Zweirugi

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Modrageball
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Zweirugi

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Zweirugi (Draconics)
Level 99
Golem & Sword, Mystic & Void & Time & Fate & Sonic & Life & Eternity
HP- 34,600
MP- 34,600
STR- 1,384 (12)
AGI- 1,384 (12)
CON- 1,384 (12)
MIN- 1,384 (12)
SPI- 1,384 (12)
SAN- 495 (5)
INF- 495 (5)
RES- 495 (5)
XP- 20,000
XP Required- 100,000,000 XP, Holy Imperial Seal of Transcendence
Fame- 49
Gold- 6,987,934,000
Swordsman Ability Count: 291 (Counting both Style Weapon Additions, Illusionist-1, and Kensei-Unified)
Bonus Weeks: 303, 1 Enchanter, 59 Diviner (NOT-Convertable), 57 Umbramancer, 20 Demonologist, 3 Destiny Weaver
Weeks: Schedules:
Track A:
Track B:

Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Attack With Finesse
Powerful Attack
Point Blank
Fortify Body
Metacombine
Overdrive
Melee Overdrive
Mental Overdrive
Ranged Overdrive
Change Stance- (Active Ability, Attack) Possessor changes stances
Combo- (Active Ability, Attack) Possessor may spend an action to perform any combo listed in the Combos section of the shop, provided that possessor possesses all of the necessary items, abilities, and other components that are part of said combo, expending said components in the normal manner for a combo, with any item resulting from this combo going to possessor and the use of this ability being non-reversible by sources below Level 1,000 (including getting back the items used in said combo)
Focus- (Active Ability, Attack) User's next Magical Attack does double damage.
Possesses an Inherent Spell List- (Passive Ability, Attack) Possessor may cast spells on possessor's Inherent Spell List as though they were equipped
-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
Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).
Meditate- (Active Ability, Attack) Possessor may spend an action to Regenerate an amount of MP equal to (5% of user's Max MP). Cannot be used more times than user's level in one battle. User must be in the back row.
Prepare- (Active Ability, Attack) User's next multi-hit attack against target does not suffer multi-hit penalties for one hit (or one additional hit, to a max of 200 hits). This penalty cancellation applies sequentially to hits that would otherwise possess penalties in the order that the hits are performed.

~Alchemist~
Basic Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells cost 10 less Gold and 10 less XP

~Analyst of the Absolute~
Adept Truth Synchronization- (Passive Ability, Analyst of the Absolute) Amounts of Truth element Damage possessor deals are increased by 10,000 points, Truth element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Truth element Spells, and may not be converted into other types of slots by individuals below Level 100
Analyst of the Absolute- (Passive Ability, Analyst of the Absolute) Possessor ignores (1 * (Possessor Level/5), rounded down)% Truth Resistance, Possessor ignores Truth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Apprentice Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats for each Truth element item equipped, Possessor's Truth element pets and summons gain +250 to all stats
Basic Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to all stats if Truth element
Detect Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +1% To Hit against Truth element targets
Nullify Truth- (Passive Ability, Analyst of the Absolute) Possessor may remove the element Truth from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Truth-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Truth-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Truth from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur

~Archer~
Apprentice Bow Training- (Passive Ability, Archer) Possessor gains +50 Ranged Attack if possessor has a Bow equipped, Possessor gains +20 to all stats if possessor has a Bow equipped
Archer- (Passive Ability, Archer) Possessor gains +(100 * Possessor Level) Ranged Attack if possessor has a Bow equipped, Possessor gains +(50 * Possessor Level) AGI if possessor has a Bow equipped
Archer's Aim- (Passive Ability, Archer) 104% to Hit with Bows, +5% to Hit with Archer techniques, +5 AGI
Arrow Mastery- (Passive Ability, Archer) Technique Abilities from the Archer class whose name includes 'Arrow' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
Critical Arrow- (Technique Ability, Archer) Possessor may use 'Critical Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +5% Critical.
Crossbow Training- (Passive Ability, Archer) Possessor gains +25 Ranged Attack if possessor has a Bow equipped whose name includes 'Crossbow'
Deft Arrow- (Technique Ability, Archer) Possessor may use 'Deft Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +5% To Hit.
Dud Arrow- (Technique Ability, Archer) Possessor may use 'Dud Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Archer equipped. Said attack gains -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Human-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Human-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Humans and gains +5% To Hit against Humans.
Humanoid-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Humanoid-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Humanoids and gains +5% To Hit against Humanoids.

~Architect~
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Architect- (Passive Ability, Architect) Possessor gains +(500 + 10 * Possessor Level) Melee Attack and +(100 + 10 * Possessor Level) to all stats when possessor has a Tool equipped
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Careful Scientific Sample-Drilling- (Passive Ability, Architect) Possessor may use 'Core Sampling' in conjuction with an 'Attack with Finesse' action.
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
Combat Drill-Wielding- (Passive Ability, Architect) Possessor gains +200 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 150 Defense if possessor has a Tool with 'Drill' in its name equipped
Core Sampling- (Technique Ability, Architect) Possessor may use 'Core Sampling' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Tool with 'Drill' in its name equipped. Said action gains +300 Melee Attack, Pierces 500 Defense, and scans its target's stats.
Drill Usage- (Passive Ability, Architect) Possessor gains +20 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 20 Defense if possessor has a Tool with 'Drill' in its name equipped
Improved Painful Implementation- (Passive Ability, Architect) Possessor's 'Painful Implementation' technique has its chance of inflicting Pain increased to 30%
Painful Implementation- (Technique Ability, Architect) Possessor may use 'Painful Implementation' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains a 20% chance of inflicting Pain.
Piercing Drillstrike- (Technique Ability, Architect) Possessor may use 'Piercing Drillstrike' in conjuction with a 'Melee Attack' action that possessor performs if said action includes no other technique and possessor has a Tool with 'Drill' in its name equipped. Said action gains +70 Melee Attack and Pierces 300 Defense.

~Assassin~
Accurate Throwing- (Passive Ability, Assassin) Possessor gains 110% To Hit when a Throwing Weapon is equipped.
Adept Throwing Weapon Training- (Passive Ability, Assassin) Throwing Weapon weapons equipped by possessor can provide an additional +10,000 Ranged Attack before capping, Throwing Weapon weapons equipped by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Throwing Weapon
Angel-Bane Toss- (Technique Ability, Assassin) Possessor may use 'Angel-Bane Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +750 Ranged Attack against Angels and gains +25% Critical against Angels.
Angel-Hunting Toss- (Technique Ability, Assassin) Possessor may use 'Angel-Hunting Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Apprentice Throwing Weapon Training- (Passive Ability, Assassin) Possessor gains +50 Ranged Attack and +50 AGI when a Throwing Weapon is equipped.
Assassin- (Passive Ability, Assassin) Possessor gains +700 Ranged Attack and +250 AGI when a Throwing Weapon is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(10 x Possessor Level) AGI if a Throwing Weapon is equipped.
Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.
Black Toss- (Technique Ability, Assassin) Possessor may use 'Black Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +500 Ranged Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Burning Toss- (Technique Ability, Assassin) Possessor may use 'Burning Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +500 Ranged Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Celestial-Bane Toss- (Technique Ability, Assassin) Possessor may use 'Celestial-Bane Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +750 Ranged Attack against Celestials and gains +25% Critical against Celestials.
Celestial-Hunting Toss- (Technique Ability, Assassin) Possessor may use 'Celestial-Hunting Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Crisis Toss- (Technique Ability, Assassin) Possessor may use 'Crisis Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used, possessor is in a Crisis Zone, and possessor has a Throwing Weapon equipped. Said attack gains +1,000 Ranged Attack.
Critical Toss- (Technique Ability, Assassin) Possessor may use 'Critical Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +5% Critical.
Daemon-Bane Toss- (Technique Ability, Assassin) Possessor may use 'Daemon-Bane Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +750 Ranged Attack against Daemons and gains +25% Critical against Daemons.
Daemon-Hunting Toss- (Technique Ability, Assassin) Possessor may use 'Daemon-Hunting Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Deft Toss- (Technique Ability, Assassin) Possessor may use 'Deft Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +5% To Hit.
Deva-Bane Toss- (Technique Ability, Assassin) Possessor may use 'Deva-Bane Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +750 Ranged Attack against Devas and gains +25% Critical against Devas.
Deva-Hunting Toss- (Technique Ability, Assassin) Possessor may use 'Deva-Hunting Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +200 Ranged Attack against Devas and gains +5% To Hit against Devas.
Dud Toss- (Technique Ability, Assassin) Possessor may use 'Dud Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Explosive Toss- (Technique Ability, Assassin) Possessor may use 'Ignition Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +300 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Flame Toss- (Technique Ability, Assassin) Possessor may use 'Flame Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Throwing Weapon equipped. Said attack gains +100 Ranged Attack and becomes solely Fire element.
Hard to Disarm With a Throwing Weapon- (Passive Ability, Assassin) Individuals below Level 20 may not unequip or steal possessor's equipped Throwing Weapons without possessor's permission
Hornet Stings- (Technique Ability, Assassin) Possessor may use Hornet Stings in conjunction with a Ranged Attack, so long as no other technique is used and a Throwing Weapon is equipped. Said attack gains +37 Ranged Attack, suffers -5% to hit, has a 2% chance of inflicting 2 hits, and has a 11% chance of inflicting Poison.
Hungering Toss- (Technique Ability, Assassin) Possessor may use 'Hungering Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +300 Ranged Attack, deals HP Drain, and deals 1/2 Damage.
Ignition Toss- (Technique Ability, Assassin) Possessor may use 'Ignition Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +200 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Juggler (2)- (Passive Ability, Assassin) Possessor gains +200 AGI as a non-stacking buff on rounds after rounds during which possessor has performed a 'Trade' action
Juggler's Distraction- (Passive Ability, Assassin) Possessor may use 'Juggler's Distraction' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack's targets, for the duration of said attack, suffer -10% Dodge.
Night Toss- (Technique Ability, Assassin) Possessor may use 'Umbral Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +300 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Regularly Throws Heavy Objects- (Passive Ability, Assassin) Possessor gains +300 STR
Shadow Toss- (Technique Ability, Assassin) Possessor may use 'Shadow Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Throwing Weapon equipped. Said attack gains +100 Ranged Attack and becomes solely Darkness element.
Strong Throw- (Passive Ability, Assassin) Possessor may use Strength as possessor's Prime Attribute for Ranged Attack action if possessor has a Throwing Weapon equipped.
Surprise Toss- (Technique Ability, Assassin) Possessor may use 'Surprise Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +1,000 Ranged Attack against targets that have not yet acted.
Thirsty Toss- (Technique Ability, Assassin) Possessor may use 'Thirsty Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Throwing Weapon equipped. Said attack gains +300 Ranged Attack, deals MP Drain, and deals 1/2 Damage.
Throwing Weapon Wielding I- (Passive Ability, Assassin) +5 to all stats when a Throwing Weapon is equipped
Throwing Weapon Wielding II- (Passive Ability, Assassin) +25 to all stats when a Throwing Weapon is equipped, +50 Ranged Attack when a Throwing Weapon is equipped
Throwing Weapon Wielding III- (Passive Ability, Assassin) Possessor gains +200 to all stats when a Throwing Weapon is equipped and +200 Ranged Attack when a Throwing Weapon is equipped
Toss Mastery- (Passive Ability, Assassin) Technique Abilities from the Assassin class whose name includes 'Toss' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Trained In Boomerang Use- (Passive Ability, Assassin) Possessor gains +10 Ranged Attack if possessor has a Throwing Weapon whose name includes 'Boomerang' equipped
Umbral Toss- (Technique Ability, Assassin) Possessor may use 'Umbral Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +200 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Unexpected Toss- (Technique Ability, Assassin) Possessor may use 'Unexpected Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +500 Ranged Attack against targets that have not yet acted.
Vexatious Toss- (Technique Ability, Assassin) Possessor may use 'Vexatious Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +200 Ranged Attack and gains a 50% chance of inflicting a random minor negative status effect that its target is not yet afflicted with.

~Blazing Sultan~
Apprentice Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 5% Fire Resistance
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Basic Acceleration Within Fire's Dominion- (Passive Ability, Blazing Sultan) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Can Light Cigarettes Under Any Circumstances- (Passive Ability, Blazing Sultan) Possessor's actions that involve the use of a Consumable whose name includes 'Cigarette' or 'Cigar' may not be prevented by effects attached to Zones, Terrains, or Phantom Terrains by sources below Level 80 or by the presence of Zones of specific elements created by sources below Level 99
Control of Fire- (Passive Ability, Blazing Sultan) Possessor has a 20% chance of being able to cancel the actions of Fire element individuals below Level 20, with things that would occur before and after said actions still occurring
Hair of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Melee Attack, +50 Magical Attack, and may deal 2,500 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of said action up to 5 times per round
Fire Manipulation- (Passive Ability, Blazing Sultan) Possessor may choose one of the following at the beginning of each round if Fire element: Create a Zone of Fire, Remove a Zone of Fire created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fire by either possessor or a source below Level 20, Add Fire to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fire element on a Fire element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fire, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fire, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fire element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fire to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fire, 5% Fire Resistance, or +50 Defense against Fire and 1% Fire Resistance until the end of the round as a non-stacking buff
Partially Unfettered by the Bonds of Fire- (Passive Ability, Blazing Sultan) Possessor gains 5% Burning Resistance

~Clearance~
Has a Basic Permit to Battle Baalrath- (Passive Ability, Clearance) Possessor may fight the monster 'Baalrath' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Burbanthuris- (Passive Ability, Clearance) Possessor may fight the monster 'Burbanthuris' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Jarkandojli- (Passive Ability, Clearance) Possessor may fight the monster 'Jarkandojli' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Lostwinter Vinefiend- (Passive Ability, Clearance) Possessor may fight the monster 'Lostwinter Vinefiend' for drops, This ability cannot be used in combos
Permitted to Battle Dragon of the Gold Leaf Throne- (Passive Ability, Clearance) Possessor may fight the monster Dragon of the Gold Leaf Throne for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Challenge Issued by the Dragon of the Gold Leaf Throne' for 4,000 XP, 200,000 Gold, and 1 week spent in the ability shop
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' for drops, This ability cannot be used in combos
Permitted to Battle The Lord of the Gold Leaf Throne- (Passive Ability, Clearance) Possessor may fight the monster Emperianus, The Lord of the Gold Leaf Throne in the Event Match "At the Foot of the Gold Leaf Throne", possessor may also give temporary permission for allies to join this battle so long as possessor is also participating, Possessor create the item 'Single Leaf of Radiant Gold that Whispers to the Mind' for 400,000 XP, 20,000,000 Gold, and 10 weeks spent in the ability shop

~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.
Bolt Fist- (Technique Ability, Combatant) Possessor may use 'Bolt Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Electricity element.
Combatant- (Passive Ability, Combatant) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Fist Weapon equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Fist Weapon equipped
Crack Knuckles- (Active Ability, Combatant) Possessor may spend an action to gain +1% Critical for possessor's next offensive Melee Attack or Melee Overdrive as a non-stacking buff
Critical Fist- (Technique Ability, Combatant) Possessor may use 'Critical Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +5% Critical.
Flame Fist- (Technique Ability, Combatant) Possessor may use 'Flame Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Frost Fist- (Technique Ability, Combatant) Possessor may use 'Frost Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Gangster's Extortion Knuckle- (Active Ability, Combatant) This attack gains +55 Melee Attack and deals an additional 10,000 Gold Damage or Drain if it already does Gold Damage or Drain, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor has a Fist Weapon equipped
Wind Fist- (Technique Ability, Combatant) Possessor may use 'Wind Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Air element.
Works Out Regularly- (Passive Ability, Combatant) Possessor gains +50 STR, +50 CON, +50 Melee Attack, and +100 HP

~Cosmic Ruler~
Apprentice Astral Resistance- (Passive Ability, Other: Cosmic Ruler) Possessor gains 5% Astral Resistance
Apprentice Astral Synchronization- (Passive Ability, Cosmic Ruler) Possessor gains +50 to all stats for each Astral element item equipped, Possessor's Astral element pets and summons gain +250 to all stats
Apprentice Command of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Understanding of the Heart of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element allies gain +100 to all stats
Apprentice Weaponization of Astral- (Passive Ability, Other: Cosmic Ruler) Quantities of Astral element Damage dealt by possessor are increased by 500 points
Astral Immunity- (Passive Ability, Other: Cosmic Ruler) Possessor gains Astral Immunity against sources below Level 20 if Level 20 or greater
Basic Astral Resistance- (Passive Ability, Other: Cosmic Ruler) Possessor gains 1% Astral Resistance
Basic Astral Synchronization- (Passive Ability, Other: Cosmic Ruler) Possessor gains +25 to all stats if possessor is Astral element
Basic Command of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element pets and summons gain +50 to all stats
Basic Defenses Against Astral- (Passive Ability, Other: Cosmic Ruler) Possessor gains +50 Defense against Astral
Basic Understanding of the Heart of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element allies gain +10 to all stats
Basic Weaponization of Astral- (Passive Ability, Other: Cosmic Ruler) Quantities of Astral element Damage dealt by possessor are increased by 50 points
Cosmic Ruler- (Passive Ability, Other: Cosmic Ruler) Possessor ignores (1 * (Possessor Level/5), rounded down)% Astral Resistance, Possessor ignores Astral Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Elemental Attack-Conversion: Astral- (Technique Ability, Other: Cosmic Ruler) Possessor may use 'Elemental Attack-Conversion: Astral' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Astral element and no other technique is used. Said action becomes solely the element Astral.
Greater Weaponization of Astral- (Passive Ability, Other: Cosmic Ruler) Quantities of Astral element Damage dealt by possessor are increased by 25,000 points
Improved Astral Resistance- (Passive Ability, Other: Cosmic Ruler) Possessor gains 10% Astral Resistance
Improved Weaponization of Astral- (Passive Ability, Other: Cosmic Ruler) Quantities of Astral element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Astral- (Passive Ability, Other: Cosmic Ruler) Possessor may use the Technique 'Elemental Attack-Conversion: Astral' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Astral element.
Project Astral- (Passive Ability, Other: Cosmic Ruler) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Astral
Prosperous Venting of Excess Astral- (Passive Ability, Other: Cosmic Ruler) If possessor is Astral element and performs an 'Elemental Attack' action that is solely Astral element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.

~Count of Blood~
Basic Blood Synchronization- (Passive Ability, Other: Count of Blood) Possessor gains +25 to all stats if Blood element

~Crafter~
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use
Basic Lethal Item Charge Preservation- (Passive Ability, Crafter) Lethal Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Medicine Charge Preservation- (Passive Ability, Crafter) Medicine Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Basic Powder Charge Preservation- (Passive Ability, Crafter) Powder Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use

~Crusher~
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
Classical Training in Standard Combat Utilizing the Hammer- (Passive Ability, Crusher) Possessor may treat Hammer as a Base Weapon subtype
Critical Smash- (Technique Ability, Crusher) Possessor may use 'Critical Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% Critical.
Crusher- (Passive Ability, Crusher) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Hammer equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Hammer equipped
Dizzying Smash- (Technique Ability, Crusher) Possessor may use 'Dizzying Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Confusion.
Flame Smash- (Technique Ability, Crusher) Possessor may use 'Flame Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Frost Smash- (Technique Ability, Crusher) Possessor may use 'Frost Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Hammer Wielding I- (Passive Ability, Crusher) +5 to all stats when a Hammer is equipped
Hammer Wielding II- (Passive Ability, Crusher) +25 to all stats when a Hammer is equipped, +50 Melee Attack when a Hammer is equipped
Impairing Smash- (Technique Ability, Crusher) Possessor may use 'Impairing Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Impaired.
Improved Paralytic Smash- (Passive Ability, Crusher) Possessor's 'Paralytic Smash' technique has its chance of inflicting Paralyzed increased to 30%
Paralytic Smash- (Technique Ability, Crusher) Possessor may use 'Paralytic Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Tipsy Smash- (Technique Ability, Crusher) Possessor may use 'Tipsy Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Poison: Drunk.

~Defender~
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Block around the Clock- (Technique Ability, Defender) Possessor may use Block Around the Clock in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. User performs a Defend action at the beginning of every round for a number of rounds equal to user's level, to a max of 24 rounds, as a non-stacking effect; these Defend actions may not include spells or techniques. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Clock Block- (Technique Ability, Defender) Possessor may use Clock Block in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. The next offensive action targetting user from an opposing source that is below Level 20 is delayed for 1 round. This effect may not stack.
Defender- (Passive Ability, Defender) Possessor gains +700 Defense and +100 CON when a Shield is equipped plus an additional +30 Defense and +10 CON for each level possessor possesses.
Defensive Stance- (Stance Ability, Defender) +50 Defense
Defensive Stance II- (Stance Ability, Defender) +200 Defense
Host a Block Party- (Technique Ability, Defender) Possessor may use Host a Block Party in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. Up to 5 allies of user may immediate perform a Defend action provided that they have not already performed a Defend action this round. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Iron Column- (Active Ability, Defender) This character may use Iron Column in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +170 Defense added to the result of the Defend action.
Shield Wielding I- (Passive Ability, Defender) +5 to all stats when a Shield is equipped
Shield Wielding II- (Passive Ability, Defender) +25 to all stats when a Shield is equipped, +50 Defense when a Shield is equipped

~Demonologist~
Apprentice Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Demon- (Passive Ability, Demonologist) Possessor may, at the beginning of a thread, choose to become the subtype Demon
Basic Demon Binding Proficiency- (Passive Ability, Demonologist) Possessor's summoned Demons have a 3% lower chance of being uncontrolled, possessor's offensive actions that inflict Paralysis have a 1% greater chance of inflicting such on demons, to a max of 50%
Basic Demon Calling Amplification- (Passive Ability, Demonologist) Possessor's summoned Demons gain +50 to all stats
Basic Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Blazing Death Throes- (Passive Ability, Demonologist) If possessor is a Demon, possessor may deal 500,000 Flat Fire element Damage to up to 5 targets when possessor dies, to a max of 5 times per round
Dark Fire Resistance- (Passive Ability, Demonologist) Possessor gains 10% Resistance to attacks that are both Darkness and Fire element, provided that ((1 - (Possessor's Darkness Resistance))*(1-(Possessor's Fire Resistance)) does not equal a value below .1. This ability only functions if possessor is a Demon.
Defensive Demon Instruction I- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +50 Defense
Defensive Demon Instruction II- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +250 Defense
Demon Instruction I- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +20 to all stats
Demon Instruction II- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +100 to all stats
Demon Traits- (Passive Ability, Demonologist) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Demon
Demonic Tentacles- (Passive Ability, Demonologist) If possessor is a Demon, possessor gains +150 Melee Attack
Demonic Wrath- (Passive Ability, Demonologist) Possessor gains +120 Magical, Melee, and Ranged attack if possessor is a Demon.
Demonologist- (Passive Ability, Demonologist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Demon pet only, This ability provides +50 HP and +10 to all stats of possessor's Demon pets and summons per Level of possessor
Demon's Form- (Passive Ability, Demonologist) Possessor may choose to change possessor's subtype to Demon at the beginning of a thread. Should possessor be a Demon and not have used this ability to become one at the beginning of a thread, then this ability provides possessor with +50 to all stats.
Formshift: Demon- (Stance Ability, Demonologist) Possessor's subtype becomes Demon
Gratuitous Hatred- (Passive Ability, Demonologist) Possessor gains +5% Critical against individuals who damaged possessor either this round or last round, does not stack.
Improved Dark Fire Resistance- (Passive Ability, Demonologist) Possessor gains 5% Darkness Resistance and 5% Fire Resistance. This ability only functions if possessor is a Demon.
Improved Dark Fire Resistance II- (Passive Ability, Demonologist) Possessor gains 10% Voidstruck Resistance and 10% Burning Resistance. This ability only functions if possessor is a Demon.
Minor Bane of Holiness- (Passive Ability, Demonologist) Possessor gains +50 Melee Attack against Celestials, Devas, and Angels, possessor gains +50 Magical Attack against Celestials, Devas, and Angels, possessor gains +50 Ranged Attack against Celestials, Devas, and Angels, and possessor gains +50 Defense against Celestials, Devas, and Angels. This ability only functions if possessor is a Demon.
Offensive Demon Instruction I- (Passive Ability, Demonologist) Possessor's Demon pets and summons have the Damage values of their abilities increased by 50 points
Offensive Demon Instruction II- (Passive Ability, Demonologist) Possessor's Demon pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Demon Instruction I- (Passive Ability, Demonologist) Possessor's Demon pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Demon Instruction II- (Passive Ability, Demonologist) Possessor's Demon pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Wings of Destructive Fury- (Passive Ability, Demonologist) Possessor gains +15,000 AGI, +5,000 Magical Attack, +5,000 Melee Attack, and may deal 100,000 Flat Destruction or Fury element Damage to any one target once per round when possessor switches rows

