Other: Legend-
Wielder of the Emet Rune- (Passive Ability, Other: Legend) Possessor may equip 'Emet Rune'
Other: Mime Don-
Basic Dopple Synchronization- (Passive Ability, Other: Mime Don) Possessor gains +25 to all stats if an ally of possessor is Dopple element
Other: Reality Arranger-
Absorb Spatial- (Passive Ability, Other: Reality Arranger) Possessor Absorbs Spatial against sources below Level 20 if Level 20 or greater
Adept Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Amounts of Spatial element Damage possessor deals are increased by 10,000 points, Spatial element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Spatial element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Spatial- (Passive Ability, Other: Reality Arranger) Whenever possessor obtains Spatial element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 Defense against Spatial
Apprentice Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 5% Spatial Resistance
Apprentice Spatial Synchronization- (Passive Ability, Reality Arranger) Possessor gains +50 to all stats for each Spatial element item equipped, Possessor's Spatial element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element allies gain +100 to all stats
Apprentice Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 to all stats while in a Zone of Spatial
Basic Acceleration Within Spatial's Dominion- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Spatial
Basic Affinity to Healing Via Spatial- (Passive Ability, Other: Reality Arranger) Whenever possessor obtains Spatial element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element pets and summons gain +50 to all stats
Basic Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 Defense against Spatial
Basic Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 1% Spatial Resistance
Basic Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to all stats if possessor is Spatial element
Basic Understanding of the Heart of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element allies gain +10 to all stats
Basic Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 to all stats while in a Zone of Spatial
Beyond an Ever-Vast Gulf- (Passive Ability, Reality Arranger) If possessor is Spatial element, possessor counts as being in the back row for purposes of back-row Damage-halving
Cause Spatial Ruptures- (Passive Ability, Reality Arranger) If possessor is Spatial element, whenever a Zone of Spatial is created, possessor may unsummon up to 5 non-unique individuals of Level 80 or lower who are not 20 or more Levels higher than possessor and who do not possess Spatial Resistance, Immunity, Reflection, or Absorption
Control of Spatial- (Passive Ability, Other: Reality Arranger) Possessor has a 20% chance of being able to cancel the actions of Spatial element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 Defense if possessor has any Spatial-element items equipped that provide a Defense bonus
Detect Spatial- (Passive Ability, Reality Arranger) Possessor gains +1% To Hit against Spatial element targets
Empowered By Spatial- (Passive Ability, Reality Arranger) If possessor is Spatial 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 Spatial
Expert Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Spatial element Damage dealt to possessor (not including healing) is halved, Spatial element Stat Damage (not including healing) dealt to possessor is halved, Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Spatial element accessories, and may not be converted into other types of slot by individuals below Level 100
Greater Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 25,000 points
*Hyperspatial Health Reservoir- (Passive Ability, Other: Reality Arranger) Possessor gains +2,000,000 HP, Possessor's HP is doubled as an effect that does not stack with other HP multiplying effect
Improved Affinity to Healing Via Spatial- (Passive Ability, Other: Reality Arranger) Whenever possessor obtains Spatial element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial 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 Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +5,000 Defense against Spatial
Improved Defenses that Utilize Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +2,000 Defense if possessor has any Spatial-element items equipped that provide a Defense bonus
Improved Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 10% Spatial Resistance
Improved Understanding of the Heart of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element allies gain +250 to all stats
Improved Unreachable Body- (Passive Ability, Other: Reality Arranger) If possessor is Spatial element and Level 40 or greater, possessor may choose to automatically Dodge the attacks of individuals below Level 40
Improved Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +1,000 to all stats while in a Zone of Spatial
Master Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Possessor may control the actions of Spatial element individuals who are half possessor's Level or lower, Spatial element actions may not inflict major negative status effects on possessor if they come from sources of lower Level than possessor
Meditative Assumption of Spatial- (Passive Ability, Other: Reality Arranger) Possessor may choose, at the beginning of a thread, to become solely Spatial element
Nourished By Spatial- (Passive Ability, Reality Arranger) If possessor is Spatial element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Spatial
Nullify Spatial- (Passive Ability, Other: Reality Arranger) Possessor may remove the element Spatial from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Spatial-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Spatial-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Spatial from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Reality Arranger- (Passive Ability, Other: Reality Arranger) Possessor ignores (1 * (Possessor Level/5), rounded down)% Spatial Resistance, Possessor ignores Spatial Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Reflect Spatial- (Passive Ability, Other: Reality Arranger) Possessor Reflects Spatial against sources below Level 20 if Level 20 or greater
