Lili von Mion (Wriggle Nightsparrow)
Level 79
Arch-Daemon, Darkness (currently gets +100 to all unmodified stats from Naria and +150 MIN from mathmatical knowledge which aren't counted in here; has spent 5 STR which is counted in here)
HP- 13,850
MP- 47,325
STR- 460 (5)
AGI- 1,225 (15)
CON- 554 (6)
MIN- 1,893 (17)
SPI- 1,146 (14)
XP- 2,511,182,518
XP Required- 8,320,000, Holy Imperial Seal of Glory
Fame- 200
Obscurity- 1
Gold- 16,573,316,961
Bonus Weeks: 216 (+5 Anarchomancer, +3 Architect, +5 Diviner, +1 Vermin Master, +50 Justicar, +3 Lawbringer, +58 Genesis Architect, +12 Noble, +14 Princess of Sweets, +8 Wanderer, 10 Botanist Bonus Weeks, 33 diviner, 29 Pactmaker Bonus Weeks, 30 Blazing Sultan Bonus Weeks (30 of which cannot be sold, traded or altered), 68 Rune Mage bonus weeks, 10 Temporal Primarch Bonus Weeks, 4 Botanist Bonus Weeks, 4 Swordsman Bonus Weeks, 2 Guardian Bonus Week, 10 Wizard Bonus Weeks)
Weeks:
Will Learn:
Track A:
<Abilities Below>
Devout Worshipper of Naria Zalderos-
Base Benefit- Character's gain +35 to Magical, attacks per level, provided those attacks are Rune Magic, Rune Magic spells cost 10 less MP per character level
Level 5 Benefit: Character's summon caps are doubled for regards to puppets
Level 10 Benefit: 1 more of each Daemon or Golem can be summoned by character than normal
Level 10 Benefit: +20 to all stats per Rune equipped
Bolstered Golem Toughness- If possessor is Level 12 or greater, possessor's Golem summons have their HP doubled, to a max of 1,000,000 additional HP, Worshipper Benefit
Weapons-
*Gavel of Ureshkilon- (Weapon, Mace, Law & Metal, 280,000,000 Gold) +280,000 Melee Attack, Wielder's 'Melee Attack' actions may, as a non-stacking debuff, remove one ability or Constant Effect from each of their targets that is below Level 80 that is not higher Level than wielder
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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
*Guliarus Violin: Sweet Endless Nocturne- (Weaponx2, Instrument, Darkness & Wonder & Time, 545,000,000 Gold) +1,118,000 Magical Attack, +1,116,000 SPI, +10,100,000 MP as a non-stacking bonus, +5 Fame, Wielder's per-item Magical Attack cap is doubled for this item, Zones of Darkness created by wielder may not be destroyed by sources that are not either 20 Levels greater that wielder or greater than Level 97, Wielder may maintain five additional Bardic Music spells per round without spending actions to do so, Wielder gains the abilities 'Basic Bardic Music Attunement', 'Apprentice Bardic Music Attunement', 'Bard', 'Adept Bardic Music Attunement', 'Basic Instrument Training', 'Apprentice Instrument Training', 'Musician', and 'Adept Instrument Training', Wielder gains Fatigued Immunity, 35% Darkness Resistance, 35% Hope Resistance, 100% inflicts Voidstruck, 150% inflicts Paralyzed, 100% may inflict Stat Boost: SPI Boost, Wielder must be Level 40 or greater
*Null Hand- (Weapon, Fist Weapon, Null, 170,000,000 Gold) +170,000 Melee Attack, +170,000 CON, Wielder's 'Melee Attack' actions set the stats of targets below Level 60 to 0, Wielder must be Level 60 or greater
*World-Architect's Hand- (Weapon, Fist Weapon, Spatial & Life & Wonder, 197,000,000 Gold) +197,000 Melee Attack, +197,000 Magical Attack, +197,000 to all stats, 200% may inflict Paralyzed, Wielder's 'Melee Attack' and 'Melee Overdrive' actions may use Spirit as their Prime Attribute, Wielder may, at the start of each round and of each of wielder's actions, create a Zone of any base element or of wielder's element (excepting Universe) or a Terrain or Phantom Terrain that is of any type that has a Square Mile purchasable in the Shop that is in-stock, Wielder may, at the end of each round, attach an effect to a Zone, Terrain, or Phantom Terrain that summons 1 enemy of wielder's choice that is below wielder's Level (to a Max of Level 79) and shares an element with the Zone, Terrain, or Phantom Terrain in question (with Terrains and Phantom Terrains counting as possessing the elements of their corresponding square miles in the shop and counting as 'Null' if no such corresponding square mile exists), Max 50 summoned, this effect stacks 200 times per zone and across zones, but does not stack in regards to its summon cap
Doge's Umbrella- (Weapon, Bladecane, Grandeur, 120,000,000 Gold) +42,000 Magical Attack, +30,000 Defense, +2 Fame, This item may be equipped as a Weaponx0 while its wielder has at least one ally an no other Weaponx0 equipped
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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
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Opulent- This item is worth 4 times its prior value, Affects any type of possession, Smithing Technique