~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
Clothing Wearer I- (Passive Ability, Diplomat) Possessor gains +5 to all stats when possessor has a Clothing equipped
Clothing Wearer II- (Passive Ability, Diplomat) Possessor gains +25 to all stats when possessor has a Clothing equipped, Possessor gains +50 Defense when possessor has a Clothing equipped
Diplomat- (Passive Ability, Diplomat) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(200 + (20 * Possessor Level)) to all stats if possessor has a Clothing equipped
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
Sexy- (Passive Ability, Diplomat) Possessor's actions may gain 15% inflicts Charm
Snappy Dresser- (Passive Ability, Diplomat) +50 Defense for each Clothing equipped
Snazzy Dresser- (Passive Ability, Diplomat) +20 to all stats for each Clothing equipped
Somehow Makes Loud Clothing Louder- (Passive Ability, Diplomat) Possessor gains +40 Magical Attack if possessor is wearing at least one Sonic element Clothing
Trendy Dresser- (Passive Ability, Diplomat) +200 HP for each Clothing equipped

~Diviner~
Accountant's Wealth-Assessment Gaze- (Passive Ability, Diviner) Possessor pierces 5,000 Defense against Gold Damage against individuals whose stats possessor has scanned
Adept Divining Attunement- (Passive Ability, Diviner) Divining spells cost possessor 10,000 less MP to cast, Possessor counts as being 5 Levels higher, to a max of Level 99, for stat-scanning purposes as an effect that does not bypass 'Immune to Under Level X' effects, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Divining Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Auto Zonescan- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the base entity encounter table of the current area of any random quest that possessor is in provided no enemies on said table are above Level 40 or more than double caster's Level
Auto-Scan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of battle
Auto-Translate- (Passive Ability, Diviner) Possessor gains +200 MIN if any individual of a different subtype is present, Translates to and from common languages (both orally and in written form) as an RP effect
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Binocular Vision- (Passive Ability, Diviner) Possessor gains +5% To Hit against individuals in the back row who are below Level 60
Can Percieve Standard Portal Destinations- (Passive Ability, Diviner) Possessor gains +10 MIN, Possessor gains +10% Dodge on any round that possessor enters a battle from another battle, not counting the first round of battle, as a non-stacking bonus
Conduct Seance- (Active Ability, Diviner) Possessor may spend an action to scan the stats of a dead target whose corpse is present, In RP threads the corpse doesn't need to be present to contact the dead normally
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
Deputize Assistant- (Active Ability, Diviner) Possessor may spend an action to cause a willing target to count as (Possessor's Level - 5) instead of target's normal Level for stat-scanning purposes (to a max of Level 99), Only one target may benefit from this buff at a time
Detective's Accusation- (Technique Ability, Diviner) Possessor may use Detective's Accusation in conjunction with a Magical Attack action, so long as no other technique is used and it is being used against targets whose stats have been scanned by possessor. This action gains an amount of Defense-Piercing equal to user's MIN (to a max of 10,000 points) and dis-buffs one buff from targets below Level 20
Detective's Evasion- (Passive Ability, Diviner) Possessor gains either +5% Dodge or 20% Dodge (chosen by possessor) against individuals below Level 40 whose stats possessor has scanned
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
Classical Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher, this ability counts as 'Detective's Intuition' for prerequisite purposes
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to scan target's stats
Detective's Perceptiveness- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 20
Detective- (Passive Ability, Diviner) Possessor counts as being 5 levels higher for stat-scanning purposes, Possessor gains +400 MIN
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Divining Casting I- (Passive Ability, Diviner) Divining spells cost possessor 20 less MP to cast
Divining Casting II- (Passive Ability, Diviner) Divining spells cost possessor 200 less MP to cast
Dowsing Stance- (Stance Ability, Diviner) Possessor gains +15% To Hit against Water element targets as a bonus that does not stack with other bonuses that provide +#% To Hit but does stack with bonuses that provide #% To Hit
Dungeon Sonar- (Passive Ability, Diviner) If in a Random Dungeon, possessor may, up to once per room, decide to know the contents of the next room provided no Enemy listed on an encounter table for the zone of that random dungeon that possessor is in is of greater Level than possessor or greater than Level 60
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
Expert Divining Attunement- (Passive Ability, Diviner) Divining spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Divining Spells, and may not be converted into other types of slots by individuals below Level 100
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Focus-Based Fortune Telling- (Passive Ability, Diviner) Possessor's Divining spells cost 50 less MP if possessor has a Magic Item, Crystal, or Trinket equipped, Possessor's Divining spells that provide a Magical Attack bonus provide an additional +20 points if possessor has a Magic Item, Crystal, or Trinket equipped
Focused Divining Casting- (Passive Ability, Diviner) Divining spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Divining
Fortuneteller- (Passive Ability, Diviner) Possessor has a 25% chance of, to a max of once per round, being able to perform a 'Cast a Spell', 'Magical Attack', 'Defend', or 'Focus' action as a pre-emptive counter in response to an action conducted by an individual below Level 40 who is an opponent of possessor and whose stats possessor scanned during the last 5 rounds (not including the current round) that is targetting possessor
Greater Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 5 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
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
Hidden-Passage Spotting Art- (Passive Ability, Diviner) Possessor may follow targets below Level 20 or willing targets when they leave battle provided that the initiation of said individuals leaving battle was not sourced from a source that is both over Level 20 and unwilling
Improved Attack Prediction- (Passive Ability, Diviner) Possessor gains 40% Dodge
Improved Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 40
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Investigative Stance- (Stance Ability, Diviner) Possessor treats targets below Level 40 as though their Dodge-raising or Dodge-altering buffs were of half the value that they actually are, Possessor scans stats as though possessor were 2 Levels higher
Landsense- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the full tables for any random quest or encounter area that possessor is in, provided that no enemies on said tables are above Level 40 or more than double caster's Level
Magic-Detecting Eyes- (Passive Ability, Diviner) Possessor gains +5% To Hit against Magic element targets that are below Level 60
Magical Echolocation- (Passive Ability, Diviner) Possessor suffers no negative effects from the status effect Impaired: Blind if it comes from a source below Level 60
Magical Infravision- (Passive Ability, Diviner) Possessor gains +5% To Hit against Fire element targets that are below Level 60
Magical Nightvision- (Passive Ability, Diviner) Effects that come from individuals below Level 40 that are attached to Zones of Darkness may not reduce possessor's To Hit and Dodge values
Mentally Browse Local Phone Calls- (Passive Ability, Diviner) Possessor may see the text of buffs that are present on possessor's opponents that are below Level 40
Metal-Detecting Prowess- (Stance Ability, Diviner) Possessor's Dowsing Stance ability treats Metal element targets as though they were Water element
Microscopic Vision- (Passive Ability, Diviner) Possessor may ignore the Constant Effect 'Microscopic' on targets
Predict Attacks- (Passive Ability, Diviner) Possessor gains 25% Dodge
Predict Future from the Stars- (Active Ability, Diviner) Possessor may spend an action if anyone has an Active Constellation set to scan a target's stats
Predict Future through Cards- (Active Ability, Diviner) Possessor may spend an action if possessor has a Card equipped to scan a target's stats
Predict Future with Bones- (Active Ability, Diviner) Possessor may spend an action if any individual has died in this battle to scan a target's stats
Predict Future with Dice- (Active Ability, Diviner) Possessor may spend an action to have a 50% chance of scanning a target's stats
Predict Future with a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb equipped to scan a target's stats
Predict Natural Disasters- (Passive Ability, Diviner) Possessor gains +2,000 Defense against effects attached to Zones by sources below Level 40
Re-Autoscan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of each round
Read Palms- (Active Ability, Diviner) Possessor may spend an action to scan the stats of a target who has at least one open Weapon slot
Read Tea Leaves- (Active Ability, Diviner) Possessor may spend an action and consume a charge from a Drink consumable that possessor has equipped to scan a target's stats
Speak to Corpses- (Passive Ability, Diviner) Possessor gains +300 MIN if any corpses are present
Superior Vision- (Passive Ability, Diviner) Possessor gains 105% To Hit
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Telescopic Vision- (Passive Ability, Diviner) Possessor gains +10% To Hit against individuals in the back row who are below Level 60
Track Own Corpse- (Passive Ability, Diviner) Individuals below Level 20 may not destroy or transform possessor's corpse without possessor's permission, Has RP effects
Treasure Dowsing- (Stance Ability, Diviner) Possessor's chance of obtaining Treasure from battle increases by 1% if possessor was in Dowsing Stance both at the beginning of battle and at the end of battle
Uncounterable Accusation- (Passive Ability, Diviner) Possessor's attacks and actions involving the Technique Detective's Investigation may not be countered (including pre-emptively) by individuals below Level 40 whose stats have been scanned by possessor
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes
Zonal Perception- (Passive Ability, Diviner) Possessor gains +100 MIN for each Zone, Terrain, or Phantom Terrain present, to a max of +500, Possessor may, in RP threads, generally know the name of the area possessor is in

~Dragon Lord~
Apprentice Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +2,500 HP, +2,500 MP, +600 to damage dealt, and +250 to all stats
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
Defensive Dragon Training I- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +50 Defense
Defensive Dragon Training II- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +250 Defense
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
Draconic Age Effect: Spellpower Boost- (Passive Ability, Other: Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability Magical Attack, to a max of +4,800)
Draconic Age Effect: Strength Boost- (Passive Ability, Other: Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability STR, to a max of +4,800)
Draconic Age Effect: Wisdom Boost- (Passive Ability, Other: Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability MIN, to a max of +4,800)
Draconic Aging- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains Fatigued: Elderly Immunity, This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability to all stats, to a max of +2,400)
Draconic Wings- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +500 AGI, and possessor may choose at the beginning of a round to use AGI as possessor's row-order-determining stat for the round
Draconic Wisdom- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +500 MIN, +500 SPI, and +500 Magical Attack
Dragon Claws- (Passive Ability, Other: Dragon Lord) Possessor, if a Dragon, gains +200 Melee Attack per empty Weapon slot that possessor possesses, to a max of 6 such slots, and possessor's 'Melee Attack' actions gain '5% this action may gain 2 hits against 1' if possessor possesses at least two empty weapon slots
Dragon 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
Dragon Training I- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +20 to all stats
Dragon Training II- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +100 to all stats
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.
Offensive Dragon Training I- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons have the Damage values of their abilities increased by 50 points
Offensive Dragon Training II- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Dragon Training I- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Dragon Training II- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes

~Driver~
Apprentice Vehicle User- (Passive Ability, Driver) All of possessor's Vehicle transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP
Basic Vehicle User- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Bicycle Rider- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Bicycle' in the name
Boarder- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Board' in the name
Cycle Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Cycle' in the name
Driver- (Passive Ability, Driver) All of possesser's Vehicle transformations gain +(25* Possessor Level) to all stats
Motorcycle Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Motorcycle' in the name
Skateboarder- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Skateboard' in the name
Snowboarder- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Snowboard' in the name
Surfer- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Surfboard' in the name
Unicyclist- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Unicycle' in the name

~Ebon Chancellor~
Ambassador of Night- (Passive Ability, Ebon Chancellor) Possessor's Light-element allies gain +300 to all stats as a non-stacking buff if possessor is Darkness element
Apprentice Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 5% Darkness Resistance
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Apprentice Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 to all stats while in a Zone of Darkness
Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Darksight- (Passive Ability, Ebon Chancellor) Possessor gains +5% To Hit while in a Zone of Darkness
Darkness Manipulation- (Passive Ability, Ebon Chancellor) Possessor may choose one of the following at the beginning of each round if Darkness element: Create a Zone of Darkness, Remove a Zone of Darkness created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Darkness by either possessor or a source below Level 20, Add Darkness to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Darkness element on a Darkness element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Darkness, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Darkness, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Darkness element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Darkness to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Darkness, 5% Darkness Resistance, or +50 Defense against Darkness and 1% Darkness Resistance until the end of the round as a non-stacking buff
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Empowered By Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Darkness
Improved Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +1,000 to all stats while in a Zone of Darkness

~Elementalist~
Ally of the Cavern Beasts- (Passive Ability, Friendship) Earth element Elemental and Cthonian allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Earth element Elemental
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Apprentice Stone Melding- (Passive Ability, Elementalist) +25 Defense to self and all Earth element Elemental Magic summons while in a Zone of Earth
Aura of Earth- (Passive Ability, Elementalist) 5% Earth Resistance, +50 Defense if an Earth element Elemental Magic spell is equipped
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Caller of the Earth Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Earth element Elementals gain +50 to all stats, +15 Defense against stat damage, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Entombed have a 1% higher chance, said summons cost 150 less MP to summon
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Envoy of Earth- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Earth
Ever-Present Earthen Dome- (Stance Ability, Elementalist) User must have at least 3 Earth element Elemental Magic spells equipped, +100 Defense, +2,000 HP
Form Metal Guardian Orbs- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to give a target a buff that provides +50 Defense, lasts 1 round, and stacks 4 times so long as an Earth element Elemental Magic spell is equipped, +40 Magical Attack for Earth element Elemental Magic spells
Hand of Glittering Mineral- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Earth element elemental magic spell is equipped, melee attacks may be solely Earth element if no weapon is equipped
Hand of Gravel- (Passive Ability, Elementalist) +20 Magical Attack and +1% Resilience for each Earth element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Entombed
Hand of Unbroken Stone- (Passive Ability, Elementalist) Earth element Elemental Magic spells that confer resistance to Earth have a 25% chance of conferring an equal amount of Physical resistance, to a max of 25%, +25 CON if a Earth element Elemental Magic spell is equipped
Knowledge of Common Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN, Possessor gains +10 MIN for each base element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Limited Stone Meld: Insurmountable Footing- (Stance Ability, Elementalist) You cannot be forced to switch rows by individuals whose SPI is lower than your SPI or CON and who are lower level than you
Purity of Earth- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Earth element may deal solely Earth element damage, Earth element Elemental Magic spells gain +50 Magical Attack and provide an additional +10 Defense for all defense-granting buffs
Speak the Tongue of Earths- (Passive Ability, Elementalist) Earth element spells gain +5 Magical Attack
Teramancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Earth element Elemental Magic spells, All Earth element Elemental Magic spells cost 50 less MP, all Earth element Elemental Magic summons gain +200 to all stats, Earth element Elemental Magic spells that raise Defense raise it by 20 more points, Earth element Elemental Magic spells that forcibly shift row formations for multiple targets affect 5 more targets

~Elemental Researcher~
Comprehension of Horrid Elements Yet Unseen- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against SAN, INF, and RES Damage.
Inclusion of INF- (Passive Ability, Channeler) Possessor gains +500 Defense against INF Damage. If possessor does not possess INF as a stat at the time of acquiring this ability, possessor gains INF as a stat with a Base value of 5.
Inclusion of RES- (Passive Ability, Channeler) Possessor gains +500 Defense against RES Damage. If possessor does not possess RES as a stat at the time of acquiring this ability, possessor gains RES as a stat with a Base value of 5.
Inclusion of SAN- (Passive Ability, Channeler) Possessor gains +500 Defense against SAN Damage. If possessor does not possess SAN as a stat at the time of acquiring this ability, possessor gains SAN as a stat with a Base value of 5.

~Enchanter~
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Blade Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Swords cost 200 XP less when applying said enhancements to Swords
Dart Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Throwing Weapons cost 200 XP less when applying said enhancements to Throwing Weapons
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Lethal Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Deadly Items cost 200 XP less when applying said enhancements to Deadly Items
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Infuse Spell Essence: Essence Replacement (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions replace the elements of the Spell they are targetting instead of merely adding new elements

~Endless One~
Basic Eternity Synchronization- (Passive Ability, Other: Endless One) Possessor gains +125 to all stats if Eternity element

~Evermason~
Apprentice Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Evermason- (Passive Ability, Evermason) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Golem pet only, This ability provides +50 HP and +10 to all stats of possessor's Golem pets and summons per Level of possessor
Golem Programming I- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +20 to all stats
Golem Programming II- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +100 to all stats
Golem Traits- (Passive Ability, Evermason) Possessor gains Pain Immunity, Fear Immunity, Deafened Immunity, Poison Immunity, Diseased Immunity so long as possessor is a Golem
Idol of War- (Passive Ability, Evermason) Possessor's allies and Possessor may elect to receive worshipper benefits from possessor if they are not already receiving such benefits, Said benefits include +50 Melee Attack, +50 STR, +50 CON, and +25 AGI per level of worshipper, to a max of Level 80, Said benefits only take effect if possessor is a Golem and none of possessor's opponents are capable of granting worshipper benefits
Obdurate- (Passive Ability, Evermason) Possessor is Immune to individuals below Level 40, Possessor ignores the Defense of individuals below Level 40, Possessor ignores the Defense of non-unique individuals below Level 60, Possessor's Defense cannot be pierced by sources below Level 60
Sculpting Mastery- (Passive Ability, Evermason) Evermason abilities whose name includes 'Sculptor' cost possessor 1 less week to learn, to a minimum of 1 week
Sculptor of Bone- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Bone' gain +200 to all stats
Sculptor of Clay- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Clay' or 'Mud' gain +300 to all stats
Sculptor of Crystal- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Crystal', 'Jewel', or 'Gem' gain +400 to all stats
Sculptor of Fabric- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Cloth', 'Puppet', 'Doll', or 'Toy' gain +100 to all stats
Sculptor of Flesh- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Flesh' gain +200 to all stats
Sculptor of Ice- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Ice' or 'Snow' gain +200 to all stats
Sculptor of Metal- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Metal', 'Iron', 'Steel', 'Brass', 'Gold', or 'Silver' gain +400 to all stats
Sculptor of Stone- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Stone' or 'Rock' gain +300 to all stats
Sculptor of Wood- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Wood' gain +200 to all stats

~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
Bright Ally of Darkness- (Passive Ability, Friendship) Possessor's Darkness-element allies gain +20 to all stats as a non-stacking buff if possessor is Light element, Possessor may not gain the ability 'Rejection of Darkness
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Dark Ally of Light- (Passive Ability, Friendship) Possessor's Light-element allies gain +20 to all stats as a non-stacking buff if possessor is Darkness element, Possessor may not gain the ability 'Rejection of Light'
Was Sword-Vashna- (Passive Ability, Friendship) Possessor may choose for possessor's name to include 'Sword-Vashna', 'Sword Vashna', and/or ', the Sword of Vashna'

~Geomancer~
Accustomed to Cold- (Passive Ability, Geomancer) 1% Ice Resistance
Accustomed to Heat- (Passive Ability, Geomancer) 1% Fire Resistance
Adept Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor 10,000 less MP to cast, Geomancy spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Attuned to Terrain: Desert- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert
Attuned to Terrain: Frozen Waste - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Frozen Waste
Attuned to Terrain: Space - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Space
Attuned to Terrain: Swamp - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Swamp
Attuned to the Forge of Aeons- (Passive Ability, Geomancer) Temporary items created by possessor are worth 80,000,000 additional Gold, Wielder may spend an action to make any of wielder's equipped or carried weapons any single base weapon subtype as a non-stacking effect, Has RP effects
Base Terrain Element Alteration- (Active Ability, Geomancer) If the terrain or phantom terrain is Battlefield, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Beach, possessor may skip an action to become Water element, If the terrain or phantom terrain is Boneyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Caverns, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Cliffside, possessor may skip an action to become Air element, If the terrain or phantom terrain is Cloudy Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Conifer Forest, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Dark Forest, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Desert, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Dry Riverbed, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Farmland, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Forest, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Frozen Waste, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Glacier, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Graveyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Hills, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Jungle, possessor may skip an action to become Water element, If the terrain or phantom terrain is Junkyard, possessor may skip an action to become Technology element, If the terrain or phantom terrain is Lake, possessor may skip an action to become Water element, If the terrain or phantom terrain is Marsh, possessor may skip an action to become Water element, If the terrain or phantom terrain is Meadow, possessor may skip an action to become Light element, If the terrain or phantom terrain is Mesa, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Mountains, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Ocean, possessor may skip an action to become Water element, If the terrain or phantom terrain is Open Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Open Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Polluted Morass, possessor may skip an action to become Acid element, If the terrain or phantom terrain is River-Land, possessor may skip an action to become Water element, If the terrain or phantom terrain is Road, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Rolling Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Salt Flats, possessor may skip an action to become Psychic element, If the terrain or phantom terrain is Savannah, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Scrubland, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Snowy Plains, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Space, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Steppes, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Stormy Plains, possessor may skip an action to become Electrical element, If the terrain or phantom terrain is Sunny Forest, possessor may skip an action to become Magic element, If the terrain or phantom terrain is Swamp, possessor may skip an action to become Acid element, If the terrain or phantom terrain is Tropical Island, possessor may skip an action to become Water element, If the terrain or phantom terrain is Wasteland, possessor may skip an action to become Earth element,
Basic Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Create Zone- (Active Ability, Geomancer) Possessor may spend an action to create a zone of any base element
Cyclic Assumption of Day and Night- (Passive Ability, Geomancer) Possessor may, at the start of each round, become solely Light element if Darkness element and solely Darkness element if Light element
Draw the Line of Day and Night- (Active Ability, Geomancer) Possessor may spend an action to add an effect to a target Zone of Darkness or Zone of Light to cause any number of chosen sides of battle to treat it as a Zone of Light and any number of other chosen sides of battle to treat it as a Zone of Darkness
Empowered by Dawn- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Dawn
Empowered by Day- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Day
Empowered by Dusk- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Dusk
Empowered by Midnight- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Midnight
Empowered by Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Night
Empowered by Noon- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Noon
Generate Chronogeomantic Zone of Night- (Passive Ability, Geomancer) Possessor may create a Chronogeomantic Zone of Night at the beginning of battle if no other Zones are present
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Geomancy Casting I- (Passive Ability, Geomancer) Geomancy spells cost possessor 20 less MP to cast
Geomancy Casting I- (Passive Ability, Geomancer) Geomancy spells cost possessor 20 less MP to cast
Geomancy Casting II- (Passive Ability, Geomancer) Geomancy spells cost possessor 200 less MP to cast
Geomancy Casting II- (Passive Ability, Geomancer) Geomancy spells cost possessor 200 less MP to cast
Geomantic Denial Stance- (Stance Ability, Geomancer) At the start of each round, possessor removes on Zone or Phantom Terrain that has been created by a source below Level 40 from battle
Harmonized Assumption of Day and Night- (Passive Ability, Geomancer) Possessor may, at the start of each round, if either solely Light element or solely Darkness element, become solely Light & Darkness element
Improved Terrain Attunement: Battlefield: The Ground Giveth Me Mine Arms- (Active Ability, Geomancer) Possessor may use an action to create a Weapon that provides + (Possessor Level x50, to a max of 2,500) to any one attack type and + (Possessor Level x50, to a max of 2,500) to any one stat that is any base element, and, if desired, equip said weapon. This weapon disappears at the end of this thread. This ability may only be used if the terrain or phantom terrain is Battlefield.
Improved Terrain Attunement: Desert: Cloaked in Mirage- (Passive Ability, Geomancer) Possessor gains 30% Dodge if the terrain or phantom terrain is Desert
Improved Terrain Attunement: Desert: Improved Mirage Magics- (Passive Ability, Geomancer) Possessor gains +400 Magical Attack and a 10% chance of inflicting Confusion with Magical Attack actions and Overdrive actions if the terrain or phantom terrain is Desert
Improved Terrain Attunement: Desert: Mirage Magics- (Passive Ability, Geomancer) Possessor gains +400 SPI if the terrain or phantom terrain is Desert
Improved Terrain Attunement: Swamp: One With the Mire- (Passive Ability, Geomancer) Possessor gains +10% Dodge and 50% Poison Resistance, if the terrain or phantom terrain is Swamp
Mystic Terrain Reservoir: Desert- (Passive Ability, Geomancer) Possessor gains +5,000 MP if the terrain or phantom terrain is Desert
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Desert- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Desert
Phantom Terrain Link Established: Frozen Waste- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Frozen Waste
Phantom Terrain Link Established: Space- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Space
Phantom Terrain Link Established: Swamp- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Swamp
Strengthened Zonal Link: Zone of Air- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Air' ability may create a Zone of Air even if other zones are present
Strengthened Zonal Link: Zone of Darkness- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Darkness' ability may create a Zone of Darkness even if other zones are present
Strengthened Zonal Link: Zone of Electrical- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Electrical' ability may create a Zone of Electrical even if other zones are present
Strengthened Zonal Link: Zone of Fire- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Fire' ability may create a Zone of Fire even if other zones are present
Strengthened Zonal Link: Zone of Ice- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Ice' ability may create a Zone of Ice even if other zones are present
Strengthened Zonal Link: Zone of Light- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Light' ability may create a Zone of Light even if other zones are present
Strengthened Zonal Link: Zone of Light- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Light' ability may create a Zone of Light even if other zones are present
Strengthened Zonal Link: Zone of Physical- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Physical' ability may create a Zone of Physical even if other zones are present
Terrain Mastery- (Passive Ability, Geomancer) Abilities from the Geomancer class whose name includes 'Phantom Terrain Link Established', 'Attuned to Terrain', and 'Improved Terrain Attunement' cost possessor 1 less week (to a minimum of 1), 200,000 less Gold (to a minimum of 0), and 3 fewer Square Mile items of each type required (that are worth under 500,000,000 Gold each, to a minimum of 0), to learn from ability shops.
Terrain Survival: Desert- (Passive Ability, Geomancer) Possessor gains 50% Resistance to Fatigued, 5% Fire Resistance, 10% Burning Resistance, 10% Entombed Resistance, and 15% Confusion Resistance all from sources that are either Desert Terrain or Phantom Terrain or are attached to Desert Terrain or Phantom Terrain
Zonal Link Established: Zone of Air- (Passive Ability, Geomancer) Possessor may create a Zone of Air at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Darkness- (Passive Ability, Geomancer) Possessor may create a Zone of Darkness at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Electrical- (Passive Ability, Geomancer) Possessor may create a Zone of Electrical at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Fire- (Passive Ability, Geomancer) Possessor may create a Zone of Fire at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Ice- (Passive Ability, Geomancer) Possessor may create a Zone of Ice at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Light- (Passive Ability, Geomancer) Possessor may create a Zone of Light at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Physical- (Passive Ability, Geomancer) Possessor may create a Zone of Physical at the beginning of battle if no other Zones are present
Zoneshift: Light/Dark- (Active Ability, Geomancer) Possessor may spend an action to change a Zone of Light into a Zone of Darkness or a Zone of Darkness into a Zone of Light provided said Zone was not created by a source more than 19 levels above possessor's Level