Reshape Zones- (Passive Ability, Other: Reality Arranger) At the start of each round and of each of possessor's actions, possessor may choose to cause individuals who are either below Level 60 and not 20 or more Levels greater than possessor or who are willing to either be in a Zone or not be in a Zone, provided that said zone was created by a source that is either below Level 60 and not 20 or more Levels greater than possessor, is possessor, is one of possessor's pets, or is one of possessor's summons
Space-Bending Reach- (Passive Ability, Other: Reality Arranger) Possessor deals full damage to individuals below Level 80 who are not more than 19 Levels greater than possessor who are in the back row
Space Hopping- (Passive Ability, Other: Reality Arranger) At the start of each round, possessor may exit the battle possessor is in and enter any other currently active battle in the same thread, provided that no individual of Level 60 or greater who is in either the battle possessor is leaving or possessor's destination battle objects and that no individual who is 20 or more Levels greater than possessor who is in either said battle objects
Spatial Immunity- (Passive Ability, Other: Reality Arranger) Possessor gains Spatial Immunity against sources below Level 20 if Level 20 or greater
Spatial Interdiction- (Passive Ability, Reality Arranger) If possessor is Spatial element, whenever one of possessor's opponents of equal or lower Level who is below Level 60 summons an individual of Level 60 or lower in a battle that possessor is not in, possessor may instead have said individual be summoned in the battle that possessor is in, Whenever an individual of Level 60 who is not 20 or more Levels greater than possessor leaves a battle that possessor is not in to enter another battle, provided that said entering of said battle is caused by a source of Level 60 or lower, possessor may have said individual enter the battle possessor is in instead of whatever battle said individual would otherwise enter
Spatially Sidestep Zone- (Passive Ability, Other: Reality Arranger) Whenever an individual below Level 60 who is not 20 or more Levels greater than possessor creates a Zone, possessor may choose to not be in said Zone
Spatial Manipulation- (Passive Ability, Other: Reality Arranger) Possessor may choose one of the following at the beginning of each round if Spatial element: Create a Zone of Spatial, Remove a Zone of Spatial created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Spatial by either possessor or a source below Level 20, Add Spatial to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Spatial element on a Spatial element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Spatial, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Spatial, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Spatial element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Spatial to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Spatial, 5% Spatial Resistance, or +50 Defense against Spatial and 1% Spatial Resistance until the end of the round as a non-stacking buff
Unreachable Body- (Passive Ability, Other: Reality Arranger) If possessor is Spatial element and Level 20 or greater, possessor may choose to automatically Dodge the attacks of individuals below Level 20
Uplifted By Spatial- (Passive Ability, Reality Arranger) If possessor is Spatial element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Spatial
Zonal Spatial Control- (Passive Ability, Other: Reality Arranger) Possessor may, at the start of each round, choose one Zone of Spatial that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Other: Reality Coder-
Apprentice Reality Coder Knowledge- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Reality Coder Knowledge- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Coded Being Calling I- (Passive Ability, Other: Reality Coder) Possessor's Coded Being summons gain +20 to all stats
Coded Being Calling II- (Passive Ability, Other: Reality Coder) Possessor's Coded Being summons gain +200 HP
Coded Being Calling III- (Passive Ability, Other: Reality Coder) Possessor's Coded Being summons gain +500 MP
Coded Being Programming I- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +20 to all stats
Coded Being Programming II- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +100 to all stats
Inherent Sorrow-Core Containment System- (Passive Ability, Other: Reality Coder) Poessessor gains +500 Defense and +500 to all stats if possessor has an item named 'XEVNON-MORTEIYORI: Sorrow Core' equipped
Offensive Coded Being Programming I- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons have the Damage values of their abilities increased by 50 points
Offensive Coded Being Programming II- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons have the Damage values of their abilities increased by 500 points
Reality Coder- (Passive Ability, Other: Reality Coder) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Coded Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Coded Being pets and summons per Level of possessor
Other: Spatial Mage-
Adept Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 10,000 less MP to cast, Spatial Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Spatial Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Spatial Magic spells cost possessor 250 less MP to cast
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Displacing Spell- (Technique Ability, Other: Spatial Mage) Possessor may use 'Displacing Spell' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action causes its targets to obtain -5% Dodge until the end of the round as a debuff that stacks 2 times.