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Miserly- Provides an additional (Item Value) / 10,000 bonus to all Attack Bonuses this item already provides, Affects Weapons, Enchantment
Archdaemonic Naria Proxy-Doll- (Weapon, Other: Toy, Magic & Darkness, 200,000,000 Gold) +200,000 Magical Attack, +200,000 MIN, +200,000 SPI, 10% inflicts Dominion, Wielder's Rune Magic summons obtain +20,000 to all stats as a constantly-applied effect that does not stack, Rune Magic spells cost wielder 200,000 less MP to cast as an effect that does not stack, gains +200,000 additional Magical Attack as an effect that stacks 2 times and take 5 less actions to cast if they take multiple actions to cast as an effect that does not stack, Wielder gains the subtype Arch-Daemon, Wielder must be Level 40 or greater and must be a devout worshipper of Naria Zalderos
Book of Streeblos- (Weapon, Book, Water, 7,000 Gold) +15 Magic Attack, +3 Optional Water Damage on hit
95 Bow of Pestilience- (Weaponx2, Bow, Darkness & Acid, 270,000,000 Gold) +540,000 Ranged Attack, +500,000 AGI, +500,000 CON, +500,000 SPI, 60% inflicts Plague, 30% Plague Resistance, Wielder must be Level 40 or greater
Clanfather- (Weapon, Hammer, Fate & Earth, 255,000,000 Gold) +255,000 Melee Attack, +255,000 STR, +255,000 CON, Wielder gains the ability 'Adept Hammer Training', Wielder's (summons and their descendant summons) whose name includes 'Dwarf' or 'Dwarven' gain +25,500 to all stats and cannot be unsummoned by individuals below Level 40, Wielder must be Level 40 or greater
Cosmos-Metal Sweep-Glaive- (Weapon, Polearm, Light & Darkness & Magic, 70,000,000 Gold) +70,000 Melee Attack, +70,000 STR, +70,000 CON, Wielder's 'Melee Attack' actions may gain 1 hit against 15 and deal 1/2 Damage, 165% To Hit, 65% Critical
Currents of Stone and Circuitry- (Weapon, Other: Basilisk Emblem, Technology & Earth, 116,000,000 Gold) +116,000 Ranged Attack, +116,000 Magical Attack, Wielder's 'Ranged Attack' and 'Magical Attack' actions use (Mind + Constitution)/2 as their Prime Attribute and deal 11,600 Flat Earth element MIN Damage, Whenever wielder deals MIN Damage to a target, to a max of once per round, wielder has a 30% chance of inflicting Petrified on that target, Whenever wielder is targeted with an offensive action, wielder may deal 5,500 Flat Technology element MIN Damage to said action's source at the end of said action, Whenever wielder's stats are scanned, wielder may choose to have a 45% chance of inflicting Petrified on the source of said scan, Wielder must be Level 55 or greater
Dreampyre Orb- (Weapon, Orb, Fire & Dream, 10,825,000 Gold) +10,850 Magical Attack, +10,600 MIN, +10,600 AGI, +10,600 SPI, 60% inflicts Burning, 40% inflicts Manablasted, 60% Critical, If wielder is Dream element, wielder's offensive actions remove all buffs from sources below Level 60 from their targets
18 Ebony Spear of Stasis- (Weapon, Spear, Darkness & Time & Spatial, 10,000,000 Gold) +10,000 Melee Attack, +10,000 Magical Attack, +10,000 Ranged Attack, Buffs cast on wielder last 10 rounds longer if they possess a duration of at least 2 rounds, Illusion Magic buffs cast on wielder instead last 50 rounds longer if they possess a duration of at least 2 rounds
Fatal Axe of Ruin and Slaughter- (Weapon, Axe, Destruction & Fate & Evil, 200,000,000 Gold) +400,000 Melee Attack, +400,000 STR, -200,000 CON, 140% Critical, 30% inflicts Voidstruck: Marked for Demise, 30% inflicts Antimatter: Obliterated, 30% inflicts Smitten: Great Atrocity, 30% inflicts Instant Death, wielder deals double Damage (to a max of 1,000,000,000 additional Damage) to targets below Level 60, Wielder's per item Melee Attack bonus caps are doubled for this item, Wielder must be Level 40 or greater
Gangster's Gun- (Weapon, Gun, Technology & Darkness & Physical, 60,000 Gold) +60 Ranged Attack, 6% Critical
Gold Flamingo Golf Club- (Weapon, Polearm, Wealth & Tacky & Glory, 35,000,000 Gold) +35,000 Melee Attack, Wielder gains +70% To Hit against Wealth-element targets
Holly Blade- (Weapon, Sword, Earth & Hope, 150,000,000 Gold) +150,000 Melee Attack, 300% may inflict Charm or Poison
Horror-Unmaking Mirror- (Weapon, Stone, Aether & Void & Light, 65,000,000 Gold) +65,000 Magical Attack, +65,000 SPI, 5% inflicts Vanished on Horrors and Darkspawn
Hyperadvanced Radiation-Driller- (Weapon, Gun, Atomic & Technology, 26,000,000 Gold) +26,000 Ranged Attack, 70% inflicts Poison: Irradiated, 50% inflicts Stat Drain: DEF Drain, Wielder's 'Ranged Attack' actions may apply a debuff that stacks 5 times and provides -1,300 Defense