~Guardian~
Adept of the Brass Fortress- (Passive Ability, Guardian) Each equipped Heavy Armor provides +25 additional Defense
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Bulwark Stance- (Stance Ability, Guardian) User must be in front row and have a Heavy Armor equipped, there is a 5% chance that any hit from a damage or stat-damage dealing attack that would hit an ally in the back row instead hits user
Guardian- (Passive Ability, Guardian) Possessor gains +(500 + (50 * Possessor Level)) Defense if possessor has a Heavy Armor equipped
Hard to Push Around- (Passive Ability, Guardian) Possessor gains +450 STR and +450 CON per 5 levels (rounded up) to a max of +12,000 STR and +12,000 CON for purposes of resisting attempts to forcibly change possessor's row
Heavy Armor Wearer I- (Passive Ability, Guardian) Possessor gains +5 to all stats when possessor has a Heavy Armor equipped
Heavy Armor Wearer II- (Passive Ability, Guardian) Possessor gains +25 to all stats when possessor has a Heavy Armor equipped, Possessor gains +50 Defense when possessor has a Heavy Armor equipped
Paid Bodyguard- (Passive Ability, Guardian) Possessor's allies may use an amount of Gold up to a max of 100,000 to give possessor a Defense bonus and the provider of the Gold equal to the amount of Gold divided by 1,000, rounded down, this counts as a buff that does not stack which disappears when possessor is killed or otherwise rendered unable to continue battle
Tank Hits- (Technique Ability, Guardian) Possessor may use 'Tank Hits' in conjunction with a 'Defend' action so long as no other technique is used and possessor has a Heavy Armor equipped. Said action generates a non-stacking buff effect that lasts until the end of the round and is present on its caster, that causes, whenever an opponent whose AGI is lower than caster's CON who is not above Level 40 or 5 or more Levels greater than caster performs a single-target attack that targets an ally of caster's who is not in the front row while caster is in in front row, for 5% of the not-(Resistance/Immunity/Absorption)-or-Defense-counting Damage dealt by said attack to be re-directed to caster so long as no other effect has re-directed any of the Damage generated by said attack.
Well-Paid Bodyguard- (Passive Ability, Guardian) The Gold cap on Bodyguard is increased by 100,000 and possessor gains 15% of the money spent on said ability

~Healer~
*Doctor Leon Kindler's Undying Arm- (Passive Ability, Healer) Possessor gains +100,000 Melee Attack and +100,000 Magical Attack for purposes of actions that are non-offensive and Heal, Possessor's 'Melee Attack' and 'Attack with Finesse' actions may gain 'Heals', Possessor's 'Melee Attack' and 'Attack with Finesse' actions may cure Wounded, Possessor's 'Melee Attack' and 'Attack with Finesse' actions may resurrect targets killed by sources below Level 60, Possessor gains 1 weapon slot, This ability may not be destroyed by sources below Level 100

~Illusionist~
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor

~Jeweler~
Apprentice Jeweler Proficiency- (Passive Ability, Jeweler) Possessor gains +50 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet possessor has equipped
Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
Glasses-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Eyewear possessor has equipped
Sunglasses-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Eyewear possessor has equipped

~Kensei~
Adept Sword Arts Attunement- (Passive Ability, Kensei) Sword Arts spells cost possessor 10,000 less MP to cast, Sword Arts spells cast by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Sword Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Sword Arts Attunement- (Passive Ability, Kensei) Possessor gains +500 Melee Attack if possessor has a Sword equipped, Sword Arts spells cost possessor 50 less MP to cast, Sword Arts spells that possess a Magical Attack or Melee Attack bonus have said bonus increased by +50 when cast by possessor
Attuned to the Spirit of One's Weapon- (Passive Ability, Kensei) Possessor gains +60 SPI and 105% To Hit while possessor has a Sword equipped
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Blade of the Sun and Moon- (Technique Ability, Kensei) Possessor may use Blade of the Sun and Moon in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. Said Melee Attack action gains +2,000 Melee Attack and becomes solely Light & Darkness element
Can Light Cigarettes With a Sword- (Passive Ability, Kensei) If possessor is wielding a Sword, possessor's 'Melee Attack' actions may involve the use of a Consumable whose name includes 'Cigarette' or 'Cigar' that only targets possessor
Can Tap Into a Blade's Power- (Passive Ability, Kensei) Possessor's Sword Arts spells have their MP cost reduced by X MP for possessor, where X = (The cost of wielder's most expensive equipped Sword / 100, to a max of 15,000 less MP)
Cut through Space- (Technique Ability, Kensei) Possessor may use 'Cut through Space' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action if possessor is wielding a Sword, if possessor is casting a Sword Arts spell as part of said action, and if no other technique is used. Said action gains +30,000 Melee Attack, gains the element Spatial, and may target individuals below Level 80 who are in different battlespaces who are not 20 or more Levels greater than its user.
Essence-Warped Strike- (Technique Ability, Kensei) Possessor may use 'Essence-Warped Strike' in conjunction with a 'Melee Attack' action if possessor has a Sword equipped, a Sword Arts spell is cast as part of said action, and no other technique is used. Any moderate negative status effect infliction chance that said action possesses may be exchanged for an equal chance of inflicting a different moderate negative status effect.
Expert Sword Arts Attunement- (Passive Ability, Kensei) Sword Arts spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Sword Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Focused Sword Arts Casting- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Sword Arts
Infuse Blade- (Active Ability, Kensei) Possessor may spend an action to make any one Sword equipped by possessor solely possessor's elements.
Is Sometimes a Sword- (Passive Ability, Kensei) Possessor is retired if the non-temporary item 'Sword of Vashna' ceases to exist, save by being transformed into possessor, Possessor cannot be detransformed into an item by effects that would detransform possessor in non-RP threads
Is Sword-Vashna- (Passive Ability, Kensei) One of possessor's weapon slots contains a temporary copy of the item '*Sword of Vashna' at the beginning of each thread, with the stipulation that said copy cannot be transformed into a sub-character
Kensei- (Passive Ability, Kensei) All Sword Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Sword Arts spells cost possessor (250 * Possessor Level) less MP to cast
Living Weapon- (Passive Ability, Kensei) Possessor gains the subtype Sword and always counts as wielding a Sword
Mage King's Demise- (Technique Ability, Kensei) Possessor may use 'Mage King's Demise' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action if possessor is wielding a Sword, if possessor is casting a Sword Arts spell as part of said action, and if no other technique is used. Said action gains +150,000 Melee Attack, gains the element Physical, and prevents its target from casting spells if its target is below Level 80 and not 5 or more Levels greater than its caster.
Magic Fire Within the Soul- (Technique Ability, Kensei) Possessor gains +200 uncapped SPI. Possessor may use 'Soulflame Blast' in conjunction with a 'Magical Attack' or 'Overdrive' actions with the same conditionals on its use as would otherwise usually be present. Actions involving it may incorporate the Melee Attack bonuses of its performer's Fire, Light, Hope, and Darkness element Swords as though they were equivalent Magical Attack bonuses.
Magic Sword- (Passive Ability, Kensei) At the beginning of any round, possessor may pay 50 MP to add Magic to the element of any Sword equipped by possessor as a buff that does not stack
Mana Blade- (Active Ability, Kensei) Possessor may spend an action to obtain a buff that provides +20 Damage for every 'Melee Attack' action possessor makes that deals damage until end of battle, with said buff stacking 200 times, This ability costs mana equal to its user's max mana, this ability is only usable if possessor has a Sword equipped
Master Sword Arts Attunement- (Passive Ability, Kensei) Possessor may choose for entities below Level 80 who do not possesses the ability 'Master Sword Arts Attunement' or a higher-Tier Tier-ability in the class Kensei to be unable to cast Sword Arts spells, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Sword Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Meditation of the Magic Blade- (Technique Ability, Kensei) Possessor may use 'Meditation of the Magic Blade' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that adds the Melee Attack bonus of any one of possessor's equipped Swords, to a max of 10,000 points, to possessor's next 'Magical Attack' action that includes a Sword Arts spell as a Magical Attack bonus, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Fury- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Fury' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action deals an amount of Flat Fire element HP Healing to its user equal to the 10 times the Melee Attack bonus of one of its user's equipped Swords, to a max of 10,000,000 points, also placing a non-stacking buff on its user that provides +1,000 Melee Attack, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Thirst- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Thirst' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action moves its user to the front row, also placing a non-stacking buff on its user that provides its user's next 'Melee Attack' action with +1,000 Melee Attack and 'deals HP Drain', with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Unbroken Sword- (Technique Ability, Kensei) Possessor may use 'Meditation of the Unbroken Sword' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that prevents individuals who are not 10 or more Levels greater than its possessor from destroying its possessor's equipped Swords, with said buff vanishing if its possessor does not have a Sword equipped.
Motorcycle Samurai- (Passive Ability, Kensei) Possessor gains +30% To Hit if possessor has a Vehicle transformation whose name includes 'Motorcyle' and a Sword both equipped
One Hekkin Samurai- (Passive Ability, Kensei) Possessor's base stats are increased by 1 if possessor possesses the ability 'Kensei' and the ability 'Swordsman' and is in 'Form of Dog' Stance
Practiced Cutting Flies in Half- (Passive Ability, Kensei) Possessor gains +2% To Hit against Insects while wielding a Sword
Practiced Cutting Horses in Half- (Passive Ability, Kensei) Possessor gains +2% Critical against Animals and Steeds while wielding a Sword
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Ready Blade- (Technique Ability, Kensei) Possessor may use 'Ready Blade' in conjunction with a 'Rest' or 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that provides +1,000 Melee Attack to possessor's next 'Melee Attack' action that includes a Sword Arts spell, with said buff vanishing if its possessor does not have a Sword equipped.
Residual Sword-Charging- (Passive Ability, Kensei) Whenever possessor conducts a 'Melee Attack' or 'Overdrive' action that involves the casting of a Sword Arts spell, possessor may choose to apply a buff that stacks 5 times to one of possessor's equipped Sword weapons that possesses a Magical Attack bonus that adds the elements of one Sword Magic spell that was used in said action to said Sword's elements (discounting the element Universe), with said buff lasting 5 rounds
Ruin Strike- (Technique Ability, Kensei) Possessor may use 'Ruin Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action if possessor is wielding a Sword, if possessor is casting a Sword Arts spell as part of said action, and if no other technique is used. Said action gains +50,000 Melee Attack, gains the element Destruction, and applies a debuff that stacks 3 times that provides -5,000 CON. Said action gains the additional cost of 5% of its user's Max MP.
Samurai (2)- (Passive Ability, Kensei) Possessor gains +500 Melee Attack, +500 Ranged Attack, and +500 Defense
Science-Destroyer- (Technique Ability, Kensei) Possessor may use 'Science Destroyer' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action if possessor is wielding a Sword, if possessor is casting a Sword Arts spell as part of said action, and if no other technique is used. Said action gains +60,000 Melee Attack, gains the element Mystic, and changes all of its target's Technology-element actions to being solely Null element if its target is below Level 65 and not more than 5 Levels greater than its caster. This technique has RP effects that foul up most technological things.
Soulflame Blast- (Technique Ability, Kensei) Possessor may use 'Soulflame Blast' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped. Said action uses Spirit as its Prime Attribute and incorporates the Melee Attack bonuses of its performer's Fire, Light, Hope, and Darkness element Swords as though they were equivalent Ranged Attack bonuses.
Soulflame Strikes- (Passive Ability, Kensei) Possessor gains +5% Critical (to a max of 200%) for 'Melee Attack' actions and +10% Critical (to a max of 200%) for 'Melee Overdrive' actions if possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped
Strike Like Air- (Passive Ability, Kensei) Possessor gains +5% To Hit (to a max of 200%) with 'Melee Attack' actions if possessor has an Air element Sword and an Air element Sword Arts spell equipped
Superior Bladesman's Art- (Technique Ability, Kensei) Possessor's 'Melee Attack' and 'Attack with Finesse' actions gain '2 hits against 1' against targets 5 or more Levels lower than possessor if possessor has a Sword and at least 5 Sword Arts spells equipped.
Sword Arts Casting I- (Passive Ability, Kensei) Sword Arts spells cost possessor 20 less MP to cast
Sword Arts Casting II- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast
Sword Echo- (Technique Ability, Kensei) Possessor may use 'Sword Echo' in conjunction with a 'Melee Attack' action if possessor has a Sword equipped, has a buff from a Kensei ability, and no other technique is used. If an attack that is part of said action misses, said action's user may remove one stacked instance of a buff from a Kensei ability to recalculate the attack's miss chance up to 100 times.
Time-Split Cut- (Technique Ability, Kensei) Possessor may use 'Time-Split Cut' in conjunction with a 'Melee Attack' action if possessor has a Sword equipped, a Sword Arts spell is cast as part of said action, and no other technique is used. Said action is delayed one round.
Tingly Sword Strikes- (Passive Ability, Kensei) When possessor conducts an action that incorporates the Melee Attack bonus of a Sword possessor is wielding, possessor may pay 15 MP to give that action a 15% chance of inflicting Paralyzed
Transform Into Vashna's Sword- (Active Ability, Kensei) Posessor may spend an action to become the item '*Sword of Vashna' as an effect that ignores the effect 'Is Sometimes a Sword'
Unified Knowledge of Swordsmanship and Sword Arts- (Passive Ability, Kensei) Possessor may count Swordsman abilities possessor possesses as Kensei abilities (including for prerequisite purposes), Possessor may count Kensei abilities possessor possesses as Swordsman abilities (including for prerequisite purposes)
Wave-Cutting Motion- (Passive Ability, Kensei) Possessor gains +350 Ranged Attack and +350 Magical Attack if possessor is wielding a Sword
Weapon of the Blademagus- (Active Ability, Kensei) Possessor may spend an action to exchange 20 points of Melee Attack bonus on a single Sword that character is wielding for 10 points of Magical Attack bonus, with said change being a buff on said weapon that stacks 200 times

~Kinetic Emperor~
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Apprentice Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 5% Physical Resistance
Heavy Smack- (Technique Ability, Kinetic Emperor) Possessor may use 'Heavy Smack' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action if said action is Physical element. Said action gains +200 Melee Attack and '20% inflicts Fatigued: Stun'
Knockdown Blow- (Technique Ability, Kinetic Emperor) Possessor may use 'Knockdown Blow' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action if said action is Physical element. Said action gains +200 Melee Attack, gains '30% inflicts Fatigued: Stun', and may shift targets of lower Level than caster who are below Level 60 who possess a lower STR than caster to the front row.
Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Defenses that Utilize Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 Defense if possessor has any Physical-element items equipped that provide a Defense bonus
Wall of Palms- (Technique Ability, Kinetic Emperor) Possessor may use 'Wall of Palms' in conjunction with a 'Defend' action if possessor is Physical element and possesses at least one empty Weapon slot. Said action grants its user a buff that provides +(User Level * 100 Defense), deals ((User Level + User's Base STR) * 2,000) Flat Physical element Damage to any individual who conducts an offensive action against its possessor, that causes its possessor to count as having an additional Physical element Shield equipped, that lasts 1 round, and that does not stack
Apprentice Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 500 points
Improved Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 5,000 points
Kinetic Emperor- (Passive Ability, Kinetic Emperor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Physical Resistance, Possessor ignores Physical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

~Living Legend~
Apprentice Defenses Against Glory- (Passive Ability, Other: Living Legend) Possessor gains +500 Defense against Glory
Apprentice Glory Resistance- (Passive Ability, Other: Living Legend) Possessor gains 5% Glory Resistance
Apprentice Glory Synchronization- (Passive Ability, Living Legend) Possessor gains +50 to all stats for each Glory element item equipped, Possessor's Glory element pets and summons gain +250 to all stats
Basic Acceleration Within Glory's Dominion- (Passive Ability, Other: Living Legend) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Glory
Basic Defenses Against Glory- (Passive Ability, Other: Living Legend) Possessor gains +50 Defense against Glory
Basic Glory Resistance- (Passive Ability, Other: Living Legend) Possessor gains 1% Glory Resistance
Basic Glory Synchronization- (Passive Ability, Other: Living Legend) Possessor gains +25 to all stats if possessor is Glory element
Detect Glory- (Passive Ability, Living Legend) Possessor gains +1% To Hit against Glory element targets
Improved Glory Resistance- (Passive Ability, Other: Living Legend) Possessor gains 10% Glory Resistance
Improved Defenses Against Glory- (Passive Ability, Other: Living Legend) Possessor gains +5,000 Defense against Glory
Living Legend- (Passive Ability, Other: Living Legend) Possessor ignores (1 * (Possessor Level/5), rounded down)% Glory Resistance, Possessor ignores Glory Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

~Merchant~
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Office Worker- (Passive Ability, Merchant) Possessor obtains +5 MP and 1% Fatigued Resistance
Weapons Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Weapons