Expert Spatial Magic Attunement- (Passive Ability, Spatial Mage) Spatial Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Spatial Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Focused Spatial Magic Casting- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spatial Magic
From One Hand to the Other- (Passive Ability, Other: Spatial Mage) If possessor loses a Weapon slot, possessor may, before losing said slot, exchange the item that is in said slot with an item in another slot that could be held in said slot, provided that possessor may hold said item in the other slot, provided that a source of Level 80 or greater did not cause possessor to lose said slot
Hand Window- (Passive Ability, Spatial Mage) If another battle is present, possessor may, once per round, re-direct an action from a lower-Level source below Level 60 to any target within any other battle in the same thread
Increased Magic Reach- (Passive Ability, Other: Spatial Mage) Possessor gains 120% To Hit against targets in the back row
Magic-Powered Space-Swap- (Technique Ability, Other: Spatial Mage) Possessor may use 'Magic-Powered Space-Swap' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Possessor selects a willing ally as part of said action, and swaps row-positions with said ally.
Mildly Self-Displacing Casting- (Passive Ability, Other: Spatial Mage) Possessor gains +1% Dodge as a non-stacking buff on rounds after rounds during which possessor cast a Spatial Magic spell, with said bonus not being able to increase possessor's Dodge above 50%
Spatial Mage- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +(500 + 25 * Possessor Level) additional Magical Attack, All Spatial Magic spells cost possessor (500 + 100 * Possessor Level) less MP
Spatial Magic 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-Magic Deflection Field- (Stance Ability, Other: Spatial Mage) Possessor gains +800 Defense and 30% Dodge
Spatial-Magic-Repelling Deflection Field- (Passive Ability, Other: Spatial Mage) Possessor gains 12% Spatial Magic Resistance while in the Spatial-Magic Deflection Field stance
Spatial Viewing- (Passive Ability, Spatial Mage) Possessor ignores the Dodge Bonuses granted by buffs from sources below Level 80 that are present on targets that are in different battles
Spatially-Expanded Spiritual Mana Reservoir- (Passive Ability, Other: Spatial Mage) Possessor gains +2,000 MP
Spatially-Unsummoning Rite- (Technique Ability, Other: Spatial Mage) Possessor may use 'Spatially-Unsummoning Rite' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action gains a 50% chance of unsummoning targets below Level 20 that were summoned by individuals below Level 20.
Unified Knowledge of Space and Spatial Magic- (Passive Ability, Other: Spatial Mage) Possessor may count Spatial Mage abilities possessor possesses as Reality Arranger abilities (including for prerequisite purposes), Possessor may count Reality Arranger abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes)
Other: Subspace Architect-
Apprentice Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Basic Appreciation of Feng Shui- (Passive Ability, Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Basic 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
Basic Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 20
Basic Spatial Feng Shui Control- (Passive Ability, Subspace Architect) Whenever a Level 1 individual that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 20 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
Basic Spawn Table Design- (Passive Ability, Other: Subspace Architect) Possessor's summons gains +50 to all stats as a bonus that cannot take their stats above 2000% of their natural values
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
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
Improved Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 40
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
Superhero-
Can Mentally Melt Bullets- (Passive Ability, Superhero) Possessor gains +10,000 Defense against Guns and 15% Technology Resistance
Energy Projection- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) Magical Attack
Superior Ice Control- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) Magical Attack, Possessor gains 80% inflicts Frozen, Possessor gains 20% inflicts Frozen: Cubed, Possessor gains 35% Ice Resistance, Possessor is Immune to individuals below Level 20 who are Ice element if possessor is Level 20 or greater
Other: War Mage-
Amplified War Magic Power- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack
Apprentice War Magic Attunement- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All War Magic spells cost possessor 500 less MP to cast
Basic War Magic Attunement- (Passive Ability, Other: War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +100 additional Magical Attack, and all War Magic spells cost possessor 100 less MP to cast
Grievously-Wounding Spell Shrapnel- (Passive Ability, War Mage) Damage caused by possessor's 'Spell Shrapnel' ability may not be healed by individuals below Level 40
Inscribe Missile with Magic- (Technique Ability, War Mage) Possessor may use 'Inscribe Missile with Magic' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used. Said action is delayed until possessor performs a 'Ranged Attack' action, with possessor being able to delay a max of 3 such actions in this manner at a time.