I Like You Because I Am Pointy- (Weapon, Spear, Ice & Acid, 56,000 Gold) +52 Melee Attack, Wielder's Melee Attack actions have a 15% chance of gaining '5% inflicts Charm'
Lich Lord's Staff- (Weapon, Staff, Darkness & Magic, 12,655,000 Gold) +12,420 Melee Attack, +12,670 Magical Attack, Wielder's Necromancy spells that provide a Magical Attack Bonus gain +12,200 additional Magical Attack, Wielder's Necromancy summons gain +9,200 to all stats as a non-stacking effect, Wielder's Necromancy spells cost 18,000 less MP
Lili's Binding Strings- (Weapon, Other: Puppet Strings, Air & Technology, 70,000,000 Gold) +70,000 Magical Attack, Wielder's Rune Magic, Robot, and Machine summons gain +7,000 to all stats, with this bonus not stacking, Wielder's Darkness-element Rune Magic spells cost 70,000 less MP, Wielder may spend an action to have a 100% chance of inflicting Voidstruck, Hexed, Paralyzed, or Charm on a target, This item may be equipped as a Weaponx2 to provide +140,000 Magical Attack and give all possessor's Rune Magic, Robot, and Machine summons +21,000 to all stats, with this bonus not stacking, Wielder's Rune Magic, Golem, and Daemon summons have a 60% lower chance of being uncontrolled if wielder's name includes 'Lili', This item may not increase a summon's stat by more than 30% of its original, unbuffed, stat, This item may not be stolen or destroyed by individuals below Level 60, Buffs may not increase the Dodge value of individuals below Level 60 against this item's wielder
Lion of the Sun's Wind- (Weapon, Instrument, Light & Fire & Hope & Astral & Glory, 275,000,000 Gold) +275,000 Magical Attack, +275,000 SPI, 100% inflicts Charm, 100% inflicts Awestruck, 100% may inflicts Impaired: Deaf, 100% inflicts Burning, 100% inflicts Zealblasted, 80% inflicts Overload, 20% inflicts Dominion, Wielder gains the subtypes Animal and Solar Being while performing attacks that incorporate wielder's Magical Attack bonus, Wielder may choose to not reduce individuals afflicted with Dominion with wielder as its source to HP values below 1 HP with attacks, Wielder may treat Bardic Music spells as Leadership spells while casting them, Wielder's 'Magical Attack' actions gain '1 hit against 500,000,000', Wielder must be Level 40 or greater and must possess the ability 'Adept Instrument Training' or the ability 'Expert Leadership Attunement'
Mind Replacer (Grape Jelly Variant)- (Weapon, Gun, Technology & Psychic & Spatial, 20,000,000 Gold) +20,000 Ranged Attack, Inflicts Stat Drain: MIN Drain, Wielder's 'Ranged Attack' actions deal 2,000 MIN Damage and count as involving a Food
Mister Terrorbunny- (Weapon, Other: Toy, Darkness & Light, 87,000,000 Gold) +87,000 Melee Attack, +87,000 Magical Attack, +60,000 to all stats, 90% Critical, 170% To Hit, Wielder's non-offensive actions may inflict Invigorated, Wielder's offensive actions may (lose the element Light and gain the elements Blood and Destruction), Wielder's offensive actions may gain '200% inflicts Confusion: Fear', Wielder's offensive actions may gain '5% inflicts Instant Death: Devoured'
Patterns of the Ancient Cosmos- (Weapon, Book, Light & Darkness & Technology & Magic, 140,000,000 Gold) +140,000 Magical Attack, +140,000 Ranged Attack, +140,000 MIN, +140,000 SPI, +240,000 MP, 30% inflicts Awestruck, Voidstruck, Manablasted, or Antimatter
Replica of the Disembodied Head of Zorbozo the Soul-Eating Clown Impaled On a Deathsteel Pike- (Weapon, Bailartix, Darkness, 278,000,000 Gold) +278,000 Ranged Attack, 25,000 SPI Damage, +280,000 AGI, +285,000 SPI, Individuals killed by wielder may not be resurrected by sources below Level 60, 165% To Hit, 100% inflicts Confusion: Fear, 100% may inflict Stat Drain: SPI Drain, Wielder's 'Ranged Attack' actions use Spirit as their Prime Attribute, Wielder must be Level 20
Rubble of the Upper World- (Weapon, Stone, Air & Earth, 65,000,000 Gold) +65,000 Ranged Attack, 100% may inflict Entombed or Suffocation, Targets below Level 80 that are not 20 or more Levels greater than wielder may not summon Angels, Celestials, or Devas, Wielder must be Level 20 or greater
Self-Sculpting Dreamforce- (Weapon, Force, Dream, 120,000,000 Gold) Wielder may spend an action to Transform into one lower-Level Human, Humanoid, Fae, Animal, Cthonian, Aerial, Aquatic, or Monster below Level 85 that is normally fightable for drops on the enemy list, Wielder must be Dream element and must be Level 40 or greater
Sneaky Crossbow- (Weapon, Bow, Air & Physical, 7,800,000 Gold) +7,800 Ranged Attack, This item's owner may bring it into a thread that it could be brought into without it being present at the threads start (but with it being brought being noted) and may have it appear at the start of any round).