~Monk~
Adept Unarmed Technique Attunement- (Passive Ability, Monk) Unarmed Technique spells cost possessor 10,000 less MP to cast, Unarmed Technique spells cast by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Unarmed Technique Spells, and may not be converted into other types of slots by individuals below Level 100
Army-Destroying Strike- (Technique Ability, Monk) Possessor may use 'Army-Destroying Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Unconquered Master Style' stance. Said action gains +1,000,000 Melee Attack, cannot target unique opponents of its caster, targets all non-unique opponents of its caster, unsummons all of its targets, and has a 50% chance of inflicting Instant Death on non-unique targets of lower Level than its performer.
Awakened Mind Guiding Hand- (Technique Ability, Monk) Possessor may use 'Awakened Mind Guiding Hand' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said action gains +7,000 Melee Attack and +75% To Hit.
Awareness of Energy Chakras- (Passive Ability, Monk) Possessor gains +100 STR, +100 AGI, +100 CON, +100 MIN, and +200 SPI
Basic Ki Use- (Passive Ability, Monk) Possessor gains +50 SPI, Spells with 'Ki ' or 'Ki-' in their name cost 200 less MP for possessor to cast
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Bee Defends Its Hive- (Passive Ability, Monk) If possessor is in 'Bee Style' stance, possessor may, to a max of once per round, in response to an action in which an opponent of possessor attacked a single ally of possessor, perform a 'Melee Attack' action that targets solely said opponent (and, optionally, possessor) as a counter. Said counter may be a 'Ranged Attack' action with the same targeting restriction if possessor possesses the ability 'Bee Style Weapon Addition' and is wielding a Bow.
Bee Drives In Its Stinger- (Passive Ability, Monk) If possessor is in 'Bee Style' stance, possessor may, whenever possessor performs an attack that targets a single individual other than possessor, choose to obtain a debuff that reduces its possessor's Defense by 500 that does not stack and that lasts until the end of the next round to cause said attack to deal 10,000 additional Damage.
Bee Sting- (Technique Ability, Monk) Possessor may use 'Bee Sting' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Bee Style' stance. Said action gains +100 Melee Attack, gains a 15% chance of inflicting Pain, and increases its chances of inflicting minor negative status effects by 15%.
Bee Style- (Stance Ability, Monk) Possessor gains +500 AGI and +500 Melee Attack.
Bee Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Ranged Attack if wielding a Throwing Weapon while in 'Bee Style' stance. Possessor may use Techniques that require possessor be in 'Bee Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Throwing Weapon. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Ranged Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Throwing Weapon and in 'Bee Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Ranged Attack' action if possessor is wielding a Throwing Weapon and is in 'Bee Style' stance. Possessor counts as possessing 8 additional Assassin abilities for prerequisite purposes if possessor possesses this ability and 'Master of Bee Style'.
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blades of the Wolf Pack- (Technique Ability, Monk) Possessor may use 'Blades of the Wolf Pack' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action gains (+500 Melee Attack and +5% To Hit) for each other individual that targeted one or more of said action's target's with an attack that incorperated the Technique 'Blades of the Wolf Pack' earlier in the same round, to a max of 200 different individuals.
Blinding the Supernal- (Technique Ability, Monk) Possessor may use 'Blinding the Supernal' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said gains +12,000 Melee Attack applies a debuff to its targets that makes them unable to obtain To Hit increases from Psychic or Fate element buffs.
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Body of Legends- (Passive Ability, Monk) Possessor gains +1,000,000 to all stats and is Immune to entities below Level 40 while in 'Unconquered Master Style' stance.
Brawny- (Passive Ability, Monk) Possessor gains +100 STR and +100 CON
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Bumbling Bee Defensive Ruse- (Passive Ability, Monk) If possessor is in 'Bee Style' stance, possessor gains +10% Dodge against individuals who have not attacked possessor on a previous round.
Controlled Breathing- (Passive Ability, Monk) Possessor gains 1% Suffocation Resistance
Defensive Combat Training- (Passive Ability, Monk) +20 Defense
Diamond Body Shield- (Technique Ability, Monk) Possessor may use 'Diamond Body Shield' in conjunction with a 'Defend' action so long as no other technique is used as part of said action and possessor is in 'Diamond Body Style' stance. Said action provides its performer with a non-stacking buff that lasts 60 rounds that provides +6,000 Defense and +40% Resilience.
Diamond Body Style- (Stance Ability, Monk) Possessor gains +6,000 Defense and 40% Resilience.
Diamond Body Style Weapon Addition- (Passive Ability, Monk) Possessor gains +6,000 Melee Attack and +6,000 Defense if wielding a Shield while in 'Diamond Body Style' stance. Possessor may use Techniques that require possessor be in 'Diamond Body Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Shield. Possessor counts as possessing 8 additional Defender abilities for prerequisite purposes if possessor possesses this ability and 'Master of Diamond Body Style'.
Diamond Body Without Flaw- (Technique Ability, Monk) Possessor may use 'Diamond Body Without Flaw' in conjunction with a 'Defend' action so long as no other technique is used as part of said action and possessor is in 'Diamond Body Style' stance. Said action provides its performer with a non-stacking buff that lasts 60 rounds that prevents entities below Level 40 from criticalling its possessor.
Final Triumph Impact- (Technique Ability, Monk) Possessor may use 'Final Triumph Impact' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Unconquered Master Style' stance. Said action gains +1,000,000 Melee Attack and applies a debuff to entities that it kills that makes them unable to be resurrected by sources of lower Level than its performer that are below Level 80, with said debuff being unable to be removed by sources of lower Level than its creator that are below Level 80.
Fist As Hard As Diamond- (Technique Ability, Monk) Possessor may use 'Fist As Hard As Diamond' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Diamond Body Style' stance. Said action gains +5,000 Melee Attack, and its performer takes 60,000 less Damage from effects that would deal it Damage due to having targeted said action's targets with said action or with attacks that were part of said action.
Fleet Feet- (Passive Ability, Monk) Possessor gains +50 to any one turn-order-determining stat for turn-order-determining purposes
Full Control of Power Masking- (Passive Ability, Monk) Possessor may, at the beginning of any thread, choose to lose the ability 'Mask True Power' for the duration of the thread
Good Balance- (Passive Ability, Monk) Possessor's row may not be shifted without possessor's permission by sources below Level 4
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Has Undergone Harsh Training- (Passive Ability, Monk) +400 HP
Has Undergone More Harsh Training- (Passive Ability, Monk) +200 HP, +50 STR, +50 CON, +50 AGI
Howling Rage- (Technique Ability, Monk) Possessor may use 'Howling Rage' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action's performer gains a buff at the start of said action that stacks 3 times that lasts 5 rounds that provides +500 Melee Attack, +500 STR, and +5% Critical.
Improved Defensive Combat Training- (Passive Ability, Monk) +200 Defense
Improved Ki Channeling- (Passive Ability, Monk) Possessor gains +300 SPI, Spells with 'Ki ' or 'Ki-' in their name cost 500 less MP for possessor to cast
Ki Charge- (Passive Ability, Monk) Possessor may, at the start of any round, obtain a buff that provides +50 STR, AGI, CON, and SPI, with said buff stacking 5 times
Ki Energy Projection- (Passive Ability, Monk) If possessor possesses a buff from an ability of possessor's called 'Ki Charge', possessor may, before or after any action, remove a stacked instance of said buff to gain +500 Ranged Attack for the remainder of the round as a buff that stacks 5 times
Ki Levitation- (Passive Ability, Monk) If possessor possesses a buff from an ability of possessor's called 'Ki Charge', possessor gains 15% Dodge
Ki Strike- (Technique Ability, Monk) Possessor may use Ki Strike in conjunction with a Melee Attack action, so long as no other technique is used and an Unarmed Technique spell is cast as part of said action. Possessor gains +300 Melee Attack for purposes of said action.
Ki-Powered Casting- (Passive Ability, Monk) If possessor possesses a buff from an ability of possessor's called 'Ki Charge', possessor may remove a stacked instance of said buff to make any one spell possessor is casting cost 500 less MP to cast, with a max of 5 such stackings being removed per spell
Mantra of the Diamond Body- (Technique Ability, Monk) Possessor may use 'Mantra of the Diamond Body' in conjunction with a 'Defend' action so long as no other technique is used as part of said action and possessor is in 'Diamond Body Style' stance. Said action provides its performer with a non-stacking buff that lasts 4 rounds that provides (Poison Immunity, Diseased Immunity, Impaired Immunity, Stat Drain Immunity, and Fatigued Immunity') against sources below Level 40.
Martial Artist- (Passive Ability, Monk) +300 Melee Attack if at least one Weapon slot is empty, +300 STR, AGI, and CON, +110 MIN and SPI, 120% To Hit, 15% Dodge, 10% Resilience
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Master of Bee Style- (Passive Ability, Monk) Possessor gains +500 AGI and +500 Melee Attack while in 'Bee Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Master of Diamond Body Style- (Passive Ability, Monk) Possessor gains +6,000 Defense and +40% Resilience while in 'Diamond Body Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes.
Master of Oracle's Iris Style- (Passive Ability, Monk) Possessor gains +70% To Hit while in 'Oracle's Iris Style' stance, possessor counts as possessing 7 additional Diviner abilities and 7 additional Shrine Maiden abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Master of Unconquered Master Style- (Passive Ability, Monk) Possessor gains +250 to all unmodified stats while in 'Unconquered Master Style' stance, possessor counts as possessing 7 additional Living Legend abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Master of Wolf Style- (Passive Ability, Monk) Possessor gains +500 STR and +5% To Hit while in 'Wolf Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Monk's Build- (Passive Ability, Monk) Possessor gains +200 CON, +200 AGI, +200 STR, and +2,000 HP
Muscular- (Passive Ability, Monk) Possessor gains +200 STR and +50 CON
Oracle's Iris Style- (Stance Ability, Monk) Possessor gains 170% To Hit.
Oracular Combat Practices- (Passive Ability, Monk) While possessor is in 'Oracle's Iris Style' stance, possessor obtains +35% To Hit, +35% Dodge, and +35% Critical.
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Perfection of the Diamond Body- (Passive Ability, Monk) While possessor is in 'Diamond Body Style' stance, possessor gains +6,000 Defense, gains 100% Poison Resistance, gains 100% Fatigued Resistance, gains 100% Disease Resistance, gains 100% Impaired Resistance, and gains 100% Stat Drain Resistance.
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
Revelation-Mirror Blow- (Technique Ability, Monk) Possessor may use 'Revelation-Mirror Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said action gains +7,000 Melee Attack and scans its target's stats.
Shield of Shining Legends- (Technique Ability, Monk) Possessor may use 'Shield of Shining Legends' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Unconquered Master Style' stance. Said action provides its performer with a non-stacking buff that provides +(1,000 * its performer's Fame, to a max of 100 Fame) Defense while its possessor is Glory element that lasts a number of rounds equal to its source's Fame.
Single Killing Blow- (Technique Ability, Monk) Possessor may use 'Single Killing Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Unconquered Master Style' stance. Said action, to a max of once per battle, if targeting a single opposing target (inflicts Instant Death on its target if said target is non-unique and deals 100,000,000 additional Damage to its target if its target is unique).
Swarm of Martial Blows- (Passive Ability, Monk) If possessor is in 'Bee Style' stance, possessor gains +5% To Hit, Critical, and Dodge for each ally possessor possesses who is in a Monk stance, to a max of 5 such allies.
Third-Eye Inevitable Strike- (Technique Ability, Monk) Possessor may use 'Third-Eye Inevitable Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said action gains +7,000 Melee Attack and cannot miss targets below Level 60.
Toned Body- (Passive Ability, Monk) Possessor gains +50 CON, +50 STR, and +300 HP
Unconquered Master Style- (Passive Ability, Monk) Possessor gains +250 to all unmodified stats and gains the element Glory.
Unconquered Master Style Weapon Addition- (Passive Ability, Monk) Possessor gains +1,000,000 Melee Attack if wielding a Sword while in 'Unconquered Master Style' stance. Possessor may use Techniques that require possessor be in 'Unconquered Master Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Sword. Possessor counts as possessing 8 additional Swordsman abilities for prerequisite purposes if possessor possesses this ability and 'Master of Unconquered Master Style'.
Unmask True Power- (Passive Ability, Monk) When possessor leaves the 'Mask True Power' Stance, if possessor is alive, possessor may choose to undo any changes to possessor that were produced by said Stance.
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Wolf Hunts With Allies- (Passive Ability, Monk) If possessor is in 'Wolf Style' stance, possessor obtains (+5% To Hit, +5% Dodge, +5% Critical, +5% Resilience, and +500 Melee Attack) per unique ally who is in a Monk stance whose name includes 'Style', to a max of 30 such allies.
Wolf Style- (Stance Ability, Monk) Possessor gains +500 STR and +5% To Hit.
Wolf Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Sword while in 'Wolf Style' stance. Possessor may use Techniques that require possessor be in 'Wolf Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Sword. Possessor counts as possessing 8 additional Swordsman abilities for prerequisite purposes if possessor possesses this ability and 'Master of Wolf Style'.
Wolf Takedown- (Technique Ability, Monk) Possessor may use 'Wolf Takedown' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action gains +500 Melee Attack and a 50% chance of inflicting Fatigued: Prone.
Wolf's Sudden Lunge- (Technique Ability, Monk) Possessor may use 'Wolf's Sudden Lunge' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action gains +500 Melee Attack, gains +15% To Hit, and cannot be countered by entities below Level 40.
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON

~Necromancer~
Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
Apprentice Necromancy Attunement- (Passive Ability, Necromancer) +250 Damage to all damage dealing Necromancy spells, +500 HP and +150 to damage for all Necromancy summons, all Necromancy spells that drain HP or stat points drain an additional 50 HP if they drain HP and 5 additional points of whatever stats they already drain, All Necromancy spells cost 50 less MP
Autodetect Undead- (Passive Ability, Necromancer) At the start of battle, possessor is informed of the number of opponents possessor faces who are below Level 80 who are Undead
Basic Necromancy Attunement- (Passive Ability, Necromancer) All Necromancy spells gain +10 Magical Attack and cost 10 less MP, and all Necromancy summons gain +20 HP and +10 to the damage of all their attacks
Creepy- (Passive Ability, Necromancer) Possessor's Confusion: Fear infliction chances are increased by 5%
Grave-Cold Flesh- (Passive Ability, Necromancer) Possessor gains 1% Ice Resistance
Has Experienced the Influence of Necromantic Magics- (Passive Ability, Necromancer) 1% Darkness Resistance
Makes Horses Nervous- (Passive Ability, Necromancer) Possessor's Confusion: Fear infliction chances are increased by 5% against Steeds
Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Necrotic Blade- (Stance Ability, Necromancer) +190 Melee Attack if possessor's melee attack is at least partially Darkness element, Possessor's melee attacks drain up to 200 HP from their targets, providing that at least that much damage was dealt, Possessor's melee attacks heal Undead
Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers

~Pactmaker~
Apprentice Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Basic Knowledge of Devil Names- (Passive Ability, Pactmaker) Possessor counts as one Level greater for stat-scanning purposes when scanning the stats of Devils, to a max of Level 20
Basic Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Understanding of Namebinding- (Passive Ability, Pactmaker) Possessor's Magical Attack and Cast a Spell actions that target Devils below Level 20 whose stats have been scanned by possessor may gain '60% inflicts Charm'
Bind Magic to Unwilling Lives- (Passive Ability, Pactmaker) Whenever possessor creates a buff or a debuff, possessor may select an individual who is either willing or below Level 20, said buff or debuff cannot be removed by individuals below Level 20 without possessor's permission while said individual is alive
Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Brimstone Odor- (Passive Ability, Pactmaker) If possessor is a Devil, possessor gains a 10% chance of inflicting Pain: Nausesus on up to 10 non-Devil, non targets at the start of each round
Cloven Devil-Hooves- (Passive Ability, Pactmaker) If possessor is a Devil, possessor gains +100 AGI and +100 Melee Attack
Devil Flesh- (Passive Ability, Pactmaker) If possessor is a Devil, possessor gains +200 Defense
Devil Horns- (Passive Ability, Pactmaker) If possessor is a Devil, possessor gains +100 Melee Attack
Devil Traits- (Passive Ability, Pactmaker) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Devil
Devilish Age-Resistance- (Passive Ability, Pactmaker) If possessor is a Devil, possessor gains Fatigued: Elderly Immunity
Empowered By Envy- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has performed an action of the same name as an action performed by a different individual earlier in the same round during same battle
Empowered By Gluttony- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has used two or more different Food consumables on itself during said battle
Empowered By Greed- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has dealt Gold Drain during said battle
Empowered By Lust- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Charm: Lust
Empowered By Pride- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor refuses a buff from an ally
Empowered By Sloth- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has passed an action during said battle
Empowered By Sorrow- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Depression
Empowered By Wrath- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Berserk
Knowledge Of Empowerment Through Sin- (Passive Ability, Pactmaker) Possessor gains +50 to all stats if possessor is not Good element
Leech Good Fortune to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Hexed: Ill Fortune at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Joy to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Confusion: Depression at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Magic to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to take 5,000 Flat Darkness element MP Damage at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Vigor to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Fatigued at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Mystic Sacrifice- (Passive Ability, Pactmaker) Possessor may also apply Perform Sacrifice to Magical Attacks
Numeral-Bearer- (Passive Ability, Pactmaker) If possessor is an Arch-Daemon, Arch-Devil, Arch-Demon, or Fiend, possessor's actions cannot be controlled by lower-Level Daemons, Devils, Demons, Arch-Daemons, Arch-Devils, or Arch-Demons, and possessor is Immune to sources below Level 60
Pactmaker- (Passive Ability, Pactmaker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Devil pet only, This ability provides +50 HP and +10 to all stats of possessor's Devil pets and summons per Level of possessor
Perform Sacrifice- (Active Ability, Pactmaker) Possessor's may use Perform Sacrifice in conjunction with a Melee Attack so long as no other technique is used. Should possessor kill one or more targets with said Melee Attack, possessor gains 100 MP per slain individual that goes into a separate pool of MP that may only be used to cast Dark Magic or spells which summon Devils, with said pool of MP beginning with 0 MP in it and having a max MP capacity equal to 1/4 possessor's modified, unbuffed Max MP. Possessor may not gain MP from the same individual multiple times in one thread.
Permanent Writing that Glows Red- (Passive Ability, Pactmaker) Buffs and debuffs with possessor as a source may not be removed by sources below Level 10 (including possessor), said Level rises to 15 but ceases to include possessor is possessor is a Devil
Permanent Writing that Glows Red- (Passive Ability, Pactmaker) Buffs and debuffs with possessor as a source may not be removed by sources below Level 10 (including possessor), said Level rises to 15 but ceases to include possessor is possessor is a Devil
Pointy Attack-Beard- (Passive Ability, Pactmaker) If possessor is a Devil, possessor gains +500 Melee Attack and counts as wielding an additional Deadly Weapon
Sacrificially Empowered Caster- (Passive Ability, Pactmaker) Possessor gains +250 Magical Attack as a buff and possessor's spells cost 150 MP less on turns following possessor's successful use of Perform Sacrifice as part of an attack that killed at least one target that provided possessor with MP via Perform Sacrifice, does not stack, with this effect lasting (1 + (Possessor Level / 5, rounded down)) rounds.
Self-Devil-Binding- (Active Ability, Pactmaker) At the start of each thread, possessor may bring a Devil pet that is Level 1 or lower into the thread attached to this ability. Possessor may spend an action to replicate any ability possessed by said Devil, doing so as though said Devil were performing said ability
Write With the Blood of a Nearby Individual- (Passive Ability, Pactmaker) Whenever possessor casts a spell, possessor may deal 500 Flat Darkness element Damage to any individual in the same battle to make said spell cost 500 less MP
Write With the Blood of a Nearby Individual- (Passive Ability, Pactmaker) Whenever possessor casts a spell, possessor may deal 500 Flat Darkness element Damage to any individual in the same battle to make said spell cost 500 less MP

~Paladin~
Apprentice Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Holy Magic spells that buff stats do so by 50 more points per such stat
Basic Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Holy Magic spells that buff stats do so by 5 more points per such stat
Basic Paladin Combat Training- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Melee Attack bonus gain +10 additional Melee Attack, Possessor gains +50 Defense and +50 SPI
Holy Shield- (Passive Ability, Paladin) Possessor gains +50 Defense per Light element Shield and Armor equipped against Demons, Daemons, and Devils
Holy Sword- (Passive Ability, Paladin) Possessor gains +50 Melee Attack with Light element Weapons against Demons, Daemons, and Devils, Possessor gains -200 Melee Attack with all weapons against Angels, Devas, Celestials, and Holy Ones
Paladin- (Passive Ability, Paladin) Possessor's Damage-dealing actions that involve the casting of Holy Magic spells deal (500 + 100 * Possessor Level) additional Damage, Holy Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast
Paladin's Grace- (Passive Ability, Paladin) Possessor gains +50 AGI, 15% Paralysis Resistance, and 5% Dodge if possessor has at least 3 Holy Magic spells equipped, this AGI bonus is increased to +150 if any foes are Demons, Daemons, Devils, Darkspawn, or Undead
Paladin's Shield of Faith Stance- (Stance Ability, Paladin) 1/4 the Defense bonus provided by equipped Shields is added to possessor's Magical Attack for spells that heal or buff allies but have no negative effect for foes
Pure Self- (Passive Ability, Paladin) Possessor has a 5% chance at the start of every round per minor status effect possessor is afflicted with to have said minor status effect cured immediately
Righteous Savior- (Passive Ability, Paladin) Possessor gains +30,000 uncapped SPI, Possessor gains +2,000,000 HP and +2,000,000 MP as a non-stacking bonus, Possessor's Demon, Devil, Daemon, Arch-Demon, Arch-Devil, Arch-Daemon, Fiend, Darkspawn, Outer Terror, and Undead opponents that are below Level 99 and possess a lower SPI than possessor may not prevent possessor from resurrecting entities
Shielded by Spiritual Purity- (Passive Ability, Paladin) +50 Defense, Possessor gains +50 additional Defense when possessor has not taken any SPI Damage and is not afflicted with Stat Drain: SPI Drain

~Prophet of the Darkest Abysses~
Apprentice Prophet of the Darkest Abysses Knowledge- (Passive Ability, Prophet of the Darkest Abysses) Possessor's Fiend pets and summons gain +5,000 HP, +5,000 MP, +1,000 to damage dealt, and +500 to all stats
Assumption of the Essence of the Fiend- (Passive Ability, Prophet of the Darkest Abysses) Possessor may, at the beginning of a thread, choose to become the subtype Fiend
Base Fiend Synchronicity- (Passive Ability, Prophet of the Darkest Abysses) Possessor may treat Fiend as a base subtype
Basic Prophet of the Darkest Abysses Knowledge- (Passive Ability, Prophet of the Darkest Abysses) Possessor's Fiend pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Legacy Fiend Traits- (Passive Ability, Other: Prophet of the Darkest Abysses) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to one third 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 one third level, then possessor's HP is multiplied by 3, possessor's MP is multiplied by 3, possessor's STR is multiplied by 3, possessor's AGI is multiplied by 3, possessor's CON is multiplied by 3, possessor's MIN is multiplied by 3, possessor's SPI is multiplied by 3, possessor's Defense is multiplied by 3, possessor's Critical Chance is multiplied by 3, possessor's Dodge is multiplied by 3, possessor's (To Hit - 100, Minimum 100) is multiplied by 3, possessor's Resilience is multiplied by 3, possessor's attack bonuses are multiplied by 3, and possessor's listed Damage values are multiplied by 3, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. This ability only takes effect if possessor is an Fiend. 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.
Fiend Traits- (Passive Ability, Other: Prophet of the Darkest Abysses) If possessor is a Fiend, then possessor's HP is multiplied by 3 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 3 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 3 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 3 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's SPI is multiplied by 3 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 3 as an effect that does not stack with other Defense multiplying effects, possessor's Critical Chance is multiplied by 3 as an effect that does not stack with other Critical Chance multiplying effects, possessor's Dodge is multiplied by 3 as an effect that does not stack with other Dodge multiplying effects, possessor's (To Hit - 100, Minimum 100) is multiplied by 3 as an effect that does not stack with other To Hit multiplying effects, possessor's Resilience is multiplied by 3 as an effect that does not stack with other Resilience multiplying effects, possessor's attack bonuses are multiplied by 3 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 3 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. 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.
Formshift: Fiend- (Stance Ability, Prophet of the Darkest Abysses) Possessor's subtype becomes Fiend

~Puppet Master~
Apprentice Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Daemon- (Passive Ability, Puppet Master) Possessor may, at the beginning of a thread, choose to become the subtype Daemon
Basic Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Daemon Calling I- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +20 to all stats
Daemon Calling II- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +200 HP
Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +20 to all stats
Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 to all stats
Daemon Traits- (Passive Ability, Puppet Master) Possessor gains Hexed Immunity and Fear Immunity so long as possessor is a Daemon
Daemonic Age-Resistance- (Passive Ability, Puppet Master) If possessor is a Daemon, possessor gains Fatigued: Elderly Immunity
Defensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +50 Defense
Defensive Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +250 Defense
Form of Cholkosh- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 CON and Charm: Lust Immunity
Form of Daccheros-Syr- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains 50% Dodge
Form of Fulgerstahd- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 AGI and +100 Ranged Attack
Form of Gilbezbran- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 CON and 15% inflicts Disease
Form of Irrimachi- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +50 to all stats and Stat Drain: CON Drain Immunity
Form of Irrindil- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 SPI and Fatigued: Elderly Immunity
Form of Irrumei- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +200 SPI
Form of Lyshrekh- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 MIN and Stat Drain: MIN Drain Immunity
Form of Neithort- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 AGI and Poison Immunity
Form of Tjourquoth- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +300 MIN and Confusion Immunity
Formshift: Daemon- (Stance Ability, Puppet Master) Possessor's subtype becomes Daemon
Offensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have the Damage values of their abilities increased by 50 points
Offensive Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have the Damage values of their abilities increased by 500 points
Puppet Master- (Passive Ability, Puppet Master) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Daemon pet only, This ability provides +50 HP and +10 to all stats of possessor's Daemon pets and summons per Level of possessor

~Radiant Hierophant~
Absorb Light- (Passive Ability, Radiant Hierophant) Possessor Absorbs Light against sources below Level 20 if Level 20 or greater
Adept Light Synchronization- (Passive Ability, Radiant Hierophant) Amounts of Light element Damage possessor deals are increased by 10,000 points, Light element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Light element Spells, and may not be converted into other types of slots by individuals below Level 100
Ambassador of Day- (Passive Ability, Radiant Hierophant) Possessor's Darkness-element allies gain +300 to all stats as a non-stacking buff if possessor is Light element
Apprentice Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense against Light
Apprentice Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 5% Light Resistance
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +100 to all stats
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 to all stats while in a Zone of Light
Basic Acceleration Within Light's Dominion- (Passive Ability, Radiant Hierophant) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Light
Basic Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +50 to all stats
Basic Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 Defense against Light
Basic Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 1% Light Resistance
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +10 to all stats
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats while in a Zone of Light
Control of Light- (Passive Ability, Radiant Hierophant) Possessor has a 20% chance of being able to cancel the actions of Light element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Detect Light- (Passive Ability, Radiant Hierophant) Possessor gains +1% To Hit against Light element targets
Elemental Attack-Conversion: Light- (Technique Ability, Radiant Hierophant) Possessor may use 'Elemental Attack-Conversion: Light' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Magic element and no other technique is used. Said action becomes solely the element Light.
Elemental Invocation of Light- (Technique Ability, Radiant Hierophant) Possessor may use 'Elemental Invocation of Light' in conjunction with an 'Elemental Attack' action so long as possessor is Light element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Light- (Passive Ability, Other: Radiant Hierophant) Whenever possessor absorbs Damage that is Light element Damage, Possessor may choose to deal 10,000 Flat Light element Damage to up to 10 targets
Greater Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +5,000 Defense against Light
Improved Defenses that Utilize Light- (Passive Ability, Radiant Hierophant) Possessor gains +2,000 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Improved Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 10% Light Resistance
Improved Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +250 to all stats
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +1,000 to all stats while in a Zone of Light
Light Immunity- (Passive Ability, Radiant Hierophant) Possessor gains Light Immunity against sources below Level 20 if Level 20 or greater
Light Manipulation- (Passive Ability, Radiant Hierophant) Possessor may choose one of the following at the beginning of each round if Light element: Create a Zone of Light, Remove a Zone of Light created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Light by either possessor or a source below Level 20, Add Light to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Light element on a Light element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Light, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Light, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Light element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Light to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Light, 5% Light Resistance, or +50 Defense against Light and 1% Light Resistance until the end of the round as a non-stacking buff
Like a Lone Star within the Night- (Passive Ability, Radiant Hierophant) Possessor, if Light-element, gains +200 to all stats if possessor has no Light-element allies and at least one Darkness-element ally
Nonsynchrnous Elemental Attack-Conversion: Light- (Passive Ability, Radiant Hierophant) Possessor may use the Technique 'Elemental Attack-Conversion: Light' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Light element.
Nourish Light- (Passive Ability, Other: Radiant Hierophant) Whenever possessor deals HP or MP healing to an Light element individual, possessor deals 300 additional points
Nourished By Light- (Passive Ability, Radiant Hierophant) If possessor is Light element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Light
Partial Channeling of the Wrath of Light- (Passive Ability, Radiant Hierophant) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Awestruck
Partially Unfettered by the Bonds of Light- (Passive Ability, Radiant Hierophant) Possessor gains 5% Awestruck Resistance
Prosperous Venting of Excess Light- (Passive Ability, Radiant Hierophant) If possessor is Light element and performs an 'Elemental Attack' action that is solely Light element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Radiant Hierophant- (Passive Ability, Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Reflect Light- (Passive Ability, Radiant Hierophant) Possessor Reflects Light against sources below Level 20 if Level 20 or greater
Shadow-Casting Brilliance- (Passive Ability, Radiant Hierophant) Possessor's Darkness-element allies gain +200 to all stats as a non-stacking buff if possessor is Light element
Soothing Light Emanation- (Passive Ability, Other: Radiant Hierophant) Whenever possessor absorbs Damage that is Light element Damage, Possessor may choose to deal 10,000 Flat Light element HP Healing to up to 10 targets that are Light element
Stability Within Light- (Passive Ability, Other: Radiant Hierophant) Possessor gains 25% minor negative status effect resistance while in a Zone of Light
Understanding of the Bonds of Light- (Passive Ability, Other: Radiant Hierophant) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Light element individual
Zonal Light Control- (Passive Ability, Radiant Hierophant) Possessor may, at the start of each round, choose one Zone of Light that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