Saw-Followed Spell- (Technique Ability, War Mage) Possessor may use 'Saw-Followed Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor casts a War Magic spell as part of said action. Said action deals 60,000 Flat solely Physical element Damage as a separate quantity of Damage from other Damage it deals and gains a 30% chance of inflict Wounded.
Spell of War- (Technique Ability, War Mage) Possessor may use 'Spell of War' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor casts a War Magic spell as part of said action. Said action gains the element War.
Spell Shrapnel- (Passive Ability, War Mage) Whenever possessor casts a spell, up to 10 times per round, possessor may choose up to 10 targets to have a 30% chance of afflicting with Pain and may also choose for all of said targets to take 60,000 Flat Physical element Damage
War Mage- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +(500 * Possessor Level) additional Magical Attack, All War Magic spells cost possessor (500 * Possessor Level) less MP to cast
War Magic Casting I- (Passive Ability, Other: War Mage) War Magic spells cost possessor 20 less MP to cast
War Magic Casting II- (Passive Ability, Other: War Mage) War Magic spells cost possessor 200 less MP to cast
Other: Ward Crafter-
Absorb Warding- (Passive Ability, Other: Ward Crafter) Possessor Absorbs Warding against sources below Level 20 if Level 20 or greater
Adept Warding Synchronization- (Passive Ability, Other: Ward Crafter) Amounts of Warding element Damage possessor deals are increased by 10,000 points, Warding 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 Warding element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Warding- (Passive Ability, Other: Ward Crafter) Whenever possessor obtains Warding element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Warding- (Passive Ability, Other: Ward Crafter) Possessor's Warding 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 Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +500 Defense against Warding
Apprentice Warding Resistance- (Passive Ability, Other: Ward Crafter) Possessor gains 5% Warding Resistance
Apprentice Understanding of the Heart of Warding- (Passive Ability, Other: Ward Crafter) Possessor's Warding element allies gain +100 to all stats
Apprentice Warding Synchronization- (Passive Ability, Ward Crafter) Possessor gains +50 to all stats for each Warding element item equipped, Possessor's Warding element pets and summons gain +250 to all stats
Apprentice Weaponization of Warding- (Passive Ability, Other: Ward Crafter) Quantities of Warding element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +500 to all stats while in a Zone of Warding
Basic Acceleration Within Warding's Dominion- (Passive Ability, Other: Ward Crafter) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Warding
Basic Affinity to Healing Via Warding- (Passive Ability, Other: Ward Crafter) Whenever possessor obtains Warding element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Warding- (Passive Ability, Other: Ward Crafter) Possessor's Warding element pets and summons gain +50 to all stats
Basic Defenses Against Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +50 Defense against Warding
Basic Warding Resistance- (Passive Ability, Other: Ward Crafter) Possessor gains 1% Warding Resistance
Basic Understanding of the Heart of Warding- (Passive Ability, Other: Ward Crafter) Possessor's Warding element allies gain +10 to all stats
Basic Warding Synchronization- (Passive Ability, Other: Ward Crafter) Possessor gains +25 to all stats if possessor is Warding element
Basic Weaponization of Warding- (Passive Ability, Other: Ward Crafter) Quantities of Warding element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +50 to all stats while in a Zone of Warding
Control of Warding- (Passive Ability, Other: Ward Crafter) Possessor has a 20% chance of being able to cancel the actions of Warding element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +500 Defense if possessor has any Warding-element items equipped that provide a Defense bonus
Detect Warding- (Passive Ability, Ward Crafter) Possessor gains +1% To Hit against Warding element targets
Empowered By Warding- (Passive Ability, Ward Crafter) If possessor is Warding 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 Warding
Greater Weaponization of Warding- (Passive Ability, Other: Ward Crafter) Quantities of Warding element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Warding- (Passive Ability, Other: Ward Crafter) Whenever possessor obtains Warding element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Warding- (Passive Ability, Other: Ward Crafter) Possessor's Warding 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 Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +5,000 Defense against Warding