Space-Piercing Drillspear- (Weapon, Spear, Spatial & Destruction & Technology, 45,000,000 Gold) +45,000 Melee Attack, Wielder ignores 15% worth of wielders' targets' Spatial Resistance, This item counts as a Tool, Wielder may spend an action to leave wielder's current battlespace and enter a different battlespace within the same thread so long as no individual of Level 60 or greater in either battlespace objects, Wielder must be Level 20 or greater
Splendid Adamantine Bailartix- (Weapon, Bailartix, Earth, 50,000,000 Gold) +50,000 Ranged Attack, +50,000 MIN, Wielder's Ranged Attack actions may use Mind as their Prime Attribute, Wielder may use MIN to determine capping for wielder's Ranged Attack bonus, 80% Critical, Wielder ignores the Defense of individuals below Level 30, Wielder ignores the Physical Resistance, Immunity, and Reflection of individuals below Level 20, Pierces 20,000 Defense, Wielder must be at least Level 35
6 Supreme Steel Sunflower- (Weapon, Deadly Item, Light & Energy, 70,000,000 Gold) +70,000 Ranged Attack, +70,000 Melee Attack, wielder's 'Ranged Attack' actions may gain '3 hits against 5' and deal 1/2 Damage if its caster chooses to destroy a Zone of Light that it created during said action
Talons of Dyojattamittidoian Paint- (Weapon, Fist Weapon, Water & Earth & Whimsy & Destruction, 135,000,000 Gold) +135,000 Melee Attack, 140% Critical, Wielder's 'Melee Attack' actions may not target more than 2 individuals, Wielder must be Level 55 or greater
Teapot of R'Lyeh Dreaming- (Weapon, Other: Teapot, Darkness & Water & Time & Dream, 450,000,000 Gold) +450,000 Magical Attack, +450,000 MIN, +450,000 SPI, +4,500,000 MP as a non-stacking bonus, Forbidden Magic spells cost wielder 8,500,000 less MP to cast, 200% Inflicts Confusion, 200% inflicts Drowning, 200% inflicts Mindblasted, 30% inflicts Insanity, 20% Darkspawn Resistance, 100% Drowning Resistance, Instant Death Immunity, Wielder suffers no negative effects from the status effect Fatigued, Wielder cannot be killed by sources below Level 60, Wielder may spend an action to resurrect a target killed by a source below Level 80, Wielder must be Level 60 or greater
200 Tiny Hammer- (Weapon, Tool, Earth, 500 Gold) +5 Melee Attack
3 Totally Awesome Dead Walrus!- (Weapon, Other: Chaos Talon, Water, 70,000 Gold) +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, +70 to all stats
3 Totally, Absolutely Awesome Dead Walrus, Silver Edition!- (Weapon, Other: Chaos Talon, Water, 240,000 Gold) +240 Melee Attack, +240 Ranged Attack, +240 Magical Attack, +240 to all stats
Voice of the Unseen Goddess- (Weapon, Other: Toy, Mystery & Magic, 200,000,000 Gold) +200,000 Melee Attack, +200,000 Ranged Attack, +200,000 Magical Attack, +200,000 MIN, +200,000 SPI, 220% To Hit, 100% Dodge, Wielder's 'Melee Attack' and 'Ranged Attack' actions may use Mind as their Prime Attribute, Wielder may ignore the effects of instances of Impaired: Blind afflicting wielder, Wielder may choose at the beginning of a round for wielder's turn-order-determining stat to become Mind or Spirit as a non-stacking buff, Wielder's actions targeting individuals in other battlespaces may not be countered by sources below Level 80 that are not in the same battlespace as wielder, Wielder must be Level 40 or greater, must possess the ability 'Basic Mystery Synchronization', and (must be Level 60 or greater OR must be a Deity)
World-Gourmand's Fork- (Weapon, Tool, Destruction & Wonder & Wealth, 210,000,000 Gold) +210,000 Melee Attack, Wielder's attacks gain 'deals HP Drain', Wielder gains +100% Critical against Astral Beings who possess either the Constant Effect or ability 'Supermassive' or the Constant Effect or ability 'Hypermassive'
Wyrumaxian Grinding Gyre- (Weapon, Bailartix, Destruction & Spatial, 2,313,000,000 Gold) +2,313,000 Ranged Attack, Wielder's 'Ranged Attack', 'Point Blank', 'Snipe', and 'Ranged Overdrive' actions use Mind as their Prime Attribute, Wielder may, so long as no individual of higher Level or that is Level 100 or greater objects, spend an action to change this item's name to 'Viromaxian Drag and Drag', sets the status of the Imaginary Element 'Happy Erosion' to Manifested, changes this item's element to 'Happy Erosion', and its text to '+2,313,000 Ranged Attack, Wielder's 'Ranged Attack', 'Point Blank', 'Snipe', and 'Ranged Overdrive' actions use Mind as their Prime Attribute, Wielder may deal HP Drain instead of HP Damage, Wielder may deal MP Drain instead of HP Damage, Wielder's offensive actions, to a max of once per round per target, reduce one of each of their opposing targets' stats, for targets that are below Level 99, by 5% as a non-debuff-counting debuff that stacks 20 times that causes its possessor to be afflicted with Elevated at the start of each round, with this debuff inflicting all minor positive status effects on wielder if it kills an opponent of wielder's, Wielder must be Level 60 or greater', Wielder must be Level 60 or greater
Armor-
Improved Cosmos Metal Spineplate- (Armor, Heavy Armor, Light & Darkness & Magic, 115,000,000 Gold) +115,000 Defense, +115,000 STR, +115,000 CON, 35% Light Resistance, 35% Darkness Resistance, 30% Magic Resistance, Wielder may deal 100,000 Flat Light or Darkness or Magic element Damage to any individual who conducts an offensive action that targets wearer at the end of each such action
Lich Lord's Robe- (Armor, Robe, Darkness & Magic, 12,710,000 Gold) +12,600 Defense, +12,200 Defense against Darkness, 30% Darkness Resistance, +12,730 Magical Attack, Wielder's Necromancy spells that provide a Magical Attack Bonus gain +12,200 additional Magical Attack, Wielder's Necromancy summons gain +9,500 to all stats as a non-stacking effect, Wielder's Necromancy spells cost 12,500 less MP
Moonsuit- (Armor, Light Armor, Technology, 15,000,000 Gold) +150 Defense, Suffocation Immunity, Voidstruck Immunity, 100% Frozen Resistance