~Ravager~
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped

~Scholar~
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic 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
Knowledge of Many Monsters- (Passive Ability, Scholar) Possessor treats the Resistances of all opponents that are on the Enemy List, are non-unique, and are below Level 40 as being 5% Lower if possessor has a Book equipped
Knowledge of Popular Anime- (Passive Ability, Scholar) Possessor gains +20 MIN
Knowledge of Random Trivia- (Passive Ability, Scholar) Possessor gains +50 MIN on rounds whose number is a multiple of 7
Relevant Quotation- (Technique Ability, Scholar) Possessor may use 'Relevant Quotation' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Book is equipped and no other technique is used as part of said action. Said action, if a spell is being cast as part of it that contains an element that is possessed by a book equipped by its performer, gains +15 Magical Attack.
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.
Student of Histories- (Passive Ability, Scholar) Possessor obtains +50 MIN if at least 15 rounds have passed in battle and possessor has a Book equipped
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN

~Shrine Maiden~
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Guarded by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +50 Defense while possessor possesses at least 2 Spirit allies
Guarded Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not summoned any non-'Spirit Magic' summons during this thread
Guarded Purity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not been afflicted with any negative status effects during this thread
Shrine Maiden- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +380 additional Magical Attack, have a 50% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 1,500 more HP, 100 more to each stat, and stay for 5 rounds longer, plus an additional +15 additional Magical Attack per possessor level
Spirit that Shines with Rage- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that deal damage to targets and involve Spirit Magic
Spiritual Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source
Spiritual Impurity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source
Summons Through Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +100 to all stats if summoned while one of possessor's opponents is afflicted with at least one negative status effect with possessor as a source
Summons Through Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +100 to all stats if summoned while possessor is not afflicted with any negative status effects

~Slayer~
And With This, I Will Burn You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Fire element may gain '5% inflicts Burning'
And With This, I Will Strangle You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Air element may gain '5% inflicts Suffocation'
Any Object Is Deadly In My Hands- (Passive Ability, Slayer) Possessor may choose to count Antiquities equipped through possessor's Slayer abilities as weapons as Deadly Items
Apprentice Deadly Item Training- (Passive Ability, Slayer) This character gains +60 Melee Attack, +60 Ranged Attack, +60 Magical Attack, and +5% Critical when a Deadly Item is equipped.
Apprentice Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +5,000
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000
Defensive Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a Defense bonus equal to its value divided by 1,000, to a max of +1,000 Defense
Sheer-Offensive Stance- (Stance Ability, Slayer) Possessor's Defense is halved, Possessor's Resilience drops to 0%, Possessor's Dodge is halved, Possessor gains +(Possessor's former Resilience, to a max of 200)% Critical, Possessor gains +(One half possessor's lost Dodge, to a max of 200)% to Hit, Possessor gains +(One half possessor's former Defense value, to a max of 20,000) Melee Attack, Magical Attack, and Ranged Attack
Slayer- (Passive Ability, Slayer) Possessor gains +(500 +(50 * Possessor Level)) Melee Attack, Magical Attack, and Ranged Attack if possessor has a Deadly Item equipped, Possessor gains +5% Critical if possessor has a Deadly Item equipped
Stat-Defense-Focused Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a Defense against Stat Damage bonus equal to its value divided by 10,000, to a max of +100 Defense against Stat Damage

~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.
Armorer- (Passive Ability, Smith) All armors have their stat bonuses that they provide increased by +20
Axecrafter- (Passive Ability, Smith) All Axes give +20 CON
Basic Blacksmithing Training- (Passive Ability, Smith) Posessor gains +6 Melee Attack if a Sword, Hammer, Axe, Mace, Spear or Polearm is equipped by possessor. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped by possessor.
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Bladesmith- (Passive Ability, Smith) +25 Melee Attack if a Sword, Knife, Bladecane, Polearm, Axe, Bailartix, or Scythe is equipped
Blunt Weapon Crafter- (Passive Ability, Smith) +25 Melee Attack if a Mace, Staff, or Hammer is equipped
Bowyer- (Passive Ability, Smith) Bows give +30 Ranged Attack
Efficient Crafter- (Passive Ability, Smith) Possessor's spells and secret formulas that create items cost possessor 150 less XP to use
Enchanted Weapon Crafter- (Passive Ability, Smith) All equipped weapons that provide attack bonuses have said bonuses increased by 100 each, +50 to all stats if a Magic Item, a weapon of any type, and an Enchantment spell are equipped
Experienced at Tempering- (Technique Ability, Smith) Possessor may use Experienced at Tempering in conjunction with a Melee or Magical Attack, so long as no other technique is used. If possessor hits a target with a Ice element attack that includes this technique that possessor hit with an Fire element attack the round prior, and said target is affected by a debuff that reduces its Defense by 50 that stacks 25 times
Fletcher- (Passive Ability, Smith) All equipped Ammo accessories give +20 Ranged Attack if possessor has a Bow equipped
Gauntlet Crafting- (Passive Ability, Smith) Possessor gains +10 to all stats and +20 Defense for each Gauntlets equipped
Gunsmith- (Passive Ability, Smith) Each Gun equipped provides +40 Ranged Attack
Hammersmith- (Passive Ability, Smith) All Hammers equipped give +20 CON
Heavy Armor Crafter- (Passive Ability, Smith) +50 Defense if a Heavy Armor is equipped
Helmcrafter- (Passive Ability, Smith) +50 Defense and 5% Resilience if a Helm is equipped
Light Armor Crafter- (Passive Ability, Smith) +50 Defense if a Light Armor is equipped
Miner- (Passive Ability, Smith) +10 Defense against Earth, +40 Defense if the terrain or phantom terrain is Caverns, 20% Suffocation Resistance if an Aerial pet or summon is possessed by possessor in battle
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
Polearm Crafter- (Passive Ability, Smith) +25 Melee Attack if a Spear or Polearm is equipped
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
Shieldcrafter- (Passive Ability, Smith) +50 Defense if a Shield is equipped
Shieldmaker- (Passive Ability, Smith) Each Shield equipped provides +20 Defense
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
Stonecarver- (Passive Ability, Smith) +200 Damage against Earth element Elementals to all attacks that deal damage, +20 STR if a Axe, Stone, or Mace is equipped
Swordsmith- (Passive Ability, Smith) Possessor's damage-dealing attacks deal an additional 200 points of Damage if possessor has a Sword equipped
Trained Smelter- (Passive Ability, Smith) Each Light Armor or Heavy Armor equipped provides +20 Defense
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus
Whittler- (Passive Ability, Smith) +25 to all stats if a Trinket is equipped, +15 MIN if a Staff is equipped, 1% Melee Attacks against Plants of lower level inflict a debuff that reduces their target's Defense by 25 that stacks 10 times
Woodcarver- (Passive Ability, Smith) +100 Damage against Plants to all attacks that deal damage, +20 STR if a Staff or Mace is equipped

~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
Basic Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +50 Defense against Ice
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 50 points
Cold Protection- (Passive Ability, Snow Queen) Possessor gains 10% Ice Resistance
Detect Ice- (Passive Ability, Snow Queen) Possessor gains +1% To Hit against Ice element targets
Freezing Ice Fists- (Passive Ability, Snow Queen) Possessor may choose for the bonus provided to Fist Weapons by possessor's 'Ice Fists' ability to also provide '30% inflicts Frozen'
Freezing Touch- (Passive Ability, Snow Queen) Possessor's 'Melee Attack' actions may gain '15% inflicts Frozen'
Greater Cold Protection- (Passive Ability, Snow Queen) Possessor gains 30% Cold Resistance
Ice Fists- (Passive Ability, Snow Queen) Possessor may choose at the beginning of a thread to cause all equipped Fist Weapons to gain the element Ice and also gain +50 Melee Attack
Improved Cold Protection- (Passive Ability, Snow Queen) Possessor gains 20% Ice Resistance
Masterful Cold Protection- (Passive Ability, Snow Queen) Possessor gains 50% Ice Resistance
Polar Climate Acclimation- (Passive Ability, Snow Queen) Possessor gains +200 Defense against Ice, with said bonus being increased to +400 against effects present on Zones
Shard-Splinter Ice Fists- (Passive Ability, Snow Queen) Possessor may choose for the bonus provided to Fist Weapons by possessor's 'Ice Fists' ability to also provide '+500 additional Melee Attack and 15% inflicts Wounded'
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
Superior Cold Protection- (Passive Ability, Snow Queen) Possessor gains 40% Ice Resistance
Trained in The Freezer in the Walrusfrost Endurance Competition- (Passive Ability, Snow Queen) Possessor gains +5% Ice Resistance
Weak Cold Protection- (Passive Ability, Snow Queen) Possessor gains 5% Ice Resistance

~Spatial Mage~
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
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
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 Viewing- (Passive Ability, Spatial Mage) Possessor ignores the Dodge Bonuses granted by buffs from sources below Level 80 that are present on targets that are in different battles

~Subspace Architect~
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

~Summoner~
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Fading-Call-Augmenting Techniques- (Passive Ability, Summoner) Spells cast by possessor whose name includes 'Fading Call' deal 5,000 additional points of Damage whenever they deal Damage; Spells cast by possessor whose name includes 'Fading Call' that replicate abilities performed by entities from the Enemy List as though said entities were performing them deal 5,000 additional points of Damage whenever they deal Damage
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Knowledge of Basic Techniques in Summoning Air-Element Entities- (Passive Ability, Summoner) Possessor's Air-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Light-Element Entities- (Passive Ability, Summoner) Possessor's Light-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Magic-Element Entities- (Passive Ability, Summoner) Possessor's Magic-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Physical-Element Entities- (Passive Ability, Summoner) Possessor's Physical-element summons gain +100 to all stats
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Summoner Magic Casting I- (Passive Ability, Summoner) Summoner Magic spells cost possessor 20 less MP to cast

~Swordsman~
Accurate Sword Use- (Passive Ability, Swordsman) Possessor gains +1% To Hit when a Sword is equipped
Adept Sword Training- (Passive Ability, Swordsman) Sword weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Sword Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Sword
Aerial-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Aerials and gains +25% Critical against Aerials.
Aerial-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aerials and gains +5% To Hit against Aerials.
Aerial-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Aerials, gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Alien-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Aliens and gains +25% Critical against Aliens.
Alien-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Alien-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Aliens, gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Aquatic-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Aquatics and gains +25% Critical against Aquatics.
Aquatic-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aquatics and gains +5% To Hit against Aquatics.
Aquatic-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Aquatics, gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Armored Swordsmanship- (Passive Ability, Swordsman) +60 Melee Attack while possessor has both a Sword and a Heavy Armor equipped, +1% To Hit while possessor has both a Sword and a Heavy Armor equipped
Armor-Piercing Slash- (Technique Ability, Swordsman) Possessor may use 'Armor-Piercing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack pierces 200 Defense.
Awesome Slash- (Technique Ability, Swordsman) Possessor may use 'Awesome Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Banishing Slash- (Technique Ability, Swordsman) Possessor may use 'Banishing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Basic Fencing Skills- (Passive Ability, Swordsman) Possessor gains 105% To Hit, Possessor's Attack with Finesse actions may deal an additional 100 damage, This ability only takes effect when possessor has a Sword equipped
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Bio-Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Bio-Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Bio-Horror-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Bio-Horrors, gains +25% Critical against Bio-Horrors, gains +5% To Hit against Bio-Horrors, and gains 5% inflicts Instant Death against Bio-Horrors.
Black Slash- (Technique Ability, Swordsman) Possessor may use 'Black Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Blitz Slash- (Technique Ability, Swordsman) Possessor may use 'Current Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Bloody Slash- (Technique Ability, Swordsman) Possessor may use 'Bloody Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Blustering Slash- (Technique Ability, Swordsman) Possessor may use 'Blustering Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Air element, and gains '30% inflicts Suffocation'.
Bolt Slash- (Technique Ability, Swordsman) Possessor may use 'Bolt Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Electrical element.
Breathless Slash- (Technique Ability, Swordsman) Possessor may use 'Breathless Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation'.
Bright Slash- (Technique Ability, Swordsman) Possessor may use 'Bright Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Light element.
Burning Slash- (Technique Ability, Swordsman) Possessor may use 'Burning Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Charging Slash- (Technique Ability, Swordsman) Possessor may use 'Charging Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Coded Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings.
Coded Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Coded Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Coded Beings, gains +25% Critical against Coded Beings, gains +5% To Hit against Coded Beings, and gains 5% inflicts Instant Death against Coded Beings.
Corona Slash- (Technique Ability, Swordsman) Possessor may use 'Corona Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +2,500 Melee Attack, becomes solely Light element, and gains '50% inflicts Awestruck'.
Crippling Slash- (Active Ability, Swordsman) This character may use Crippling Slash in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +25 Melee Attack for purposes of this attack, and this attack deals 15 additional AGI and CON damage.
Crisis Overcrash: Million-Sword Rain- (Technique Ability, Swordsman) Possessor may use 'Crisis Overcrash: Million-Sword Rain' in conjunction with a 'Melee Overdrive', 'Ranged Overdrive', or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has a Sword equipped. Said action gains +10,000 Melee Attack, +10,000 Ranged Attack, a Prime Attribute of 'STR + AGI', deals 1/2 Damage, and gains '10 hits against all opponents'. Said action sets its user's MP to 0 for the remainder of the thread.
Crisis Slash- (Technique Ability, Swordsman) Possessor may use 'Crisis Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used, possessor is in a Crisis Zone, and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack.
Critical Slash- (Technique Ability, Swordsman) Possessor may use 'Critical Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% Critical.
Cthonian-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Cthonians and gains +25% Critical against Cthonians.
Cthonian-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Cthonian-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Cthonians, gains +25% Critical against Cthonians, gains +5% To Hit against Cthonians, and gains 5% inflicts Instant Death against Cthonians.
Current Slash- (Technique Ability, Swordsman) Possessor may use 'Bolt Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Dangerous Sword Use- (Passive Ability, Swordsman) Possessor gains +1% Critical when a Sword is equipped
Darkspawn-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Darkspawn and gains +25% Critical against Darkspawn.
Darkspawn-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Darkspawn-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Darkspawn, gains +25% Critical against Darkspawn, gains +5% To Hit against Darkspawn, and gains 5% inflicts Instant Death against Darkspawn.
Defanging Blade-Strike- (Technique Ability, Swordsman) Possessor may use 'Defanging Blade-Strike' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Attack with Finesse' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +36 Melee Attack and applies a non-stacking debuff that reduces the Damage values of its possessor's abilities' whose names include 'Bite' or 'Fang' by 600 points.
Deft Slash- (Technique Ability, Swordsman) Possessor may use 'Deft Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% To Hit.
Demon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Demons and gains +25% Critical against Demons.
Demon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Demons and gains +5% To Hit against Demons.
Demon-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Demons, gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Devil-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Devils and gains +25% Critical against Devils.
Devil-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Devils and gains +5% To Hit against Devils.
Devil-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Devils, gains +25% Critical against Devils, gains +5% To Hit against Devils, and gains 5% inflicts Instant Death against Devils.
Diamondbreaker- (Technique Ability, Swordsman) Possessor may use 'Diamondbreaker' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action so long as possessor has a Sword equipped and no other technique is used. Said action gains +30,000 Melee Attack and reduces its target's Defense by 3,000 as a debuff that stacks 5 times.
Dicing Slash- (Technique Ability, Swordsman) Possessor may use 'Dicing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded'.
Double Slash- (Technique Ability, Swordsman) Possessor may use 'Double Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains '2 hits against 1' and deals 1/3 Damage.
Downward Swing- (Technique Ability, Swordsman) Possessor may use 'Downward Swing' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +15 Melee Attack and ignores the Dodge bonuses its target possesses from buffs that come from abilities or constant effects whose name includes 'Prone'
Dragon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Dragon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Dragon-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Dragons, gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Drakeling-Bane Blade- (Passive Ability, Swordsman) Possessor gains +40 Melee Attack against Dragons if a Sword is equipped
Dramatically Stand On Sword- (Passive Ability, Swordsman) Possessor gains a 5% chance of inflicting Charm: Impressed on opponents below Level 20 at the start of battle
Dual Sword-Wielding- (Passive Ability, Swordsman) Possessor gains +50 Melee Attack if possessor has two Swords or a Sword that is a Weaponx2 equipped
Dud Slash- (Technique Ability, Swordsman) Possessor may use 'Dud Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Swordsman equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Duelist's Slash- (Technique Ability, Swordsman) Possessor may use 'Duelist's Slash' in conjunction with a 'Melee Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and a Sword is equipped. Said action gains +2,500 Melee Attack and applies a debuff that stacks 5 times that is removed when its source dies or enters a different battlespace than its possessor that causes its possessor to deal 25,000 less Damage to targets that are not its source while its source is alive and in the same battlespace.
Elemental-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Elementals and gains +25% Critical against Elementals.
Elemental-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Elementals and gains +5% To Hit against Elementals.
Elemental-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Elementals, gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Envenomed Slash- (Technique Ability, Swordsman) Possessor may use 'Envenomed Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Poison.
Erasure Slash- (Technique Ability, Swordsman) Possessor may use 'Erasure Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Expert Sword Training- (Passive Ability, Swordsman) The Melee Attack bonus granted by up to one Sword weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that is a Sword)
Explosive Slash- (Technique Ability, Swordsman) Possessor may use 'Ignition Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Fae-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Fae and gains +5% To Hit against Fae.
Fae-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Fae, gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Famous Slash- (Technique Ability, Swordsman) Possessor may use 'Famous Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Glory element, and gains '15% inflicts Awestruck: Myth-Eaten', deals 1/4 Damage, and gains '1 hit against 10'.
Fancy Fencer- (Passive Ability, Swordsman) Possessor gains 120% To Hit when a Sword is equipped, Possessor's Attack with Finesse actions may deal an additional 1,000 damage, Possessor gains +2% Dodge at all times when possessor's last action was an Attack with Finesse Action
Fast Strikes- (Active Ability, Swordsman) This character may use Fast Strikes in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains 2 hits against 1 for purposes of this attack, and this attack deals 1/2 damage.
Fencer (2)- (Passive Ability, Swordsman) Possessor's Attack with Finesse actions may deal an additional 5,000 damage, Possessor gains +5% Dodge at all times when possessor's last action was an Attack with Finesse Action, Possessor may conduct an Attack with Finesse action as a counter against any individual who conducts an offensive Physical element action or attack against possessor up to once per round
Fencer's Disengage- (Technique Ability, Swordsman) Possessor may use Fencer's Disengage in conjunction with a 'Melee Attack' or 'Attack with Finesse' action, so long as no other technique is used and possessor has a Sword equipped. Said attack suffers -5% To-Hit and its user is moved to the back row after the attack.
Fencer's Reposte- (Passive Ability, Swordsman) Possessor may Possessor may conduct an Attack with Finesse action that must include no spells and must include Fencer's Thrust as a technique as a counter against any individual below possessor's Level who is below Level 40 who conducts an offensive action against possessor up to once per round
Fencer's Thrust- (Technique Ability, Swordsman) Possessor may use Fencer's Thrust in conjunction with a Melee Attack or Attack with Finesse action, so long as no other technique is used and possessor has a Sword equipped. Said action gains +35 Melee Attack.
Fire Slash- (Technique Ability, Swordsman) Possessor may use 'Fire Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Flame Slash- (Technique Ability, Swordsman) Possessor may use 'Flame Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Flatedge Strike- (Technique Ability, Swordsman) Possessor may use 'Flatedge Strike' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack may not reduce the HP of its targets below 1
Frigid Slash- (Technique Ability, Swordsman) Possessor may use 'Frigid Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Frost Slash- (Technique Ability, Swordsman) Possessor may use 'Frost Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Frozen Slash- (Technique Ability, Swordsman) Possessor may use 'Frozen Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Gale Slash- (Technique Ability, Swordsman) Possessor may use 'Gale Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Glowing Slash- (Technique Ability, Swordsman) Possessor may use 'Glowing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Gobsmacking Slash- (Technique Ability, Swordsman) Possessor may use 'Gobsmacking Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Glory element, and gains '15% inflicts Awestruck: Myth-Eaten'.
Golem-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Golems and gains +25% Critical against Golems.
Golem-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Golem-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Golems, gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Great Slash- (Technique Ability, Swordsman) Possessor may use 'Great Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Glory element.
Greater Banishing Slash- (Technique Ability, Swordsman) Possessor may use 'Greater Banishing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Greater Erasure Slash- (Technique Ability, Swordsman) Possessor may use 'Erasure Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Hard to Disarm With a Sword- (Passive Ability, Swordsman) Individuals below Level 20 may not unequip or steal possessor's equipped Swords without possessor's permission
Hefty Strike- (Passive Ability, Swordsman) Possessor's 'Powerful Attack' technique provides an additional +200 Melee Attack and may be used in conjunction with 'Powerful Attack' actions
Hexing Slash- (Technique Ability, Swordsman) Possessor may use 'Hexing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Hexed.
Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Horrors and gains +5% To Hit against Horrors.
Horror-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Horrors, gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.
Human-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Humanoid-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humanoids and gains +5% To Hit against Humanoids.
Humanoid-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Humanoids, gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Human-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Humans, gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Hungering Slash- (Technique Ability, Swordsman) Possessor may use 'Hungering Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, deals HP Drain, and deals 1/2 Damage.
Ignition Slash- (Technique Ability, Swordsman) Possessor may use 'Ignition Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Impact Slash- (Technique Ability, Swordsman) Possessor may use 'Impact Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Impairing Slash- (Technique Ability, Swordsman) Possessor may use 'Impairing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Impaired.
Insect-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Insect-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Insects and gains +25% Critical against Insects.
Insect-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Insect-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Insects and gains +5% To Hit against Insects.
Insect-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Insect-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Insects, gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.
Lightning Slash- (Technique Ability, Swordsman) Possessor may use 'Lightning Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Lunging Slash- (Technique Ability, Swordsman) Possessor may use 'Lunging Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, may be made from the back row, moves its user to the front row, and deals full Damage to targets in the back row who are 10 or more Levels lower than its user who are below Level 60.
Machine-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Machines and gains +25% Critical against Machines.
Machine-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Machines and gains +5% To Hit against Machines.
Machine-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Machines, gains +25% Critical against Machines, gains +5% To Hit against Machines, and gains 5% inflicts Instant Death against Machines.
Magic Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Magic Beings and gains +25% Critical against Magic Beings.
Magic Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Magic Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Magic Beings, gains +25% Critical against Magic Beings, gains +5% To Hit against Magic Beings, and gains 5% inflicts Instant Death against Magic Beings.
Maiming Slash- (Technique Ability, Swordsman) Possessor may use 'Maiming Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Maimed'.
Mamma Bear Slash- (Technique Ability, Swordsman) Possessor may use 'Mamma Bear Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack against targets who have damaged, inflicted negative status effects on, debuffed, or killed its user's summons.
Man-Gutter- (Active Ability, Swordsman) This character may use Man-Gutter in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +75 Melee Attack against Humans and Humanoids for purposes of this attack, this attack has a 5% chance of inflicting Wounded on Humans and Humanoids, and this attack deals 15 CON damage to Humans and Humanoids.
Master Sword Training- (Passive Ability, Swordsman) Possessor ignores the Resistances, Immunities, Reflections, and Absorptions of entities who are half possessor's Level or lower if possessor is wielding a Sword, Possessor deals 5% additional Damage while possessor has a Sword equipped (as a bonus that does not stack with bonuses granted by other Master-tier weapon-based-class abilities), Possessor may, once per round, deal 50,000,000 additional Damage to a Boss if possessor has a Sword equipped and is not 20 or more Levels below said Boss's Level
Monster-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Monsters and gains +25% Critical against Monsters.
Monster-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Monsters and gains +5% To Hit against Monsters.
Monster-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Monsters, gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Mountain-Cleaving Strike- (Technique Ability, Swordsman) Possessor may use 'Mountain-Cleaving Strike' in conjunction with a 'Melee Overdrive' or 'Powerful Attack' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +5,000 Melee Attack and reduces the Defense of Earth element targets by 10,000 as a non-stacking debuff.
Night Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Nonlethal Slash- (Technique Ability, Swordsman) Possessor may use 'Nonlethal Slash' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor is wielding a Sword and no other technique is used. Said attack gains +100 Melee Attack and cannot reduce targets below 1 HP; Said attack inflicts Fatigued: Knocked Out if it would place its target at an HP value equal to or lower than 1 HP.
Ogre Cleaver Stance- (Stance Ability, Swordsman) Possessor may wield Weaponx2 Swords as though they were Weaponx1 Swords, Possessor's equipped Weaponx2 Swords gain +1,200 additional Melee Attack
Ooze-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Oozes and gains +25% Critical against Oozes.
Ooze-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Oozes and gains +5% To Hit against Oozes.
Ooze-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Oozes, gains +25% Critical against Oozes, gains +5% To Hit against Oozes, and gains 5% inflicts Instant Death against Oozes.
Painful Slash- (Technique Ability, Swordsman) Possessor may use 'Painful Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Pain.
Paralytic Slash- (Technique Ability, Swordsman) Possessor may use 'Paralytic Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Phantasmal Blade-Wing Stance- (Stance Ability, Swordsman) If possessor has a Sword equipped, possessor gains +800 AGI, +800 Melee Attack, +10% Dodge, and 30% Earth Resistance
Plant-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Plants and gains +25% Critical against Plants.
Plant-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Plants and gains +5% To Hit against Plants.
Plant-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Plants, gains +25% Critical against Plants, gains +5% To Hit against Plants, and gains 5% inflicts Instant Death against Plants.
Powerful Slash- (Active Ability, Swordsman) This character may use Powerful Slash in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +50 Melee Attack for purposes of this attack.
Practiced Sword Swings- (Passive Ability, Swordsman) +1% To Hit while possessor has a Sword equipped
Precision Strikes- (Passive Ability, Swordsman) Possessor's Attack with Finesse actions may gain a 15% chance of inflicting Impaired: Blind or Impaired Slow if targeting Humans or Humanoids, This ability only takes effect when possessor has a Sword equipped
Prime-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Primes and gains +25% Critical against Primes.
Prime-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Primes and gains +5% To Hit against Primes.
Prime-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Primes, gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Quick Sword Strike Training- (Passive Ability, Swordsman) Possessor's damage-dealing Melee Attack actions that involve more than one hit deal 250 additional Damage on every hit after the first.
Purifying Slash- (Technique Ability, Swordsman) Possessor may use 'Purifying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said action gains the element Light, gains +1,000 Melee Attack, and Demons, Devils, Daemons, Undead, and Darkspawn killed by said action cannot be resurrected by sources below Level 40.
Reptile-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Reptiles and gains +25% Critical against Reptiles.
Reptile-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Reptiles and gains +5% To Hit against Reptiles.
Reptile-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Reptiles, gains +25% Critical against Reptiles, gains +5% To Hit against Reptiles, and gains 5% inflicts Instant Death against Reptiles.
Robot-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Robots and gains +25% Critical against Robots.
Robot-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Robots and gains +5% To Hit against Robots.
Robot-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Robots, gains +25% Critical against Robots, gains +5% To Hit against Robots, and gains 5% inflicts Instant Death against Robots.
Screaming Terrorstrike- (Technique Ability, Swordsman) Possesor may use 'Screaming Terrorstrike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +4,000 Melee Attack and '80% inflicts Confusion: Fear'.
Shadow Slash- (Technique Ability, Swordsman) Possessor may use 'Shadow Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.
Shapeshifter-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Shapeshifter-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Shapeshifter-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Shapeshifters, gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.
Shining Slash- (Technique Ability, Swordsman) Possessor may use 'Shining Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Shining Slash (2)- (Technique Ability, Swordsman) Possessor may use 'Shining Slash (2)' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said action gains the element Light and +750 Melee Attack.
Slash Mastery- (Passive Ability, Swordsman) Technique Abilities from the Swordsman class whose name includes 'Slash' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Sleeting Slash- (Technique Ability, Swordsman) Possessor may use 'Frigid Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Solar Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Solar Beings and gains +25% Critical against Solar Beings.
Solar Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Solar Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Solar Beings, gains +25% Critical against Solar Beings, gains +5% To Hit against Solar Beings, and gains 5% inflicts Instant Death against Solar Beings.
Spirit-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Spirits and gains +25% Critical against Spirits.
Spirit-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
Spirit-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Spirits, gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Steady Blade- (Passive Ability, Swordsman) Active Swordsman abilities that give 1-5 hits against 1, which also cause attacks to deal 1/2 damage or less and do not add a chance of inflicting status effects or stat damage to attacks, instead cause said attacks to deal 2/3 damage, +40 STR
Subliminally-Improved Sword-Strike Timing- (Passive Ability, Swordsman) Possessor gains +1% To Hit while wielding a Sword
Sweeping Slash (2)- (Technique Ability, Swordsman) Possessor may use 'Sweeping Slash (2)' in conjunction with a 'Melee Attack', so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded', deals 1/4 Damage, and gains '1 hit against 10'.
Sweeping Slash (2)- (Technique Ability, Swordsman) Possessor may use 'Sweeping Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains '1 hit against 3' and deals 2/3 Damage.
Sweeping Slash- (Technique Ability, Swordsman) Possessor may use 'Strong Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded'.
Swift Strikes- (Active Ability, Swordsman) This character may use Swift Strikes in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains 3 hits against 1 for purposes of this attack, and this attack deals 1/3 damage
Sword and Board Stance- (Stance Ability, Swordsman) Possessor gains +200 Melee Attack and +200 Defense if possessor has both a Sword and a Shield equipped while in this stance.
Sword Wielding I- (Passive Ability, Swordsman) +5 to all stats when a Sword is equipped
Sword Wielding II- (Passive Ability, Swordsman) +25 to all stats when a Sword is equipped, +50 Melee Attack when a Sword is equipped
Sword Wielding III- (Passive Ability, Swordsman) Possessor gains +200 to all stats when a Sword is equipped and +200 Melee Attack when a Sword is equipped
Swordsman- (Passive Ability, Swordsman) This character gains +700 Melee Attack and +50 to all stats when a Sword is equipped plus an additional +10 Melee Attack and +5 to all stats for each level character possesses.
Swordsman's Footwork- (Passive Ability, Swordsman) Possessor gains 5% Dodge, Possessor gains 15% Dodge against Physical element actions, This ability only takes effect when possessor has a Sword equipped
Throw Sword- (Technique Ability, Swordsman) Possessor may use 'Throw Sword' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Sword equipped. One of said action's user's equipped Swords is unequipped as part of said action and adds its Melee Attack bonus as a Ranged Attack bonus to said action, with capping applying.
Tri Slash- (Technique Ability, Swordsman) Possessor may use 'Tri Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains '3 hits against 1' and deals 2/3 Damage.
Triumphant Slash- (Technique Ability, Swordsman) Possessor may use 'Triumphant Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Glory element, and gains '30% inflicts Awestruck: Myth-Eaten'.
Umbral Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Umbral-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Umbrals and gains +25% Critical against Umbrals.
Umbral-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Umbrals and gains +5% To Hit against Umbrals.
Umbral-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Umbrals, gains +25% Critical against Umbrals, gains +5% To Hit against Umbrals, and gains 5% inflicts Instant Death against Umbrals.
Undead-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Undead and gains +25% Critical against Undead.
Undead-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Undead and gains +5% To Hit against Undead.
Undead-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Undead, gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.
Wind Slash- (Technique Ability, Swordsman) Possessor may use 'Wind Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Air element.
Yell Loudly While Slashing- (Technique Ability, Swordsman) Possessor may use 'Yell Loudly While Slashing' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +30 Melee Attack