Improved Defenses that Utilize Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +2,000 Defense if possessor has any Warding-element items equipped that provide a Defense bonus
Improved Warding Resistance- (Passive Ability, Other: Ward Crafter) Possessor gains 10% Warding Resistance
Improved Understanding of the Heart of Warding- (Passive Ability, Other: Ward Crafter) Possessor's Warding element allies gain +250 to all stats
Improved Weaponization of Warding- (Passive Ability, Other: Ward Crafter) Quantities of Warding element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +1,000 to all stats while in a Zone of Warding
Meditative Assumption of Warding- (Passive Ability, Other: Ward Crafter) Possessor may choose, at the beginning of a thread, to become solely Warding element
Nourished By Warding- (Passive Ability, Ward Crafter) If possessor is Warding element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Warding
Nullify Warding- (Passive Ability, Other: Ward Crafter) Possessor may remove the element Warding from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Warding-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Warding-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Warding from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
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
Reflect Warding- (Passive Ability, Other: Ward Crafter) Possessor Reflects Warding against sources below Level 20 if Level 20 or greater
Uplifted By Warding- (Passive Ability, Ward Crafter) If possessor is Warding element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Warding
Ward Crafter- (Passive Ability, Other: Ward Crafter) Possessor ignores (1 * (Possessor Level/5), rounded down)% Warding Resistance, Possessor ignores Warding Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
*Warded Existence- (Passive Ability, Other: Ward Crafter) Possessor is Immune to CON Damage from sources below Level 100
Warding Immunity- (Passive Ability, Other: Ward Crafter) Possessor gains Warding Immunity against sources below Level 20 if Level 20 or greater
Warding Manipulation- (Passive Ability, Other: Ward Crafter) Possessor may choose one of the following at the beginning of each round if Warding element: Create a Zone of Warding, Remove a Zone of Warding created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Warding by either possessor or a source below Level 20, Add Warding 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 Warding element on a Warding element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Warding, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Warding, 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 Warding element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Warding to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Warding, 5% Warding Resistance, or +50 Defense against Warding and 1% Warding Resistance until the end of the round as a non-stacking buff
Zonal Warding Control- (Passive Ability, Other: Ward Crafter) Possessor may, at the start of each round, choose one Zone of Warding 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
Outliers-
Basic Alienist Knowledge- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
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 Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Evergarden Gardening Techniques- (Passive Ability, Botanist) Possessor's Plant pets gain +3% Resilience
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Spear Training- (Passive Ability, Lancer) This character gains +6 Melee Attack when a Spear is equipped.
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Body of Magic-Eating Rose Crystal- (Ability, Other: Wonderworker) Possessor obtains +5,000 Defense if possessor is a Golem, is a Large Structure, or is wearing Heavy Armor. Possessor gains +5,000 Defense against Magic if possessor already possesses Defense that is specifically Defense against Magic.
Burly- (Passive Ability, Gigas Knight) +100 unmodified STR, +50 unmodified CON
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
Can Create Snowman-Animating Headwear- (Passive Ability, Clothier) If possessor is in a Zone of Ice, possessor may unequip a Hat to summon 1 Snowman from the Enemy List, with said Snowman being unsummoned if any individual equips said Hat, said Hat is destroyed, said Hat ceases to be an item, said Hat leaves the thread, or said Hat becomes a pet
Can Fire Walrus Skulls While Racing- (Passive Ability, Driver) Possessor may, once per round while in a Transformation, after one of possessor's actions, deal 500,000 Flat Chaos & Water element Damage to one individual who possesses a lower turn-order-determining stat sum