Pants Full of Angry Samurai- (Armorx.5, Clothing, War & Air, 3,000,000 Gold) +3,000 Melee Attack, Wielder counts as possessing 30 additional Human allies, Wielder's 'Melee Attack' actions gain '2 hits against 1' if wielder possesses the abilities 'General' and 'Adept Sword Arts Attunement'
Pants Full of Angry Vampire Counts- (Armorx.5, Clothes, Technology & Spatial, 45,000,000 Gold) +45,000 Melee Attack, +45,000 Ranged Attack, +45,000 Magical Attack, +40,000 AGI, +45,000 CON, +45,000 SPI, 60% inflicts Wounded: Bleeding, Wielder's 'Magical Attack' actions may gain 'deals HP Drain', Wielder's 'Ranged Attack' and 'Melee Attack' actions count as coming from a source that also possesses the subtype Undead and may sumon up to 5 Vampire or Vampire Count from the Enemy List, Max 30 summoned
6 Pitch Black Shadow-Woven Cowboy Clothes- (Armor, Clothing, Darkness, 86,000 Gold) +69 Defense, +120 additional Defense when in a Zone of Darkness, 15% Dodge when in a Zone of Darkness, +99 Ranged Attack when in a Zone of Darkness
Pretty Blue Wonder Dress of Fishy Doompuppets- (Armor, Clothes, Wonder & Water, 350,000,000 Gold) +305,000 Defense, +350,000 SPI, Wielder's Water element Daemon summons gain +7,000 to all stats as a non-stacking bonus, Wielder's Rune Maigic summons may, when summoned, each gain 1 Constant Effect or Ability possessed by an Aquatic below Level 60 from the enemy list as an effect that does not stack (including not stacking with other effects that give their possessors any effects or abilities present on entities from the Enemy List)
Solar Countess's Robe- (Armor, Robes, Light, 40,000,000 Gold) +40,000 Defense, +40,000 Magical Attack, +40,000 SPI, 35% Light Resistance, Wearer's Solar Being allies gain +4,000 to all stats as a non-stacking buff, Wearer's Light-element allies gain +4,000 to all stats as a non-stacking buff
2 Tia Costume- (Armor, Disguise, Fire, 100,000,000 Gold) Wearer's subtype becomes solely Humanoid and wearer's element becomes solely Fire, Wearer's Base STR becomes 5, Wearer's Base AGI becomes 16, Wearer's Base CON becomes 7, Wearer's Base MIN becomes 16, Wearer's base SPI becomes 16, Wearer's name becomes 'Tia Telaria'
10 Violet Syndicate Robes- (Armor, Robe, Darkness, 30,000 Gold) +29 Defense, +14 MIN, 2% Darkness Resistance
Accessories-
*Ashtensyrex- (Accessory, Magic Item, Fire & Destruction & Life & Mystery, X Gold) +10 Base SPI, Fire element Damage wielder and wielder's allies deal to individuals that are not 20 or more Levels greater than wielder is doubled (to a max of 1,000,000,000,000 additional Damage)
*Bill's Right Shoe- (Accessoryx.5, Shoes, Earth, 100 Gold) +1 Defense
*Bottle of Silver Radience to Seal the Demon King's Heart- (Accessory, Quest Item, Light, 570,000 Gold) +50 SPI, Cursed items of lesser value than this item may be unequipped normally if they were equipped while this item was equipped
*Cerulean Enigma Body- (Accessory, Bioaugmentation, Aether, 150,000,000 Gold) +1,500,000 HP as a non-stacking bonus, +150,000 CON, Wielder may ignore the infliction of up to 5 debuffs or negative status effects on it from sources below Level 80 per round, Wielder is Immune to sources below Level 40
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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
*Crown of the Old Paint Man- (Accessory, Crown, Water & Earth & Whimsy & Destruction, 180,000,000 Gold) +180,000 Melee Attack, +180,000 Magical Attack, +1,800,000 MP as a non-stacking bonus, 50% inflicts Dominion on targets below Level 90 whose name includes 'Paint' but does not include 'Dragon', 50% Dragon Weakness, Wielder must be Level 55 or greater
*Goldenhammer's Spirit-Expelling Bullet- (Accessory, Quest Item, Magic & Darkness, 14,000,000 Gold) Wielder's Ranged Attacks inflict Instant Death on Spirits below Level 20, Has RP effects
*Harmonica that Longs to See the Sun- (Accessory, Quest Item, Hope & Technology, 300 Gold) +1 SPI
*Lili's Papers from the Seirei Portal- (Bound Accessory, Quest Item, Light & Darkness, 1,000 Gold) +1 SPI (Bound to Seirei)
*Lucky Present Bow of Wahooville- (Accessory, Hat, Fortune, 17,777,777 Gold) +17,777 to all stats, 50% Critical, 150% To Hit, 50% Dodge, 50% Resilience, 77% Minor Status Effect Resistance, Wielder's 'Elemental Attack' actions may become solely Fortune element, Wielder's items may not be destroyed by sources below Level 60
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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
*Orlue's Psi-Frenzy Lure-Bubbles- (Accessory, Gadget, Psychic & Technology, 86,000,000 Gold) Wielder may spend an action to make all Psychic-element summons with summoners below Level 80 uncontrolled and to give all such summons +43,000 to all stats as a non-stacking buff
*Possibly-Temporary Lili Special Cell Phone- (Accessory, Quest Item, Technology, 100 Gold) +50 MIN
*Sun Conqueror's Helm: Wonder Crafted by Gashmarr Brangranner- (Accessory, Helm, Light, 600,000,000 Gold) +600,000 Defense, +600,000 CON, 140% Resilience, 60% Light Resistance, 100% Awestruck Resistance
*The Amber Dragonfly- (Accessory, Crystal, Earth & Magic & Time & Fate, 30,000,000 Gold) +3,000 Magical Attack, +3,000 CON, +3,000 MIN, +3,000 SPI, Buffs with wielder as a source that have a duration measured in rounds of at least 2 rounds have said duration not decrease at the end of rounds at the end of which no opponent of Level 45 or greater is in the same battle as wielder, Wielder gains 1 buff slot or 1 summon slot (chosen at the time this item is equipped)