~Thunder Czar~
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Basic Affinity to Healing Via Electrical- (Passive Ability, Thunder Czar) Whenever possessor obtains Electrical element HP Healing or MP Healing, said amount is increased by 500 points
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Basic Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats while in a Zone of Electrical
Detect Electrical- (Passive Ability, Thunder Czar) Possessor gains +1% To Hit against Electrical element targets
Empowered By Electrical- (Passive Ability, Thunder Czar) If possessor is Electrical 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 Electrical
Nourished By Electrical- (Passive Ability, Thunder Czar) If possessor is Electrical element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Electrical
Thunder Czar- (Passive Ability, Thunder Czar) Possessor ignores (1 * (Possessor Level/5), rounded down)% Electrical Resistance, Possessor ignores Electrical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Uplifted By Electrical- (Passive Ability, Thunder Czar) If possessor is Electrical element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Electrical

~Transmuter~
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Arms which Hold Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Arms:' to this ability, and possessor's 'Mutative Arms' ability may treat said spell as being equipped
Autoweaponize Arms- (Passive Ability, Transmuter) At the start of any round, if possessor is not in possession of a buff or a debuff from a Transumutation spell that begins with 'Transmute Arms:' possessor may choose to count for the duration of the round as wielding an additional weapon of a base subtype so long a possessor both has at least one weapon slot open and does not become in possession of a buff or a debuff from a Transumutation spell that begins with 'Transmute Arms:'
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Essence which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmutative Augmentation:' to this ability, and possessor's 'Mutative Self-Augmentation' ability may treat said spell as being equipped
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Self-Folding- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a single subtype
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Mutative Arms- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Arms:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Mutative Self-Augmentation- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmutative Augmentation:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Thrice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Shifting Weapon Stance while in Warped Self Stance
Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Twice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Warped Element Stance while in Warped Self Stance
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance

~Umbramancer~
Apprentice Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +250 additional Magical Attack, and all Shadow Magic spells cost possessor 50 less MP to cast
Basic Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +10 additional Magical Attack, and all Shadow Magic spells cost possessor 10 less MP to cast
Bathed In Shadow- (Passive Ability, Umbramancer) Whenever possessor casts an Umbramancy spell, possessor may obtain a non-stacking buff that gives its possessor the element Darkness
Can Increase the Solidity of Shadows- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +200 additional Magical Attack, Possessor gains +500 Defense and +1,000 HP if possessor is Darkness element
Can Power Shadow Magic Through the Presence of Darkness- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 500 less MP to cast if possessor is Darkness element or if possessor is in a Zone of Darkness
Darkness-Based Casting- (Passive Ability, Umbramancer) All Shadow Magic spells cost possessor 500 less MP to cast while possessor is in a Zone of Darkness
Focused Shadow Magic Casting- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Shadow Magic
Hears the Whispers of Shadows- (Passive Ability, Umbramancer) Possessor gains +300 MIN while not in a Zone of Light
Shadow Magic Casting I- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 20 less MP to cast
Shadow Magic Casting II- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast
Umbral Augmentation- (Passive Ability, Umbramancer) Umbramancy spells cast by possessor that apply buffs to Umbrals increase all stats that they increase by 50 points per stacked instance, to a max of 50 such stacked instances across all buffs per entity
Umbramancer- (Passive Ability, Umbramancer) Possessor's Damage-dealing actions that involve the casting of Shadow Magic spells deal 500 additional Damage, Shadow Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Shadow Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack

~Wanderer~
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Hammerspace Access- (Passive Ability, Wanderer) Possessor may carry up to 200 unequipped items into threads
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
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)
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast

~Ward Crafter~
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

~Warlock~
Adept Dark Magic Attunement- (Passive Ability, Warlock) Dark Magic spells cost possessor 10,000 less MP to cast, Dark Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Dark Magic Spells, and may not be converted into other types of slots by individuals below Level 100
And Then I’ll Cackle RIGHT In Their Faces!- (Passive Ability, Warlock) Possessor may, once per round, up to a max of 5 times per thread, chooses to immediately gain an action after performing a ‘Breath-Stealing Kiss’ action that may only be used to perform a ‘Cackle’ action.
Animal-Unnerving Aura- (Stance Ability, Warlock) Possessor gains a 30% chance of inflicting Confusion: Fear on all non-allied Animals present in the same battlespace at the start of each round
Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Augment Curses- (Passive Ability, Warlock) Possessor's chance of inflicting Hexed is increased by 10%
Augment Curses: Add Some Stress to Their Life- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Fatigued: Stress.
Augment Curses: Haunting- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Haunted.
Augment Curses: Life-Syphoning- (Passive Ability, Warlock) Whenever possessor would inflict Hexed, possessor may choose for said instance of Hexed to gain 'Possessor is dealt 5,000 Flat Darkness element HP Drain at the start of each round with this status effect's source as its source'
Augment Curses: Luck-Draining- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Ill Fortune.
Augment Curses: Painful- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Pain.
Augment Curses: Superior Unhealing- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose for said instance of Hexed to gain 'Possessor cannot be healed of HP or MP or regenerate HP or MP if possessor is lower-Level than this status effect's source'.
Augment Curses: Tiring- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Fatigued.
Augment Curses: Unhealing Wounds- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Wicked Wounds.
Augment Curses: Unlucky- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose for said instance of Hexed to gain 'Possessor obtains -5% To Hit, -5% Dodge, -5% Resilience, and -5% Critical and cannot be afflicted with Favored: Good Fortune'.
Augment Curses: Unrelenting- (Passive Ability, Warlock) Instances of Hexed with possessor as a source possessor no natural per-round auto-recover chance.
Augment Curses: Vengeful Curses- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Backlash.
Augment Curses: Void Curses- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Voidstruck.
Augment Curses: Weakening- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Stat Drain.
Baleful Brewer- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 5% chance of inflicting Poison.
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Black Blood- (Passive Ability, Warlock) Possessor’s natural per-round chance of recovering from Wounded increases by 15%.
Blister-Inflicting Touch- (Passive Ability, Warlock) Possessor’s Melee Attack actions gain 15% inflicts Pain and deal 30 CON Damage if possessor has no weapons that provide a Melee Attack bonus equipped.
Blood-Feasting Talons- (Passive Ability, Warlock) Possessor’s Melee Attack actions deal HP Drain if possessor has no weapons that provide a Melee Attack bonus equipped.
Cackle- (Active Ability, Warlock) Possessor may spend an action to use this ability, with which possessor may have a 15% chance of inflicting Confusion: Fear.
Can Distill Potions from Tears- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Confusion: Depression.
Can See Through the Eyes of Toads- (Passive Ability, Warlock) Possessor gains +5% To Hit, to a max of 155%, if possessor possesses at least one pet or summon that is an Aquatic.
Cast the Curse of Slumber- (Technique Ability, Warlock) Possessor may use 'Cast the Curse of Slumber' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used and a Dark Magic spell is being cast as part of said action. Said action gains '40% inflicts Hexed' and '80% inflicts Fagitued: Asleep'.
Concoctor of Diabolical Brew- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 5% chance of inflicting Hexed.
Concoctor of Slumbering Brew- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 5% chance of inflicting Fatigued: Asleep.
Confounding Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may gain 15% inflicts Confusion.
Conveyance of Accursed Silence- (Passive Ability, Warlock) Instances of Impaired: Silence that possessor inflicts with the ability ‘Voice-Stealing Kiss’ do not possessor their normal per-round recovery chance for individuals below Level 60.
Conveyance of Unbroken Silence- (Passive Ability, Warlock) Instances of Impaired: Silence that possessor inflicts with the ability ‘Voice-Stealing Kiss’ cannot be cured (excluding per-round auto-recovery) by individuals below Level 40.
Creepy Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may gain 15% inflicts Confusion: Fear.
Curse-Bearing Breath- (Passive Ability, Warlock) Possessor’s Magical Attack actions gain 5% may inflict Hexed, Possessor’s ‘Voice-Stealing Kiss’ actions may gain 30% inflicts Hexed instead of or in addition to their normal chance of inflicting Impaired: Silence.
Curse Miser- (Passive Ability, Warlock) Possessor may claim Lingering Curses
Dark Layline Attunement- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect causing all Dark Magic spells cast that are both equipped by possessor and cast by possessor within said Zone to cost 400 less MP and, should they provide a bonus to Magical Attack, to provide an additional +160 Magical Attack, with said effect not stacking on spells multiple times either from the same zone or from different zones.
Dark Layline Attunement II- (Passive Ability, Warlock) Possessor may choose for the effect created by possessor’s ‘Dark Layline Attunement’ ability to additionally give possessor +40 Spirit.
Dark Layline Creation- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect causing all Dark Magic spells cast within said Zone to cost 400 less MP and, should they provide a bonus to Magical Attack, to provide an additional +80 Magical Attack, with said effect not stacking on spells multiple times either from the same zone or from different zones.
Dark Magic Attack Amplification (I)- (Passive Ability, Warlock) +40 Magical Attack to all Dark Magic spells that deal damage and are Darkness element
Dark Magic Casting I- (Passive Ability, Warlock) Dark Magic spells cost possessor 20 less MP to cast
Dark Magic Casting II- (Passive Ability, Warlock) Dark Magic spells cost possessor 200 less MP to cast
Deliver Hex By Touch- (Passive Ability, Warlock) Possessor's 'Melee Attack' and 'Attack with Finesse' actions may gain '30% inflicts Hexed'
Distracting Cackling- (Passive Ability, Warlock) The To-Hit of all of possessor’s opponents who are below Level 40 is reduced by 5% as a non-stacking debuff that round after any round during which possessor uses a ‘Cackle’ action.
Eat Fear- (Passive Ability, Warlock) Possessor regenerates 5,000 HP and 2,000 MP at the start of each round for each individual present who is afflicted with Confusion: Fear, to a max of 200 such individuals
Eerie Grin- (Passive Ability, Warlock) Possessor's chances of inflicting Confusion: Fear are increased by 10%
Element-Corrupting Essence- (Passive Ability, Warlock) Possessor, at the beginning of each round, has a 20% chance of inflicting Stat Drain on each opposing, non-Darkness-element, non-Acid-element Elemental below Level 40, to a max of 200 such Elementals, should possessor desire such, with possessor being able to choose opposing Elementals to exclude from this effect.
Empowered by the Darkness- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Zone of Darkness cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.
Expert Dark Magic Attunement- (Passive Ability, Warlock) Dark 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 Dark Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Familiar-Resurrecting Cackle- (Passive Ability, Warlock) Once per thread, when possessor uses a ‘Cackle’ action, possessor may choose to have a 1% chance of resurrecting one target of one of possessor’s Warlock Bonds.
Familiar's Hex- (Passive Ability, Warlock) Possessor's 'Spellcaster's Familiar''s actions may gain '30% inflicts Hexed'
Fly On a Broomstick- (Passive Ability, Warlock) Possessor may equip a single Antiquity, Staff, or Tool whose name includes 'Broom', 'Branch', 'Stick', 'Mop', or 'Rake' in an Accessory slot, with said equipped item gaining '+5% Dodge as a non-stacking bonus'
Focused Dark Magic Casting- (Passive Ability, Warlock) Dark Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Dark Magic
Hag’s Toughness- (Passive Ability, Warlock) Possessor gains +300 CON and +6,000 HP.
Hag Talons- (Passive Ability, Warlock) +300 Melee Attack, Possessor’s Melee Attack actions gain 5% inflicts Wounded if no weapon that provides a bonus to Melee Attack is equipped.
Hexmeister- (Passive Ability, Warlock) Possessor's chances of inflicting Hexed are increased by 20%, Possessor suffers no negative effects from the status effect Hexed (but not its sub-status effects) if it comes from a source that is not 20 or more Levels greater than possessor, Instances of Hexed that possessor inflicts may gain one of '-2,000 STR as a non-stacking effect', '-2,000 AGI as a non-stacking effect', '-2,000 CON as a non-stacking effect', '-2,000 MIN as a non-stacking effect', or '-2,000 SPI as a non-stacking effect', Warlock abilities whose name includes 'Augment Curses' cost possessor 1 less week to learn in the ability shop, to a minimum of 1 week
Highly-Provoking Cackling- (Passive Ability, Warlock) Possessor may choose that possessor’s opponents who are below Level 40 and targeted by possessor’s ‘Cackle’ action may not perform any action that does not target possessor until they have targeted possessor with an offensive action, with said effect being a non-stacking debuff.
Holder of a Second Breath- (Passive Ability, Warlock) Possessor may spend the MP of a single individual who is afflicted with an instance of Impaired: Silence that possessor inflicted with the ability ‘Voice-Stealing Kiss’ instead of possessor’s own MP when possessor would spend MP to cast a spell.
Horrid Familiar- (Passive Ability, Warlock) Possessor may designate an entity of the subtype Horror as its 'Spellcaster's Familiar' in addition to other possible subtypes
Horrid Pacts- (Passive Ability, Warlock) All of possessor's Dark Magic summons that are Horrors or Darkspawn obtain '+800 HP and +450 Damage to all Darkness element attacks' as a non-stacking buff that is applied at the time of their summoning, Dark Magic spells that possessor casts that summon Horrors or Darkspawn cost possessor 40 less MP to cast
Horrid Spell- (Technique Ability, Warlock) Possessor may use Horrid Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action gains a 5% chance of inflicting Pain and a 5% chance of inflicting Hexed
Improved Baleful Brew Potency- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Poison.
Improved Dark Layline Attunement- (Passive Ability, Warlock) Possessor may choose for the effect created by possessor’s ‘Dark Layline Attunement’ ability to additionally give possessor +200 Spirit.
Improved Diabolical Brew Potency- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Hexed.
Improved Life-Drain Proficiency- (Passive Ability, Warlock) Whenever possessor deals HP Drain as part of an action that involves the casting of a Dark Magic spell, possessor deals 25,000 additional points per action
Improved Slumbering Brew Potency- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Fatigued: Asleep.
Improved Warlock’s Bond- (Passive Ability, Warlock) Possessor, so long as possessor has possessor’s Warlock Bond’s target equipped and alive, as well as possessor’s Warlock’s Bond’s target, provided it is equipped to possessor, gain +200 to all stats and +50 MP.
Increased Potency of Taint- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence ability may place effects on Zones that were created by either individuals below Level 40 or individuals who are willing.
Induce Pain- (Passive Ability, Warlock) +15 MIN, +5 SPI, All Dark Magic spells that have a chance of inflicting Pain have said chance increased by 5%, Pain Wrack and Pain of Shadows deal +500 damage, Creatures summoned through Dark Magic that have attacks that inflict Pain have said chance improved by 5%, Touch of Darkness has a 15% chance of inflicting Pain
Infection-Germinating Touch- (Passive Ability, Warlock) Possessor’s Melee Attack actions may gain 15% inflicts Diseased and may deal 30 CON Damage if possessor has no weapons that provide a Melee Attack bonus equipped.
Invigorating Cackling- (Passive Ability, Warlock) Possessor regenerates 50 MP each time possessor uses a ‘Cackle’ action.
Knowledge of Ill Omens- (Passive Ability, Warlock) Once per round, when possessor would inflict Hexed, possessor may instead inflict Hexed: Ill Fortune.
Land-Corrupting Presence- (Passive Ability, Warlock) Possessor, at the beginning of each round, may choose one Zone created by a source below Level 20 and attach an non-stacking effect to said zone that has a 20% chance of afflicting each individual in said zone who is not either possessor or an ally of possessor with Hexed at the start of each round.
Life-Drain Proficiency- (Passive Ability, Warlock) Whenever possessor deals HP Drain as part of an action that involves the casting of a Dark Magic spell, possessor deals 5,000 additional points per action
Loud Cackling- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may inflict 1 hit against 5.
Magic-Empowering Cackle- (Passive Ability, Warlock) Possessor’s Dark Magic spells provide an additional +40 Magical Attack the round after possessor performs a ‘Cackle’ action.
Midnight’s Power- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Chronogeomantic Zone of Midnight cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.
Mind-Wrenching Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may deal 250 MIN Damage.
Minion-Inspiring Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may provide a non-stacking bonus of +40 to all stats to any of possessor’s pets or summons that they target.
Mutter Curses Inaudibly- (Passive Ability, Warlock) Possessor’s actions which successfully inflict the status effect Hexed may not be countered (excluding pre-emptive counters) by individuals below Level 40.
Pacts of Death- (Passive Ability, Warlock) All Undead summoned through Dark Magic get +800 HP and +450 damage to all Darkness element attacks as well as the spells that summon them costing 40 less MP
Pacts of the Darkness- (Passive Ability, Warlock) All of possessor's Dark Magic summons that are Umbrals, Spirits, or Elementals obtain '+800 HP and +450 Damage to all Darkness element attacks' as a non-stacking buff that is applied at the time of their summoning, Dark Magic spells that possessor casts that summon Umbrals, Spirits, or Elements cost possessor 40 less MP to cast
Pacts of the Underworld- (Passive Ability, Warlock) All of possessor's Dark Magic summons that are Daemons, Demons, or Devils obtain '+800 HP and +450 Damage to all Darkness element attacks' as a non-stacking buff that is applied at the time of their summoning, Dark Magic spells that possessor casts that summon Daemons, Demons, or Devils cost possessor 40 less MP to cast
Paralytic Saliva- (Passive Ability, Warlock) Possessor’s Ranged Attack actions gain 5% may inflict Paralyzed, Possessor’s ‘Voice-Stealing Kiss’ actions may gain 30% inflicts Paralyzed instead of or in addition to their normal chance of inflicting Impaired: Silence.
Proficient in Heating Cauldrons Efficiently- (Passive Ability, Warlock) Possessor may choose for Potion consumables that possessor uses to deal 500 more Fire-element damage that they otherwise would, even if they would not already deal Fire-element damage.
Provoking Cackling- (Passive Ability, Warlock) Possessor may choose that possessor’s opponents who are below Level 20 and targeted by possessor’s ‘Cackle’ action may not perform any action that does not target possessor until they have targeted possessor with an offensive action.
Resolve-Shattering Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may gain 15% inflicts Confusion: Depression.
Sanguine Spell- (Technique Ability, Warlock) Possessor may use Sanguine Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action gains +150 Magical Attack and deals 5,000 Flat Darkness element damage to its caster
Silken Witch’s Guise- (Passive Ability, Warlock) Possessor may choose to not inflict status effects or deal stat damage that come from possessor’s ‘Blister-Inflicting Touch’ ability.
Sin Mage- (Passive Ability, Warlock) Possessor gains +200 Magical Attack if possessor is obtaining a stat bonus from an ability possessor possesses called 'Knowledge Of Empowerment Through Sin'
Transformative Curse: Guinea Pig- (Technique Ability, Warlock) Possessor may use 'Transformative Curse: Frog' as part of a 'Magical Attack', 'Overdrive', or 'Cast a Spell' action so long as no other technique is used, possessor is Level 20 or greater, and a Dark Magic spell is cast as part of said action. If said action would inflict Hexed on a target, said action's performer may pay said target's Max HP (including buffs) worth of MP to cause said target to become a Level 1 'Guinea Pig' from the Zoo Record at the end of the round, with said effect not working on targets above Level 20, only working on targets of lower Level than said action's performer, with said effect being a buff or debuff (as appropriate) and a Polymorph Effect (with it only counting as a Polymorph Effect at the time of the actual change and not at its initial application), with said effect replacing any Polymorph Effect (at the time of the actual chance of said individual, not at the point of the effect's initial application') replacing any Polymorph Effect of equal or lower Level than its caster (but being unable to replace a Polymorph Effect from a source of higher Level than its caster), Individuals may normally have a max of one Polymorph Effect on them at any given time, This effect does not remove damage, MP damage / loss, stat damage, debuffs, buffs, status effects, or any other such effects on its target
Underworld Familiar- (Passive Ability, Warlock) Possessor may designate an entity of the subtype Demon, Daemon, or Devil as its 'Spellcaster's Familiar' in addition to other possible subtypes
Vengeful- (Passive Ability, Warlock) Possessor deals 500 additional Damage to individuals who have previously dealt Damage to possessor during the thread
Venomous Saliva- (Passive Ability, Warlock) Possessor’s Ranged Attack actions gain 5% may inflict Poison, Possessor’s ‘Voice-Stealing Kiss’ actions may gain 30% inflicts Poison instead of or in addition to their normal chance of inflicting Impaired: Silence.
Virginity-Detecting Eyes- (Passive Ability, Warlock) Possessor is considered to be 1 Level higher, to a max of Level 60, for stat-scanning purposes when attempting to scan the stats of individuals who have not summoned anything in this thread.
Voice-Stealing Kiss- (Active Ability, Warlock) Possessor may spend an action to inflict Impaired: Silence on one target.
Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All War Magic spells cost possessor (50 * Possessor Level) less MP to cast
Warlock’s Bond- (Passive Ability, Warlock) Possessor may, at the beginning of a thread, choose an equipped pet to be the target of possessor’s Warlock Bond, which acts as a buff that is on possessor. Possessor, so long as possessor has possessor’s Warlock Bond’s target equipped and alive, gains +10 to all stats, +40 MP, and +10 to the stats of all of possessor’s pets.
Warlock’s Dominion- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +350 to all stats of individuals who are targets of possessor’s Warlock’s Bond and +350 to possessor’s stats, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Warlock’s Presence- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +80 to all stats of individuals who are targets of possessor’s Warlock’s Bond, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Weeps Tears of Poison Blood- (Passive Ability, Warlock) At the start of every round that possessor is afflicted with Confusion: Depression, possessor may choose to attempt to afflict up to 5 targets with a 15% chance of inflicting Poison.
Witch's Familiar- (Passive Ability, Warlock) Possessor may choose an equipped Animal or Aerial pet at the start of a thread to designate as its 'Spellcaster's Familiar', An individual may only possess one designated 'Spellcaster's Familiar' at a time unless otherwise noted, Possessor's 'Spellcaster's Familiar' gains the subtype Familiar, Possessor's 'Spellcaster's Familiar' gains +300 to all stats, +5,000 MP, and 5% Dark Magic Resistance as a constantly-applied bonus from this ability, Possessor counts as possessing a 'Warlock's Bond' with any entity designated as its 'Spellcaster's Familiar', Possessor is dealt 500,000 Flat Darkness element Damage and has its Max HP halved as a non-stacking debuff if possessor's 'Spellcaster's Familiar' is killed
Wracking Spell- (Technique Ability, Warlock) Possessor may use Waracking Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action inflicts Pain on targets that possesses at least two Weaknesses that this action counts as hitting