Chameleon Flesh- (Passive Ability, Flux Baron) Possessor may, at the start of any round or the start of any of possessor's actions, become the same non-Universe element as any ally, any equipped Armor, or any Zone that possessor is in
Envoy of Winter- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Winter
Essence Algorithm: Torturer Devil- (Passive Ability, Pactmaker) At the beginning of a thread, possessor may choose to become the subtype Devil, to gain the base stats: STR 10, CON 10, AGI 10, MIN 30, SPI 10, and to be able to choose, if a monster on the enemy list exists named 'Tortuerer Devil', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Gargoyle Grenadier- (Passive Ability, Master of Monsters) At the beginning of a thread, possessor may choose to become the subtype Monster, to gain the base stats: STR 12, CON 15, AGI 20, MIN 9, SPI 9, and to be able to choose, if a monster on the enemy list exists named 'Gargoyle Grenadier', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Wraith Jelly- (Passive Ability, Seekeeper) At the beginning of a thread, possessor may choose to become the subtype Aquatic, to gain the base stats: STR 5, CON 30, AGI 5, MIN 5, SPI 20, and to be able to choose, if a monster on the enemy list exists named 'Wraith Jelly', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Evergarden Food Preservation Techniques- (Passive Ability, Chef) Effects attached to Zones that come from sources below Level 60 cannot destroy Food consumables equipped by possessor
Has Consumed 1 of the Permanent Consumable "MP-Boosting Powder"- (Passive Ability, Permanent Item Effect) +2,000 MP per 1 consumed, Cannot be used in combos
Forehead Trained To Be Resistant To Too Much Facepalming- (Passive Ability, Protector) Possessor gains 75% Confusion: Facepalming Too Hard Resistance
♢Hand of the Root- (Passive Ability, Mountain King) At the start of each round, if possessor is Earth element, possessor may move an effect attached to one Zone of Earth to another Zone of Earth, with this effect movement being able to target Zones that are present in other battlespaces, so long as said effect does not come from a source that is either above Level 200 or that is 40 or more Levels greater than possessor
Holiday Cookie Baking- (Passive Ability, Chef) Food consumables used by possessor that Heal HP heal an additional 5,000 points if in a Zone of Ice
Jolly Laughter- (Passive Ability, Commander) Possessor may choose at the beginning of each round of battle to have a 40% chance of curing every individual (including opponents) in battle of Confusion: Depression
Minor Mystic Phase Shift- (Passive Ability, Weirdworker) Possessor has a 20% chance of ignoring non-Magic-element offensive actions from sources below Level 20, Possessor may, 5 times per thread, switch rows to any row that would normally be valid for possessor to move to as a pre-emptive counter
Polar Elven Toymaking Skill- (Passive Ability, Crafter) Possessor's Golem, Clockwork, Robot, and Machine pets and summons gain +200 to all stats as a bonus that cannot increase their stats to above 1000% of their natural values, Temporary items created by possessor are considered to be worth 5,000 additional Gold
Spiritual Strength through Purity of Body, Mind, and Spirit- (Passive Ability, Paladin) Possessor gains +1 Base SPI while possessor is not afflicted with any negative status effects
Took An Evergarden Plant-Idenfitication Course- (Passive Ability, Botanist) Possessor's chances of successfully scanning the stats of Plants increase by 5% if already at least 1%
Torment- (Active Ability, Pactmaker) Possessor, if a Devil and Level 40 or greater, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 22,000 that it incorporates as though possessor were an Enemy, that incorporates the Melee Attack bonus of two equipped Deadly Item weapons, that deals 2,500 CON Damage, that possesses a 200% chance of inflicting Pain, that pierces 7,000 Defense, that is solely Darkness or Physical or Fire or Agony or Darkness & Agony or Fire & Physical or Darkness & Agony & Fire & Physical element, and costs 50,000 MP
Vexation Grenades- (Active Ability, Master of Monsters) Possessor, if a Monster and Level 20 or greater, may spend an action to conduct an attack that has a Prime Attribute of Agility, has a base Damage value of 9,500 that it incorporates as though possessor were an Enemy, that incorporates the Ranged Attack bonus of any two equipped Throwing Weapon weapons, that possesses a 110% chance of inflicting Poison, Impaired, Confusion, and Fatigued, that is solely Acid element, and costs 28,700 MP
Upgraded Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +60,000 Defense, Possessor gains +10,000 CON, Possessor gains +10,000 MIN, Possessor gains +200,000 HP, Possessor's Defense may not be pierced by sources below Level 40, Individuals below Level 40 may not inflict negative status effects on possessor