Clownfiend Goddess's Evasive Mystery Fogshoes- (Accessory, Shoes, Evil & Darkness & Spatial & Mystic & Mystery, 800,000,000 Gold) +800,000 Defense, +800,000 Magical Attack, +800,000 MIN, +800,000 SPI, +800,000 AGI, 80% Dodge, 120% Dodge if wearer is a Deity, 240% Dodge if wearer is a Fiend, +20% Dodge if wearer's stats have not been scanned, Wearer may choose to have wearer's Fame count as 0, Wearer may choose to automatically Dodge one attack from a source below Level 80 per thread, Wearer's stats may not be scanned by individuals below Level 80, Wearer's stat-scanning attempts are automatically successful against targets below Level 80, Wearer's actions that include wearer casting one or more 'Dance' spells may gain '60% inflicts any one minor or moderate negative status effect (but not sub-status effect)', Wearer has a 10% chance of being able to change all targets of any single action of a lower-level individual that is below Level 80 each time such an individual conducts an action provided wearer's last action killed any entity that is not an ally of wearer, wearer is immune to debuffs from sources below Level 80 if wearer is Level 60 or greater, Sources below Level 80 cannot force wearer to leave battle, Wearer counts as having an additional spell of every base subtype equipped, All non-unique Spells equipped by wearer that are worth under 200,000,000 Gold may, at wearer's discretion, become solely the subtype Wizard Magic, the subtype Dark Magic, the subtype Demon Magic, or the subtype Dance at the start of every round, Wearer gains 240% Dodge against individuals below Level 60, This item's text may not be changed by sources below Level 80 without its wearer's permission, This item's name counts as being 'Fog Boots', Wearer must either be a Deity, be a Fiend, or be Level 60 or greater
Skullmask of the World-Executioner- (Accessory, Mask, Darkness & Technology & Progress & Destruction & Warding, 600,000,000 Gold) +600,000 Ranged Attack, +600,000 Defense, Poison Immunity, Disease Immunity, Wielder's actions may gain the element 'Atomic', the element 'Destruction', or the element 'Fate', 30% Darkness Resistance, 30% Acid Resistance, 30% Light Resistance, 30% Physical Resistance, Wielder's Defense may not be pierced by individuals below Level 80, Wielder's attacks deal 10x Damage (as an effect that does not stack with other Damage-multiplying effects) to individuals with the ability Supermassive or the ability Hypermassive that are of equal Level to or lower Level than wielder, 15% inflicts Instant Death, Effects attached to Zones by sources below Level 60 may not Damage wielder or inflict debuffs or negative status effects on wielder, Wielder's subtype becomes Robot if it does not already include Robot or Machine, Wielder's offensive actions pierce all Defense of targets below Level 80 that are not Warding element if wielder is wielding a Gun, Wielder must be Level 60 or greater
w/ Liscense To Kill- This item may be equipped by individuals named 'Lili VonMion', ignoring its natural Level restrictions (provided that said restrictions would allow a Level 90 individual to wield it), with its wearer gaining a 1% chance of inflicting Instant Death if its wearer could equip it without this restriction-removing clause, Special Liscense
Archdaemonic Tyrant-Judge's Crown- (Accessory, Crown, Darkness & Law, 200,000,000 Gold) +200,000 to all stats, Wearer gains +2,000,000 HP and +2,000,000 MP as a non-stacking effect, Wearer's pets and summons gain Immunity to Charm, At the start of each round, wearer may either remove one buff from a source that is not more than 5 Levels greater than wearer that is below Level 90 or may choose any one buff and make said buff, as an alteration to that buff, unable to be removed by sources that are not more than 5 Levels greater than wearer that are below Level 90 for the remainder of the round, Wearer is Immune to individuals below Level 40, Wearer must be Level 55 or greater
Bowl of the Blue Sun King's Fire- (Accessory, Magic Item, Fire & Light, 70,000,000 Gold) Wielder may spend an action to deal 700,000 Flat Fire & Light element Damage to a target at the start of every round as a non-stacking debuff
w/ Has a Replica Copy Attached to Something Extremely Sticky- The item possessing this effect cannot be replicated by sources below Level 80, Individuals with the ability 'Imitate Object' that are below Level 80 may not use said ability to remove this item from a thread, Quest Enchantment
Cat-Quieting Hat- (Accessory, Hat, Air, 450,000 Gold) Animals below Level 5 whose name includes 'Cat' may not conduct Sonic element actions
Coyneminde- (Accessory, Bioaugmentation, Wealth & Commerce & Psychic, 201,555,557 Gold) Wielder may treat Gold value of any item it has equipped as being equal to its MP total (to a max of 2,000,000,000)
2 Crown of the High Queen of All Lillies- (Accessory, Crown, Nobility, 450,000,000) +450,000 Defense, +450,000 Magical Attack, +450,000 SPI, +450,000 CON, Plants below Level 65 have their actions controlled by wearer unless they are Immune to Dominion, Wearer must be Level 40 or greater
Crystal of Endless Magic- (Accessory, Crystal, Magic & Mystic, 200,000,000 Gold) +200,000 MIN, +2,000,000 MP as a bonus that stacks 5 times, Wielder regenerates 200,000 MP at the start of each round as an effect that stacks 5 times, Wielder must be Level 40 or greater
Daemonic Future-Architect's Tower-Hat- (Accessory, Hat, Darkness & Law & Fate, 240,000,000 Gold) +240,000 Magical Attack, +240,000 MIN, Wearer's allies may use wearer's MIN as their turn-order-determining stat, Wearer gains +2,400,000 MP as a non-stacking effect, Divination, Ritual Magic, and Rune Magic spells cost wearer 200,000 less MP to cast, Wearer may delay one of its actions each round for up to 5,000 rounds so long as no opponent of Level 85 or greater objects, Wearer's actions may not be countered by opponents below Level 80, Wearer's opponents below Level 80 may not change the number of rounds that wearer's actions are delayed, Wearer may scan the stats of one target at the beginning of each round, Wearer is Immune to individuals below Level 40, Wielder must be Level 40 or greater and must be a Daemon