~Warlord~
Adept Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Humanoid summon, Possessor's unmodified stats increase by 200 points if possessor is a Humanoid
Agile Greatness of the Colossus-Giant- (Passive Ability, Warlord) Possessor's 'Large Giant', 'Huge Giant', 'Enormous Giant', 'Massive Giant', 'Gargantuan Giant', and 'Colossal Giant' abilites do not give possessor an Agility penalty
Apprentice Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Humanoid- (Passive Ability, Warlord) Possessor may, at the beginning of a thread, choose to become the subtype Humanoid
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
Boulder Throwing- (Passive Ability, Warlord) If possessor is Humanoid, is in 'Form of Giant' stance, and has been in a Zone of Earth of Physical at any point during the last 5 rounds, possessor gains +800 Ranged Attack and '30% inflicts Fatigued: Stun'
Catgirl- (Passive Ability, Warlord) Possessor, if a Humanoid, gains +200 AGI
Colossal Giant- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +2,000 STR, +2,000 CON, -2,000 AGI, and to cause possessor to count as on additional twenty individuals in possessor's row for row-order-determining purposes
Defensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +50 Defense
Defensive Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +250 Defense
Dwarven Sturdiness- (Passive Ability, Warlord) Possessor gains +200 CON while in 'Form of Dwarf' stance
Enormous Giant- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +700 STR, +700 CON, -700 AGI, and to cause possessor to count as on additional three individuals in possessor's row for row-order-determining purposes
Form of Dwarf- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +100 STR and +100 CON
Form of Giant- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +500 STR and +500 CON
Form of Giant- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +500 STR and +500 CON
Form of Goblin- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +100 AGI, -50 STR, and -50 MIN
Form of Halfling- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +200 AGI
Form of Kobold- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +100 AGI and -100 STR
Form of Lizardman- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +100 STR and +100 CON
Form of Ogre- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +200 STR, +200 CON, and -400 MIN
Form of Orc- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +100 STR, +100 CON, and -100 MIN
Form of Serpent Man- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +100 STR and +100 AGI
Formshift: Humanoid- (Stance Ability, Warlord) Possessor's subtype becomes Humanoid
Frequently Steps on People- (Passive Ability, Warlord) If possessor is Humanoid and is in 'Form of Giant' stance, possessor may, up to 5 times per round, whenever possessor switches row, deal (10,000 * Possessor Level) Flat Physical element Damage to up to 5 targets and have a 50% chance of inflicting Fatigued: Stun on said same targets
Gargantuan Giant- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +1,600 STR, +1,600 CON, -1,600 AGI, and to cause possessor to count as on additional eight individuals in possessor's row for row-order-determining purposes
Huge Giant- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +600 STR, +600 CON, -600 AGI, and to cause possessor to count as on additional two individuals in possessor's row for row-order-determining purposes
Humanoid Calling I- (Passive Ability, Warlord) Possessor's Humanoid summons gain +20 to all stats
Humanoid Calling II- (Passive Ability, Warlord) Possessor's Humanoid summons gain +200 HP
Humanoid Calling III- (Passive Ability, Warlord) Possessor's Humanoid summons gain +500 MP
Humanoid Calling IV- (Passive Ability, Warlord) Possessor's Humanoid summons gain +2,000 HP and +4,000 MP
Humanoid Calling V- (Passive Ability, Warlord) Possessor's Humanoid summons may not be unsummoned by sources below Level 5
Humanoid Elf- (Passive Ability, Warlord) If possessor is Humanoid, whenever possessor is in 'Form of Elf' stance, possessor may treat all instances of requiring possessor to be Fae with requiring possessor to be Humanoid for purposes of abilities that possessor possesses that require possessor to be in 'Form of Elf' Stance
Humanoid Gnome- (Passive Ability, Warlord) If possessor is Humanoid, whenever possessor is in 'Form of Gnome' stance, possessor may treat all instances of requiring possessor to be Fae with requiring possessor to be Humanoid for purposes of abilities that possessor possesses that require possessor to be in 'Form of Gnome' Stance
Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +20 to all stats
Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 to all stats
Humanoid Traits- (Passive Ability, Warlord) Possessor gains +1 to all stats so long as possessor is a Humanoid
Jolly Lobber- (Passive Ability, Warlord) If possessor is Humanoid and is in 'Form of Giant' stance, possessor is afflicted with Invigorated: Zesty and cured of Confusion: Depression whenever possessor hits a target with a 'Ranged Attack' action
Knows Traditional Giant Songs- (Passive Ability, Warlord) If possessor is Humanoid and is in 'Form of Giant' stance, possessor may choose to have a 30% chance of inflicting Confusion: Fear on up to 30 targets at the start of each round
Large Giant- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Little Humanoid- (Passive Ability, Warlord) If possessor is an Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Massive Giant- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +800 STR, +800 CON, -800 AGI, and to cause possessor to count as on additional four individuals in possessor's row for row-order-determining purposes
Offensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 50 points
Offensive Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 500 points
Ogre Clubbing- (Passive Ability, Warlord) If possessor is Humanoid, is wielding a Mace or Hammer, and is in 'Form of Ogre' stance, possessor gains +800 Melee Attack and '30% inflicts Fatigued: Stun'
Pig-Orc- (Passive Ability, Warlord) If possessor is a Humanoid and is in 'Form of Orc' stance, Food consumables that heal possessor's HP do so by an additional 500 points
Small Humanoid- (Passive Ability, Warlord) If possessor is an Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Small-Yet-Mighty Humanoid- (Passive Ability, Warlord) Possessor's 'Small Humanoid', 'Little Humanoid' and 'Tiny Humanoid' abilites do not give possessor an Strength or Constitution penalty
Speed-Focused Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Tiny Humanoid- (Passive Ability, Warlord) If possessor is an Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
Warlord- (Passive Ability, Warlord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Humanoid pet only, This ability provides +50 HP and +10 to all stats of possessor's Humanoid pets and summons per Level of possessor

~Warrior~
Accurate in a Crisis- (Passive Ability, Warrior) Posessor gains +1% To Hit while in a Crisis Zone
Adept Combat Arts Attunement- (Passive Ability, Warrior) Possessor's Combat Arts spells cost possessor 10,000 less MP to cast, Possessor's Combat Arts spells that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Combat Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Agile in a Crisis- (Passive Ability, Warrior) Posessor gains +200 AGI while in a Crisis Zone
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Armed to the Gills- (Passive Ability, Warrior) Possessor may bring 2 unequipped weapons into threads
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Capable in a Crisis- (Passive Ability, Warrior) Posessor gains a Buff Slot while in a Crisis Zone
Combat Arts Casting I- (Passive Ability, Warrior) Combat Arts spells cost possessor 20 less MP to cast
Combat Arts Casting II- (Passive Ability, Warrior) Combat Arts spells cost possessor 200 less MP to cast
Commanding in a Crisis- (Passive Ability, Warrior) Posessor gains a Summon Slot while in a Crisis Zone
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Deadly in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Critical while in a Crisis Zone
Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Fire Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Fire element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Fire element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Fire element, up to 10 times per round
Focused Combat Arts Casting- (Passive Ability, Warrior) Combat Arts spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Combat Arts
Honed Strikes- (Passive Ability, Warrior) User possesses a base 17% Critical
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Light Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Light element, up to 10 times per round
Magic Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Magic element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Magic element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Magic element, up to 10 times per round
Negaself Slayer- (Passive Ability, Warrior) Possessor may not be replicated by individuals below Level 60 without possessor's permission
Nice Catch!- (Passive Ability, Warrior) 'Trade' actions that give an item to possessor may not be countered (including preemptive counters) by individuals below Level 20
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
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 (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Physical element, up to 10 times per round
Psychic Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Psychic element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Psychic element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Psychic element, up to 10 times per round
Pure in a Crisis- (Passive Ability, Warrior) Posessor may cure itself of any one minor status effect from a source below Level 40 at the start of each round while in a Crisis Zone
Refreshing in a Crisis- (Passive Ability, Warrior) Posessor may renerate an additional 5,000 MP per round while in a Crisis Zone
Regenerating in a Crisis- (Passive Ability, Warrior) Posessor may renerate an additional 5,000 HP per round while in a Crisis Zone
Resilient in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Resilience while in a Crisis Zone
Smart in a Crisis- (Passive Ability, Warrior) Posessor gains +200 MIN while in a Crisis Zone
Spirited in a Crisis- (Passive Ability, Warrior) Posessor gains +200 SPI while in a Crisis Zone
Strong in a Crisis- (Passive Ability, Warrior) Posessor gains +200 STR while in a Crisis Zone
Swift in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Dodge while in a Crisis Zone
Taunt- (Active Ability, Warrior) Possessor may spend an action so that target individual below Level 20 may not perform any action that does not target possessor until they have targeted possessor with an offensive action, with said effect being a non-stacking debuff.
Technology Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Technology element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Technology element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Technology element, up to 10 times per round
Tough in a Crisis- (Passive Ability, Warrior) Posessor gains +200 CON while in a Crisis Zone, HP gained from this CON increase does not count toward possessor's Max HP when calculating HP values to determine if possessor counts as being in a Crisis Zone
Undepleted Agility- (Passive Ability, Warrior) Posessor gains +100 AGI while at Max MP
Undepleted Constitution- (Passive Ability, Warrior) Posessor gains +100 CON while at Max MP
Undepleted Mind- (Passive Ability, Warrior) Posessor gains +100 MIN while at Max MP
Undepleted Spirit- (Passive Ability, Warrior) Posessor gains +100 SPI while at Max MP
Undepleted Strength- (Passive Ability, Warrior) Posessor gains +100 STR while at Max MP
Unmarred Agility- (Passive Ability, Warrior) Posessor gains +100 AGI while at Max HP
Unmarred Constitution- (Passive Ability, Warrior) Posessor gains +100 CON while at Max HP
Unmarred Mind- (Passive Ability, Warrior) Posessor gains +100 MIN while at Max HP
Unmarred Spirit- (Passive Ability, Warrior) Posessor gains +100 SPI while at Max HP
Unmarred Strength- (Passive Ability, Warrior) Posessor gains +100 STR while at Max HP
Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.
Weapon Juggling- (Stance Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon

~Wind Duke~
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Apprentice Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +100 to all stats
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +10 to all stats
Detect Air- (Passive Ability, Wind Duke) Possessor gains +1% To Hit against Air element targets
Nourished By Air- (Passive Ability, Wind Duke) If possessor is Air element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Air
Uplifted By Air- (Passive Ability, Wind Duke) If possessor is Air element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Air
Wind Duke- (Passive Ability, Wind Duke) Possessor ignores (1 * (Possessor Level/5), rounded down)% Air Resistance, Possessor ignores Air Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Wind Whisper- (Passive Ability, Wind Duke) Possessor's non-offensive actions that target no opponents and buff at least one ally may not be countered by individuals below Level 20

~Wizard~
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Arcane Weapon Charge- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 100 MP to give any weapon possessor has equipped +50 Melee Attack, Ranged Attack, or Magical Attack, provided it already possesses such a bonus, as a buff that stacks three times across all bonus types, with said buff lasting three rounds
Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Basic Understanding of Temporal Wizard Magic- (Passive Ability, Wizard) Wizard Magic spells that possessor casts that buff AGI buff it by an additional 20 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that buff an individual's turn-order-determining stat sum for turn-order-determining purposes buff it by an additional 40 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that have a chance of inflicting Augmented: Haste have said chance raised by 1%
Basic Utility Spellcasting- (Passive Ability, Wizard) Wizard Magic spells cast by possessor that buff stats do so by an additional 20 points, as an effect that stacks a max of 40 times across all buff instances per individual, Wizard Magic spells that possessor casts that have a chance of inflicting minor positive status effects have said chance raised by 1%, Wizard Magic spells cast by possessor that create or attach effects to Zones or Phantom Terrains cost possessor 100 less MP to cast
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Can Cast Spells While In Close Combat- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the front row
Combat Spellcasting- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions may not be countered by individuals below Level 10, Possessor gains +400 Magical Attack
Defensive Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the back row
Fast Casting- (Technique Ability, Wizard) Possessor may, at the start of a round, declare that possessor's first action of said round will involve this ability; possessor's first action, should possessor declare such, must include said ability, with possessor being forced to skip actions that do not include this ability if possible until such an action is taken. Should possessor declare such, possessor's first action occurs on a turn-order count 500 points higher than it otherwise would, with possessor's other actions that would be based on a turn-order count occurring at the point at which they would otherwise occur. Possessor may use Fast Casting as part of a 'Magical Attack' action that involves a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic spell equipped.
Fast General Spellcasting- (Passive Ability, Wizard) Possessor may use the technique 'Fast Casting' in conjunction with 'Cast a Spell' actions
Fast Spellcasting- (Passive Ability, Wizard) Possessor may declare at the start of a round that possessor's first action of the round will be a 'Cast a Spell' action, Possessor gains +500 to possessor's turn-order-determining stat sum as a non-stacking bonus during rounds that possessor declares such, but must either perform such an action if such an action is possible or possessor must skip said action if such an action is not possible
Formula-Based Casting- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of' cost possessor 500 less MP to cast
Improved Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 250 less MP to cast
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Large Mana Reservoir- (Passive Ability, Wizard) Possessor gains +2,000 MP
Maximal Casting- (Technique Ability, Wizard) Possessor may use Maximal Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack's random stat multiplier is maximized, and possessor's Max MP is reduced by 50% for the remainder of the thread.
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack

~Other~
Ambassador of Night and Day- (Passive Ability, Diplomat) Possessor's Darkness-element allies gain +500 to all stats as a non-stacking buff if possessor is Light element, Possessor's Light-element allies gain +500 to all stats as a non-stacking buff if possessor is Darkness element
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
Basic Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 50 additional HP and MP and deal 10 more damage with each of their damage-dealing attacks
Basic Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Basic Steed User- (Passive Ability, Rider)- All Steed transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Builder of Heavens- (Passive Ability, Heavenly Protector) Celestials, Angels, Devas, Arch-Celestials, Arch-Angels, Arch-Devas, and Holy Ones that possessor summons through effects attached to Zones, Terrains, or Phantom Terrains have their stats increased by 80,000 points and gain +800,000 HP as a non-stacking buff that is placed upon them at the time of their summoning
Chameleon Flesh- (Passive Ability, Flux Baron) Possessor may, at the start of any round or the start of any of possessor's actions, become the same non-Universe element as any ally, any equipped Armor, or any Zone that possessor is in
Hallucinatory Nowhere-Body- (Passive Ability, Other: Unbound Guru) Possessor gains 120% Dodge, Individuals below Level 60 who both have not scanned possessor's stats and could not target possessor if possessor were in a different battlespace cannot hit possessor with attacks, Possessor is Immune to individuals below Level 40
Nonbase Element Affinity- (Passive Ability, Blessing) Possessor's base stats increase by 1 if possessor is solely nonbase elements
Ride Into Battle On a Surfboard- (Passive Ability, Seakeeper) Possessor may, at the start of battle, choose to create a Zone of Water that possessor does not count as being in
Sword-Man- (Passive Ability, Other: Superhero) Possessor gains +20,000 Melee Attack, gains +1 Fame, and (gains +5,000 uncapped STR and AGI if wielding a Sword), and counts as additionally possessing the subtype Sword
Triple the Rugi- (Passive Ability, Blessing) Possessor's name counts as being 'Einrugi', 'Zweirugi', 'Dreirugi', 'Rugirugirugi', 'Rugi Rugi Rugi', and 'Rugi R. Rugi'; Possessor counts as wielding 3 additional Swords; Possessor gains +333 to all stats, +33% Critical, and +3 Fame

~Curse~
Curse that Lands on Zweirugi Regardless of Who Grabs It- (Passive Ability, Curse) -1 AGI
MODRAAAAAAAAAAAAAGE
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Modrageball
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Re: Zweirugi

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NOTE: Zweirugi is storing most of his gear of Draconics's sheet

Weapons-
Sword of Vashna- (Weapon, Sword, Mystic & Void & Glory & Fate & Destruction & Life & Spatial, 1,000,000,000 Gold) +1,000,000 Melee Attack, +1,000,000 Magical Attack, +1,000,000 to all stats, May Heal, May deal MP Damage, 150% Critical, 150% Dodge, 250% To Hit, 150% Resilience, 75% inflicts any two minor or moderate negative status effect (but not sub-status effect except Paralyzed: Temporal Stasis, Imparied: Mute, Charm: Impressed, Voidstruck: Turned To Shadow, Manablasted: Mystic Seal, Stat Drain: AGI Drain, Stat Drain: SPI Drain, Stat Drain: MAG Drain, Stat Drain: MIN Drain, Manablasted: Mystic Leak, Fatigued: Elderly, Antimatter: Obliterated, or Stat Drain: ELM Drain), 15% inflicts Instant Death, Smitten, Devastated, or Petrified: Time Stop, Wielder has a 20% chance of being able to change all targets of any single action of a lower-level individual that is below Level 40 each time such an individual conducts an action provided wielder's last action killed any entity that is not an ally of wielder, +10% Critical, +10% Resilience, +5% Dodge, +10% To Hit, Wielder's per-item Melee Attack bonus cap becomes two times the relevant stat, 25% Mystic Resistance, 25% Chaos Resistance, 25% Light Resistance, 20% Physical Resistance, 20% Technology Resistance, 20% Earth Resistance, 20% Magic Resistance, Charm Immunity, Stat Drain Immunity, Wounded Immunity, Paralyzed Immunity, Manablasted Immunity, Poison Immunity, Disease Immunity, Hexed Immunity, +750,000 HP, Wielder's 'Melee Attack' and 'Magical Attack' actions may remove one buff from a source below Level 60 on each of their targets, Wielder's 'Melee Attack' actions may destroy all of the non-unique spells worth under 100,000,000 Gold equipped by their targets, Wielder's 'Attack With Finesse' actions may deal full Damage to targets in the back row and may target individuals below Level 80 who are in different battlespaces, Wielder gains +15 Fame, Wielder is immune to debuffs from sources below Level 60, Sources below Level 60 cannot force wielder to leave battle or change rows, Wielder ignores the Defense of individuals below Level 60, Wielder ignores the Defense of non-unique individuals below Level 80, Wielder ignores the Resistances, Immunities, and Reflections of individuals below Level 60, Wielder is Immune to individuals below Level 40, Wielder gains +20,000 to its turn-order-determining stat sum for turn-order-determining purposes and +400,000 Magical Attack as an uncapped effect if wielder has no allies and at least one of wielder's opponents is a Boss, Wielder gains 2 hits against 1 against Bosses, Wielder regenerates 3,000,000 HP and MP at the start of each round, Wielder's 'Melee Attack' actions and 'Attack with Finesse' actions may use Spirit or Agility as their Prime Attribute, Wielder's 'Melee Attack' actions may become solely Glory element, Wielder's 'Magical Attack' actions scan their targets' stats, Wielder's Defense cannot be pierced by individuals below Level 60, Wielder's opponents below Level 60 cannot summon, Wielder's 'Overdrive', 'Melee Overdrive', and 'Ranged Overdrive' actions may become solely any combination of non-Universe elements that are Tier 1 or 2 that their targets are weak to, Wielder counts as having an additional spell of every base subtype equipped, Wielder's non-unique opponents below Level 100 and wielder's opponents below Level 99 lose their Deity Effects, Wielder ignores the Resistances and Immunities of non-unique Planetaries below Level 100, Wielder counts as having an additional spell of every subtype that wielder has at least one spell equipped from equipped, All non-unique Spells equipped by wielder that are worth under 100,000,000 Gold may, at wielder's discretion, become solely the subtype Wizard Magic, the subtype Combat Arts, the subtype Time Magic, the subtype Dark Magic, the subtype Combat Arts, the subtype Sword Arts, the subtype Astral Magic, the subtype Transmutation, the subtype Anarchomancy, the subtype Leadership, the subtype Ritual Magic, the subtype Divination, or the subtype Enchantment at the start of every round, targets of wielder's offensive actions that have a higher SPI than wielder obtain a debuff that causes their actions that do not have a Natural MP cost of 0 to cost 2,000,000 MP in addition to their other costs that stacks 5 times, Wielder's 'Melee Attack' and 'Melee Overdrive' actions (may remove one buff from a source below Level 90 from each of their targets, or may deal no Damage and remove one debuff from a source below Level 90 from each of their targets, or may have a 250% chance of inflicting an instance of Wounded: Maimed that, as a non-stacking effect that is part of it, removes one random Constant Effect or Passive Ability from its possessor while present (with which one is being removed being randomly determined at the time of application), provided that its possessor is not above Level 80 and is not greater Level than its inflictor), Wielder's opponents may not leave battle without wielder's permission if below Level 60, Individuals killed by wielder have their corpses disappear if they are below Level 80 and wielder desires such, Individuals below Level 80 cannot prevent wielder from resurrecting individuals, Individiuals killed by wielder cannot be resurrected by sources below Level 80, Wielder is resurrected at the start of each round if killed by a source below Level 70, Wielder's Prime Attribute for 'Melee Attack', 'Attack with Finesse', and 'Melee Overdrive' actions may become Spirit, Whenever wielder conducts an offensive action, wielder chooses a an entity from the Enemy List that is normally fightable for drops that is of a Level equal to or lower than wielder's Level (to a max of 60) and applies one stacked instance of every debuff that enemy could naturally apply (with the same application conditionals as the debuffs on said enemy, such as 'all Robots targeted are afflicted with' or 'targets below Level 20 are afflicted with') without referencing sources other than its own stat sheet, with said infliction instances counting as coming from a source of Level equal to the Level of the entity they are replicated from, Wielder counts as possessing 5 additional abilities from each base class excluding 'Prophet of the Brightest Heavens', 'Prophet of the Darkest Abysses', 'Chronicler of Eternity', and 'Hand of Valcont', Wielder counts as possessing 5 additional abilities from the class 'Radiant Hierophant', Wielder may, up to 12 times per thread as an action that is delayed 0 to 25 rounds, replicate the effect of any ability performable by a monster on the enemy list that is below Level 60, below caster's Level, and (normally fightable for drops or that is the entity 'Clock Stopper's Apprentice', 'Grandmaster', 'Clock Stopper', or 'Lesser Star Eater'), doing so as though said monster is performing said ability, Wielder may, if Level 71 or greater, spend an action to transform into the entity 'Grandmaster', Wielder may, if Level 99 or greater, spend an action to transform into the entity 'Lesser Star-Eater', Wielder's allies gain +10,000 to all stats and +100,000 HP and MP as a non-stacking bonus, Wielder must be Level 40 or greater, Wielder's name must include 'Vashna', Cannot conduct absorbs, Generally requires reforging at the Forge of Aeons to upgrade in an RP thread
Alternate Whipform (Superior)- This item may, at the beginning of any round, gain '+1,000 points to wielder's unmodified stats as a non-stacking bonus', to become a Weaponx2, and to have its subtype change to Whip, Affects Weapons, Quest Enchantment
Alternate Swordform (Fast)- This item may, at the beginning of any round, gain '2 hits against 1', to become a Weaponx2, and to have its subtype change to Sword, Affects Weapons, Quest Enchantment
Alternate Axeform (Grandcleaving)- This item may, at the beginning of any round, to become a Weaponx1, to gain the effect 'wielder's per-item Melee Attack cap becomes two times the relevant stat', and to have its subtype change to Axe, Affects Weapons, Quest Enchantment
Alternate Soulform (Mageblood)- This item may, at the beginning of any round, have its subtype change to Soul and gain the effect 'Wielder dies if wielder reaches 0 MP; wielder may convert HP Damage dealt to wielder by sources below Level 60 into MP Damage', Affects Weapons, Quest Enchantment
Alternate Soulform (Ironsoul)- This item may, at the beginning of any round, have its subtype change to Soul and gain the effect 'Wielder dies if wielder reaches 0 HP; wielder may convert MP Damage dealt to wielder by sources below Level 60 into HP Damage', Affects Weapons, Quest Enchantment
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Experimental Weapons Upgrade I- This item provides +1,000 to MIN, This item gains '40% may inflict Manablasted, This item provides +1% Dodge, Experimental Upgrade