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor
Wintry Sleighmastery- (Passive Ability, Driver) Possessor's Vehicle transformations whose name includes 'Sleigh' or 'Sled' gain +500 AGI as a bonus that cannot increase their stats to above 1000% of thier natural values while in a Zone of Ice
Yells Excitedly While Cooking- (Passive Ability, Chef) Whenever possessor creates or uses a Food consumable, possessor may cure up to 30 allies of Fatigued
Ze Ultimate Attack List-
Crisis Overcrash: All The Missiles- (Passive Ability, Gunner) Possessor gains an Overcrash Ammo Bank which may carry up to 100 chosen Ammo Accessories that do not otherwise count as being carried by possessor and may not be accessed save through means that specifically access them, If possessor is in a Crisis Zone, possessor gains the ability:
Supreme Overcrash: All The Missiles- Caster, for the duration of this action, equips all Ammo Accessories that are present in possessor's Overcrash Ammo Bank and then, in the middle of this action, performs a 'Ranged Attack' or 'Point Blank' action whose status-effect-infliction chances are not decreased on a per-hit basis for being multi-hit against targets below Level 80 who are below caster's Level, Technology & Air & Destruction & Law & Chaos, 1 MP, Reduces user's MP to 0 for remainder of thread and prevents user's MP from increasing above 0 for the remainder of thread, May not be used if possessor has 0 MP
Double-Funky Zuit-Suit Judge-Man World-Hero's Hyper-Spatial Temporally-Anomalous Deadly-Painful Steel-Fisted Seed-Halo Dream-Kick- (Technique Ability, Metamorph) Possessor may use 'Double-Funky Zuit-Suit Judge-Man World-Hero's Hyper-Spatial Temporally-Anomalous Deadly-Painful Steel-Fisted Seed-Halo Dream-Kick' in conjunction with an 'Ultimate Attack' action if possessor possesses the abilities 'Kaos Komptroller', 'Flamingo Disco Legend Man', 'High Judge', 'Reality Arranger', 'Temporal Primarch', 'Torment Master', 'Archsmith of Metal', 'Lord of Trees', and 'Dreamshaper'. Said action deals double Damage to individuals below Level 60.
Prime Judge- (Passive Ability, Other: High Judge) Possessor chooses the Randomized Attribute Sum for all Damage Formula calculations that do not involve an opponent who is 20 or more Levels greater than possessor or that is above Level 999
Omnimutable Chaosbody- (Passive Ability, Other: Xaos Xomptroller) At the start of each thread, possessor chooses a Level range consisting of Levels lower than and equal to possessor's Level, 12 Enemies from the Enemy List that are within that Level range are selected randomly, with the same Enemy not being able to be selected multiple times, A random Constant Effect possessed by each is chosen, Possessor may then choose up to 4 of the selected Constant Effects and obtain them for the duration of the thread as a buff that cannot be removed by sources that are not 20 or more Levels greater than possessor, Random decisions made by this ability may not be rerolled or controlled by sources below Level 999[/size]
Worshipper of Zaga Yazrath-
Fated Moment- Possessor may spend a number of actions up to possessor's Level to add 'Fate Counters' to this ability; Once per thread at the beginning of a round, possessor may choose to gain +(25 * the number of Fate Counters on this ability, to a max of Possessor Level Fate Counters) Melee Attack, Magical Attack, Ranged Attack, STR, AGI, CON, MIN, SPI, Defense, and Defense against Stat Damage, as well as +(2 * The number of Fate Counters on this ability, to a max of Possessor Level Fate Counters)% Critical, To Hit, Dodge, and Resilience as a buff, with said buff lasting until the end of the round and not stacking, Worshipper Benefit
Essence Severence- If possessor is Level 10 or greater, possessor's 'Melee Attack' actions have a (Possessor Level)% chance of removing each buff from a source whose Level is below (Possessor Level) from their targets, provided that said targets are below Possessor Level, Worshipper Benefit
Knowledge of Secret Magics- If possessor is Level 15 or greater, possessor gains +500 MIN, +500 Magical Attack, +500 SPI, and 5% Magic Resistance, Worshipper Benefit
Is a Fated One-
* Once per Endurance Match or Boss Rush while not facing said opponent, a Fated One may declare a known entity on the Enemy List or Boss List its destined foe; the Fated One's stats, HP, MP, and Damage dealt are doubled when said individual is a non-summoned opponent
* Each month a Fated One acquires 2 bonus weeks that may only be used for Destiny Weaver, Sage, Scholar, Esoteric Wiseman, Elder Scribe, Diviner, Enchanter, Crafter, Wanderer, Ritual Mage, Puppeteer, Controller,
* Fated Ones may purchase Greater Fateweavings from the Ability Shop
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