Death's Right Hand- (Accessory, Bioaugmentation, Fate & Destruction, 240,000,000 Gold) +240,000 Melee Attack, +240,000 Ranged Attack, +240,000 SPI, 100% Critical, 5% inflicts Instant Death, Wielder's per-item Melee Attack bonus cap becomes 2x the relevant stat, Wielder's per-item Ranged Attack bonus cap becomes 2x the relevant stat, Wielder must be Level 40 or greater
Doomsday-Pattern Pendant- (Accessory, Amulet, Magic, 5,000,000 Gold) Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat
Elder Rune of Status Protection- (Accessory, Other: Elder Symbol, Magic & Warding, 15,110,000 Gold) +1,500 Defense against Stat Damage, 40% Minor Status Effect Resistance, Sources below Level 40 cannot inflict minor or moderate negative status effects on wielder
Explosive Phone- (Accessory, Trinket, Technology & Energy & Fire, 600,000 Gold) Wielder's allies gain +600 to all stats as a non-stacking bonus, If wielder is killed, wielder may, to a max of once per battle, deal 6,000 Flat Technology & Energy & Fire element Damage to up to 5 targets
First Boss Badge- (Accessory, Broach, Universe, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Opposing bossess below Level 10 that are listed as below Level 10 on the Boss List have their Boss Effects disabled, Wielder must be Level 12 or higher
4 First Endurance Badge (2)- (Accessory, Broach, Magic, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Wielder gains 1 Buff Slot, to a max of 10, Wielder must be Level 12 or higher
Flag-Confusing Dictionary- (Consumable, Libram, Chaos & Knowledge, 1 Charge, 800,000 Gold) Wielder may spend an action to inflict Confusion on target Large Structure who possesses a Constant Effect that includes 'Flag'
Fog-Disgorging Chest-Door to the Unreachable Self- (Accessory, Upgrade, Spatial & Mystery, 200,000,000 Gold) +200,000 to all stats, +20,000 Defense against Stat Damage, +20,000 to wielder's turn-order-determining stat sum for turn-order-determining purposes if wielder's stats have not been scanned, Wielder's opponents below Level 80 that are not greater Level than wielder may not gain Abilities, Wielder must be Level 40 or greater and must have the ability 'Basic Mystery Synchronization'
Glacier-Making Sea-Walker Heels- (Accessory, Shoes, Ice, 80,000,000 Gold) +80,000 CON, +80,000 Defense against Water, 50% Frozen Resistance, 50% Drowning Resistance, Wearer may convert a Zone of Water from a source below Level 85 into a Zone of Ice at the start of each round, Wearer must be Level 37 or greater
Glasses of Mystic Observation and Analysis- (Accessory, Eyewear, Magic, 90,000 Gold) May scan a target's stats at a level 5 levels higher than wearer at the start of wearer's first action each turn
Glass Peacock-Pinion Aetherspun Hat- (Accessory, Hat, Aether & Illusion, 30,000,000 Gold) +30,000 Defense against Aether, +30,000 Defense against Illusion, +30,000 Defense against Defense Piercing, once per thread, when wearer is killed by a source below Level 80 that is not more than 20 Levels higher than wearer, wearer may choose to count as having been resurrected without actually resurrecting (with said effect being placed on its corpse as a buff, with said effect not counting for purposes of victory conditions, with said effect not counting for purpose of whether or not its possessor is capable of being resurrecte), with this effect automatically being cancelled if its possessor has no living allies at any point, and with its acquirer being healed for 3,000,000 points of Flat Illusion & Aether element MP healing at the time of its application (with said application being unable to resurrect its target on its own)
2 Hat Infused With Some of Lili's Archdaemonic Powers- (Accessory, Hat, Glory & Darkness & Law, 200,000,000 Gold) +200,000 to all stats, +2,000,000 MP as a non-stacking effect, Wielder is Immune to individuals below Level 40, Wielder must be Level 40 or greater, must be a deity, and must possess an ability whose name includes 'Archdaemonic Domain'
3 Hat You Can't Wear While Eating- (Accessory, Hat, Earth, 15,000 Gold) +15 Defense, +15 to all stats, +1 Diplomacy, 15% Light Resistance, 15% Water Resistance, This item unequips itself if its wearer is targeted with a Food consumable
Holy Festival Scarf- (Accessory, Amulet, Hope & Wonder, 5,000,000 Gold) +500 Defense against Stat Damage, +5,000 to all stats, 30% Moon Resistance
Huntmaster's Bandolier- (Accessory, Container, Air & Physical, 1,250,000 Gold) +1,000 Ranged Attack, +1,400 AGI, +800 AGI for determining turn order, but not bonus actions, on the first turn, 12% Critical, 12% Dodge, 111% to Hit, 12% Resilience, grants either an additional Weapon slot that can contain a Throwing Weapon or two additional spell slots that can each contain a Thief Arts spell or three additional consumable slots that can each contain a Lethal Item, Wearer counts the first three turns of battle as the first turn of battle for purposes of spell and ability effects, gives +250 to all stats for each piece of equipment with 'Huntmaster' in its name, to a max of +1,250, Humans drop an additional 100 Gold at the end of battle if they otherwise do drop Gold, The Enhancement 'Unbreakable' may be applied to owner's items with the word 'Huntmaster' in their name for free
It The Green- (Accessory, Upgrade, Chaos & Color, 555,555 Gold) Wielder's element becomes Earth & Color