Arena Member's Bow- (Weaponx2, Bow, Wielder's Element, 100 Gold) +20 Ranged Attack, +10 Damage of Wielder's Element
Arena Member's Blade- (Weapon, Sword, Wielder's Element, 100 Gold) +15 Melee Attack , +10 Damage of Wielder's Element
Arena Member's Shield- (Weapon, Shield, Wielder's Element, 100 Gold) +15 Defense, +10 Damage of Wielder's Element
Arena Member's Staff- (Weaponx2, Staff, Wielder's Element, 100 Gold) +20 Magical Attack, +10 Damage of Wielder's Element
*Gehlblanze Var-E- (Weapon, Sword, Mystic & Time & Destruction, 185,000,000 Gold) +185,000 Melee Attack, +185,000 MIN, +185,000 SPI, +1,850,000 MP, Wielder's 'Melee Attack', 'Attack with Finesse', 'Powerful Attack', and 'Melee Overdrive' actions deal both HP Damage and MP Damage, Wielder has a 5% chance of gaining an additional action each round (with this action being a bonus action that is placed in turn order normally)
Trueforged Sword- (Weapon, Sword, Universe, X Gold) +3,000,000 Melee Attack, +3,000,000 Ranged Attack, +3,000,000 Magical Attack, +3,000,000 Defense, +3,000,000 to all stats, +300,000 Defense against Stat Damage, 30% inflicts any one major negative status effect, Wielder gains an additional two actions each round as a non-stacking effect and with these actions being assigned normally in turn order, Wielder's 'Melee Attack', 'Melee Overdrive', and 'Overdrive' actions may gain '1 hit against 5,000,000,000', wielder must be Level 80 or greater, this item cannot be used in combos and is a customized instance of a generic 'Trueforged Sword' item that does not possess its own Shop entry (but may be placed on a sub-list of such items in the Shop)
Twelve-Purification Sword- (Weapon, Sword, Light & Water, 12,000,000 Gold) +12,000 Melee Attack, 50% inflicts Awestruck: Sealed, 200% inflicts Poison: Drunk

Armor-
Arena Member's Armor- (Armor, Light Armor, Wielder's Element, 100 Gold) +20 Defense, +10 Defense against Wielder's Element
*The One Barrister's Hellish Green Law-Suit- (Armor, Clothes, Warding & Law & Evil, 6,666,666,666 Gold) +6,666,666 Defense, +6,666,666 Magical Attack, +6,666,666 CON, +6,666,666 MIN, +66,666,666 HP as a non-stacking bonus, +66,666,666 MP as a non-stacking bonus, 480% Resilience, 30% Physical Resistance, 30% Psychic Resistance, 30% Light Resistance, 30% Darkness Resistance, 30% Magic Resistance, 40% Law Resistance, 40% Chaos Resistance, 30% Human Resistance, 30% Celestial Resistance, 30% Angel Resistance, 30% Deva Resistance, 30% Devil Resistance, 30% Litigamancy Resistance, 30% Contingency Magic Resistance, 30% Summoning Resistance, 30% Binder Magic Resistance, 666% Minor Negative Status Effect Resistance, 600% Moderate Negative Status Effect Resistance, 60% Smitten Resistance, 60% Plague Resistance, 60% Devastated Resistance, 60% Instant Death Resistance, Wearer gains 3 buff slots that may only hold Abjuration buffs, 3 buff slots that may only hold Litigamancy buffs, and 3 buff slots that may only hold Contingency Magic buffs, Wearer's stats cannot be scanned by entities below Level 80, Attempts to scan wearer's stats have a 25% chance of automatically failing, Attacks that target wearer that come from sources below Level 95 that are not greater Level than wearer have a 25% chance of failing against all targets, Wearer's Defense cannot be pierced by sources below Level 99, Wearer's Resistances, Immunities, Reflections, and Absorptions cannot be ignored by sources below Level 99, Wearer Temporarily, as a non-stacking effect that does not key off of Temporary abilities, gains the next Tier ability, to a max of 'Legendary', in the classes 'High Judge', 'Litigamancer', 'Diplomat', 'Ward Crafter', and 'Contingency Mage', This item's also counts as possessing the subtype Robe, Wearer must possess the ability 'Master Diplomat', the ability 'Master Litigamancer', the ability 'Master Law Synchronization', the ability 'Master Evil Synchronization', the ability 'Master Clothier', the ability 'Master Warding Synchronization', the ability 'Master Contingency Mage', the award 'Key to the Defeat of Forcystus', or the award 'Won the Megaquest "Crisis Across Infinite Nexii"', and must be Level 79 or greater

Accessories-
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
1 Hambeltech-Derived Planetary Stasis-Defense Field- (Accessory, Gadget, Technology & Warding & Time & Spatial, 350,000,000 Gold) At the start of each round, all Damage, debuff infliction, negative status effect infliction, buff removal, positive status effect removal, and unsummoning inflicted upon wielder and wielder's allies by opponents of wielder who are below Level 80 and not greater Level than wielder during the previous round is undone, Wielder and wielder's allies gain Fatigued: Elderly Immunity, Wielder and wielder's allies gain Suffocation: No Future Immunity, Wielder and wielder's allies gain 30% Time Resistance, Wielder must be Level 60 or greater
Sweet Shades- (Accessory, Eyewear, Darkness & Ice, 600,000 Gold) +600 Melee Attack, 20% Fire Resistance

Consumables-
Auto-Dispensing Pack of Self-Lighting Cigarettes- (Accessory, Gadget, Fire, 10,000 Gold) Wielder may choose at the beginning of a round to obtain +5% to Hit, to have a 15% of being cured of Confusion, to have a 5% chance of being afflicted with Poison, and to have a 5% chance of being afflicted with Discomfort, with said buff lasting 5 rounds and not stacking
Camel-Headed Bastard Cigarettes- (Consumable, Lethal Item, Fire, 20 Charges, 30,000,000 Gold) User gains +30% to Hit, Cures Confusion on user, Inflicts Poison on all individuals who are not user, -3,000 to all stats of all individuals who are not user, User chooses a an entity from the Enemy List that is normally fightable for drops that is of a Level equal to or lower than possessor's Level that is equal to or lower than Level 20 that is normally fightable for drops and applies one stacked instance of every debuff that enemy could naturally apply to all opponents (with the same application conditionals as the debuffs on said enemy), buffs and debuffs resulting from this item's effects (including its ability to replicate abilities from the Enemy List) last 50 rounds and do not stack
Diviner's Cigarettes- (Consumable, Lethal Item, Fire, 20 Charges, 200,500 Gold) +9% to Hit, +9% Dodge, 80% cures Confusion, 80% inflicts Poison, 80% inflicts Discomfort, lasts 5 rounds, does not stack
Fish And Chips of the Fallen Harvest Goddess- (Consumable, Food, Darkness & Earth, 1 Charge, 180,000,000 Gold) Target, if (below Level 99, non-unique, and not 20 or more Levels greater than user) or (below Level 80), gains the element Darkness and cannot be resurrected by sources below Level 99, with this effect being a non-stacking debuff, User must be Level 40 or greater, Has RP effects when unique deities willingly eat it
2 Infinity Sticks- (Consumable, Medicine, Spatial & Time, Unlimited Charges, 200,000,000 Gold) +50% to Hit, Cures Confusion, Target regenerates 2,000,000 HP at the start of each round and is cured of Poison, Confusion, Diseased, Hexed, and Impaired at the start of each round, Target may enter any battlespace that is part of the same battle at the start of each round so long as no individual of Level 60 or greater in either the battlespace being entered or the battlespace being left objects, May only target user, this item's name counts as including 'Cigarette', does not stack
5 Pack of Cigarettes- (Consumable, Lethal Item, Fire, 20 Charges, 500 Gold) +5% to Hit, 15% cures Confusion, 5% inflicts Poison, 5% inflicts Discomfort, lasts 5 rounds, does not stack
Thalmabotic Jellyglop- (Consumable, Food, Water & Earth & Spatial, 1 Charge, 6,000,000 Gold) Target regenerates 60,000 HP and obtains a buff that stacks 3 times that provides +6,000 MIN and +3,000 SPI

Items-
*'Augustus Lemminton's Account of the Doom that Came'- (Item, Antiquity, Darkness & Chaos & Magic, 7,000,000 Gold)
*'Door 1' from Major Timeline E of the Library of the Lorekeepers- (Item, Antiquity, Magic & Fate, 20,000,000 Gold)
*'Door 2' from Major Timeline E of the Library of the Lorekeepers- (Item, Antiquity, Magic & Fate, 20,000,000 Gold)
*'Door 3' from Major Timeline E of the Library of the Lorekeepers- (Item, Antiquity, Magic & Fate, 20,000,000 Gold)
*'Door 4' from Major Timeline E of the Library of the Lorekeepers- (Item, Antiquity, Magic & Fate, 20,000,000 Gold)

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
Bargain-Bin Toenail Clippers- (Item, Antiquity, Physical, 30 Gold)
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
Myriad Core- (Item, Antiquity, Universe, 3,000,000,000 Gold)
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

Spells-
Timestream-Breaking Riftpunch- (Spell, Unarmed Technique, Time, 910,000 MP, 61,000,000 Gold) +61,000 Melee Attack, 100% inflicts Suffocation: No Future, 15% inflicts Petrified: Time Stop, Target is unsummoned if below Level 80, Up to 200,000 entities in the same battlespace as target that are below Level 60 may be unsummoned, Caster may destroy a Zone of Time, Caster must be Level 40 or greater

Pets-
Laughing Tome: Green (Golem & Magic Being, Level 45)
(Unstatted at present)

Transformations-
None

Permanant Consumables-
None

Artifacts-
None

Awards-
Has Completed the Task "Test of Fortune"
Has Completed the Task "Test of Skill"
Has Completed the Task "Test of War"
Has Completed the Task "Test of Seeking"
Has Completed the Task "Test of Mastery"
Has Completed the Task "Test of Stamina"
Has Completed the Task "Test of Echoes"
Has Completed the Task "Test of Time"
Has Completed the Task "Test of Collecting"
Has Completed the Task "Test of Combat"
Has Completed the Task "Test of Remembrance"
Has Completed the Task "Test of Choices"
Has Completed the Task "Test of Wealth"
Has Completed the Task "Test of Talent"
Has Completed the Task "Test of Slaying"
Has Completed the Task "Test of Hours"
Has Completed the Task "Test of Opposition"
Has Completed the Task "Test of Tenacity"
Has Completed the Task "Test of Essence"
Has Completed the Task "Test of Leadership"
Has Completed the Task "Test of Fame and Fortune"
Has Completed the Task "Test of Versatility"
Has Completed the Task "Test of Memories"
Has Completed the Task "Test of Options"
Beat Nega-Geddoe?
Has Unlocked the Category Special Fights X-1 in the Warehouse
Has Won the "Color-Coded for Your Convenience" Event Match
Has Won the 'Seizing the Center' Event Match
Has Consumed 5 Essence Sphere: Kensei
Has Consumed 5 Improved Essence Sphere: Kensei
Has Consumed 5 Essence Sphere: Swordsman
Has Consumed 5 Improved Essence Sphere: Swordsman
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 4 Improved Essence Sphere: Illusionist
Has Consumed 4 Essence Sphere: Enchanter
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Wizard
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Consumed 5 Essence Sphere: Evermason
Has Consumed 5 Improved Essence Sphere: Evermason
Has Consumed 5 Essence Sphere: Blazing Sultan
Has Consumed 5 Improved Essence Sphere: Blazing Sultan
Has Consumed 5 Essence Sphere: Radiant Heirophant
Has Consumed 5 Improved Essence Sphere: Radiant Heirophant
Has Consumed 5 Essence Sphere: Living Legend
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 5 Improved Essence Sphere: Ebon Chancellor
Has Consumed 2 Greater Essence Sphere: Warrior
Has Consumed 5 Greater Essence Sphere: Swordsman
Has Consumed 5 Essence Sphere: Ravager
Has Consumed 5 Improved Essence Sphere: Ravager
Has Consumed 5 Essence Sphere: Assassin
Has Consumed 5 Improved Essence Sphere: Assassin
Has used 10 Manual of A Thousand Arts
Has used 2 Skillbank
Has used 12 Grandmaster's Texts
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Kensei
Has Consumed 5 Essence Sphere: Slayer
Has Consumed 5 Improved Essence Sphere: Slayer
Has Consumed 5 Greater Essence Sphere: Slayer
Has Consumed 5 Essence Sphere: Transmuter
Has Consumed 5 Improved Essence Sphere: Transmuter
Has Consumed 5 Greater Essence Sphere: Transmuter
Has Completed the Task "Test of Performance"
Has Completed the Task "Test of War"
Has Completed the Task "Test of Bloodshed"
Has Consumed 5 Essence Sphere: Crafter
Has Consumed 5 Improved Essence Sphere: Crafter
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Won the 'Heaven, Hell, Or Somewhere In the Middle' Event Match
Has used 5 Attunement Book: Diviner
Has used 5 Attunement Book: Enchanter
Has used 5 Attunement Book: Geomancer
Has used 5 Attunement Book: Kensei
Has used 5 Attunement Book: Monk
Has used 5 Attunement Book: Transmuter
Has used 5 Attunement Book: Warrior
Has used 5 Attunement Book: Wanderer
Has used 5 Attunement Book: Wizard
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Enchanter
Has Consumed 5 Improved Essence Sphere: Enchanter
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Greater Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Time Mage
Has Consumed 5 Greater Essence Sphere: Wizard
Has Consumed 5 Superior Essence Sphere: Swordsman
Has Consumed 5 Superior Essence Sphere: Wizard
Has Consumed 5 Superior Essence Sphere: Warrior
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Enchanter
Has Consumed 3 Greater Essence Sphere: Warrior
Has Consumed 5 Greater Essence Sphere: Evermason
Has Consumed 5 Greater Essence Sphere: Assassin
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wanderer
Was Involved in the Partially-Temporally-Shattered Conflict Against Eggxodia on Noix
Defeated Wayne A. Baxler in the First Round of the Second Blood Mirage Tournament
Participated in the Second Blood Mirage Tournament
Won Star-Voyager Prize in the SPACE OUTER SPACE Combo Contest for the Constellation Dragon-Serpent
Has Completed the Task "Third Holy Imperial Challenge of Glory: Test of Superiority"
Has Completed the Task "Seventh Holy Imperial Challenge of Glory: Test of Cataloging"
Defeated Chal-Gularr in the Second Round of the Second Blood Mirage Tournament
Has Consumed 5 Essence Sphere: Defender
Has Consumed 5 Improved Essence Sphere: Defender
Has Consumed 5 Greater Essence Sphere: Defender
Defeated Jacques 'Silvertooth' Radaum in the Third Round of the Second Blood Mirage Tournament
Was Defeated in the Fourth Round of the Second Blood Mirage Tournament by Evangeline DeLaPhantos
Participated in the Second Blood Mirage Tournament
Defeated the Powergaming Horse and His Party
Has Completed the Task "Eleventh Holy Imperial Challenge of Glory: Test of Legacy"
Has Consumed 2 Essence Sphere: Umbramancer
Has Consumed 5 Essence Sphere: Guardian
Has Consumed 5 Improved Essence Sphere: Guardian
Has Consumed 5 Greater Essence Sphere: Guardian
Has Completed the Task "Eighth Holy Imperial Challenge of Glory: Test of Effortlessness"
Has Completed the Task "Twelfth Holy Imperial Challenge of Glory: Test of Focus"
Has Completed the Task "Sixth Holy Imperial Challenge of Glory: Test of Ages"
Has Completed the Task "Tenth Holy Imperial Challenge of Glory: Test of Versatility"
Has Used 1 Schoolmarm Bluestripe Snapper
Has Consumed 5 Greater Essence Sphere: Radiant Heirophant
Has Completed the Task "Second Holy Imperial Challenge of Glory: Test of Esoterica"
Bested the Porkman in Holiday Combat
Gained 1 Base Stat Point from Battle Fest and spent it at Bascaradine
Has Completed the Task "First Holy Imperial Challenge of Glory: Test of Expertise"
Has Consumed 5 Essence Sphere: Wind Duke
Has Consumed 5 Improved Essence Sphere: Wind Duke
Has Consumed 5 Greater Essence Sphere: Wind Duke
Has Consumed 5 Essence Sphere: Kinetic Emperor
Has Consumed 5 Improved Essence Sphere: Kinetic Emperor
Has Consumed 5 Greater Essence Sphere: Kinetic Emperor
Has Consumed 5 Essence Sphere: Snow Queen
Has Consumed 5 Improved Essence Sphere: Snow Queen
Has Consumed 5 Greater Essence Sphere: Snow Queen
Has Consumed 5 Essence Sphere: Thunder Czar
Has Consumed 5 Improved Essence Sphere: Thunder Czar
Has Consumed 5 Greater Essence Sphere: Thunder Czar
Has Consumed 5 Essence Sphere: Combatant
Has Consumed 5 Improved Essence Sphere: Combatant
Has Consumed 5 Greater Essence Sphere: Combatant
Defeated Rashulak Sulazz in the Crisis Across Infinite Nexii
Defeated The Giant Prophet in the Crisis Across Infinite Nexii
Defeated Ohmul Ghalamorse, The Almighty and Most Wicked Dragon in the Crisis Across Infinite Nexii
Defeated Ghoble Erloze, The Winged Eclipse in the Crisis Across Infinite Nexii
Bears the Numeral III
Key to the Defeat of Forcystus
Purified the Numerals
Won the Megaquest "Crisis Across Infinite Nexii"
Helped Kriele and the Heaven Architects Establish Fortress-Monastery Nexii Across the Multiverse in the Crisis
Gained 3 Holy Imperial Seal of Triumph Pieces for Winning the Crisis Across Infinite Nexii for the Heaven Architects
Gained 3 Holy Imperial Seal of Triumph Pieces as a Prize from Vashna, Temporary Megaquest Administrator of the Crisis Across Infinite Nexii
Gained 1 Holy Imperial Seal of Triumph Piece Defeating Forcystus in the Crisis Across Infinite Nexii
Honorary Member of the Knights Eternal
Helped Build the Nexus Wallrus at Walrusfest
Beat the Walrusfrost Endurance Competition
Has Completed the Task "Test of Immortality"
Has Completed the Task "Test of Retribution"
Has Completed the Task "Test of Peace"
Has Completed the Task "Test of Vexation"
Has Completed the Task "Test of Preparedness"
Has used 5 Attunement Book: Warlock
Has Consumed 5 Essence Sphere: Warlock
Has Consumed 5 Improved Essence Sphere: Warlock
Has Consumed 5 Greater Essence Sphere: Warlock
Has Consumed 5 Superior Essence Sphere: Warlock
Has Consumed 5 Superior Essence Sphere: Kensei
Has Consumed 5 Essence Sphere: Elementalist
Has Consumed 5 Improved Essence Sphere: Elementalist
Has Consumed 5 Greater Essence Sphere: Elementalist
Has Consumed 5 Superior Essence Sphere: Elementalist
Has used 5 Attunement Book: Elementalist
Has Consumed 5 Essence Sphere: Shrine Maiden
Has Consumed 5 Improved Essence Sphere: Shrine Maiden
Has Consumed 5 Greater Essence Sphere: Shrine Maiden
Has used 5 Attunement Book: Shrine Maiden
Has Consumed 5 Superior Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Archer
Has Consumed 5 Improved Essence Sphere: Archer
Has Consumed 5 Greater Essence Sphere: Archer
Has Consumed 5 Essence Sphere: Smith
Has Consumed 5 Improved Essence Sphere: Smith
Has Consumed 5 Greater Essence Sphere: Smith
Has Consumed 5 Superior Essence Sphere: Smith
Has Consumed 5 Essence Sphere: Smith
Has Consumed 5 Improved Essence Sphere: Smith
Has Consumed 5 Greater Essence Sphere: Smith
Has Consumed 5 Superior Essence Sphere: Smith
Has Consumed 5 Essence Sphere: Diplomat
Has Consumed 5 Improved Essence Sphere: Diplomat
Has Consumed 5 Greater Essence Sphere: Diplomat
Has Consumed 5 Essence Sphere: Driver
Has Consumed 5 Improved Essence Sphere: Driver
Has Consumed 5 Greater Essence Sphere: Driver
Has Consumed 5 Essence Sphere: Crusher
Has Consumed 5 Improved Essence Sphere: Crusher
Has Consumed 5 Greater Essence Sphere: Crusher
Has Consumed 5 Essence Sphere: Paladin
Has Consumed 5 Improved Essence Sphere: Paladin
Has Consumed 5 Greater Essence Sphere: Paladin
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Greater Essence Sphere: Summoner

Gained 5 Base Stat Points in SAN from a Reality Glitch
Gained 5 Base Stat Points in INF from a Reality Glitch
Gained 5 Base Stat Points in RES from a Reality Glitch

Has 75 Base Stat Points
MODRAAAAAAAAAAAAAGE
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