2 Kaleidoscopic Casting Bracelet- (Accessory, Wristwear, Magic & Earth & Air & Fire & Water & Light & Darkness & Physical & Psychic & Ice & Energy & Electrical & Acid, 30,100,000 Gold) Whenever wielder casts a spell, wielder may choose to either give it +30,000 Magical Attack if it already possesses at least one type of attack bonus, to have it inflict any one chosen minor or moderate negative status effect if the action said spell is involved in would not otherwise possesses a chance of inflicting any negative status effects, to pierce 15,000 Defense against Magic, to gain 30% Critical, to gain 130% To Hit, to cost 30,000 less MP, to become solely any one base element, or to cure any one minor or moderate negative status effect
Lili's Frozen Heart Keysphere- (Accessory, Trinket, Ice, 9,500,000 Gold) Wielder ignores the Charm Resistance and Immunity of Ice element targets below Level 45 that are below wielder's Level
Mage's Monocle- (Accessory, Eyewear, Magic, 120,000 Gold) +70 MIN, +40 SPI, Wielder may cast a spell for 50 less MP for each 5 temporary CON damage wielder takes, Wielder may choose 2 spells possessed by allies to be able to cast
w/
Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
Man's Hat- (Accessory, Hat, Physical, 200 Gold) +2 Defense, +2 STR
Monocle of the Dreaming King- (Accessory, Eyewear, Magic & Air & Water, 250,000 Gold) When wielder becomes affected by Sleep, this item creates a summoned duplicate of possessor that is always in the front row and cannot be moved to the back, the duplicate has all of the stats, abilities, and items that its possessor has and cannot be affected by Sleep, the sleeping possessor is simultaneously moved to the back row, When this duplicate is slain, the possessor is cured of Sleep, This duplicate begins at full HP and MP with no buffs, debuffs, or status effects applied to it, this item gives +2,000 SPI to said duplicates, 50% Physical Resistance to said duplicates, and the attacks of said duplicates have a 25% chance of inflicting Sleep, Wielder may skip an action to inflict Sleep on wielder, Only one such duplicate can be created at a time, Said duplicate vanishes when wearer is not affected by Sleep, Wielder may choose to not have Sleep wear off normally. This item cannot copy unique items, upon the creation of a duplicate via this item, wearer's duplicate may immediately choose to equip or hold any unique items that were previously equipped or held by wearer, upon the destruction or departure of a duplicate created via this item, any unique items equipped or held by said duplicate may immediately be equipped or held by wearer; This item may only create one duplicate per thread if its wearer is below level 40
w/
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
w/
Minor Rune of Runic Mastery: +5 to all stats save MIN, +15 MIN, +3% Darkness Resistance, All rune magic spells cost 1 less MP
Volcano-Activating Elder-Mahogany Pipe- (Accessory, Trinket, Fire & Wood, 55,000,000 Gold) Wielder may, at the start of each round, attach an effect to a Zone of Fire that causes it to deal 550,000 Flat Fire element Damage to every individual inside it at the start of each round, with said effect not stacking on the same zone and stacking 3 times across all zones
Moon Clown Wig- (Accessory, Hat, Moon & Chaos, 15,500,000 Gold) +15,500 Magical Attack, +15,500 AGI, +15,500 SPI, Wielder may inflict Confusion: Overwhelmed by Laughter instead of Confusion, Wielder's chances of inflicting Confusion and Confusion: Overwhelmed by Laughter are increased by 30% as a non-stacking effect, Wielder's chances of inflicting Stat Drain are increased by 15% as a non-stacking effect
Oriatofluxic High-Topped Twin-Crown-Ring-Orbitallis-Bearing Hat of the Twice-Crowned, Nocturnal Muse-Demigoddess-Land-Goddess-Realmbearer-Scion-Queen of the Steel Tree of Sajyokk'Lorr, Which Hangs Amidst the Void of Unwanted Fates- (Accessory, Hat, Dream & Fate & Law & Metal & Wood & Darkness & Spatial & Aether, 378,000,000 Gold) +375,000 Defense, +365,000 Magical Attack, +350,000 to all stats, +3,100,000 HP as a non-stacking bonus, +3,200,000 MP as a non-stacking bonus, 110% Resilience, 90% Dodge, 30% Darkness Resistance, 30% Light Resistance, 30% Fate Resistance, 30% Law Resistance, 30% Wood Resistance, 30% Metal Resistance, 30% Void Resistance, 30% Aether Resistance, 25% Instant Death Resistance, 25% Petrification Resistance, 5% inflicts Instant Death, Wearer may spend an action to enter another battle in the same thread so long as no individual in said battle who is Level 90 or greater objects, Wearer gains 40% Metal Resistance while Law element, Wearer may, if wearer is a deity and is either Law element or Metal element or possesses one of the abilities 'Archsmith of Metal' or 'Prime Judge' change the element Wood to the element Metal in the attacks of non-Agony-element individuals below Level 80 or in the attacks of individuals who are willing, Wearer gains Pain Immunity against attacks that are Metal element unless such attacks are also Chaos element, Wearer gains 30% Agony Resistance against opponents, Wearer's Rune Magic summons, Evil-element, Metal-element, and Wood-element Golem summons, and Daemon summons gain +35,000 MIN and gain Wounded Immunity against Metal element actions, Wearer's Rune Magic summons, Evil-element, Metal-element, and Wood-element Golem summons, and Daemon summons gain +35,000 Defense and 140% Resilience if wearer possesses the ability 'Adept Magewright Proficiency' and either the ability 'Adept Puppet Master Knowledge' or the ability 'Adept Enchantment Synchronization', Wearer gains 15% Resistance to entities who possess a Constant Effect whose name includes 'Construct Army' or 'Master's Piece', Wearer gains 15% Nobility Resistance against lower-Level targets if wearer has a Clothing or a Robe equipped, Wielder may spend an action to have a 300% chance of inflicting an instance of Poison on all opponents (that (cannot be removed by sources below Level 90 and cannot be auto-recovered-from by sources below Level 90) if wielder has at least 5 Ioun Stone equipped), Wielder may spend an action to have all of wielder's Plant allies gain a buff that stacks 3 times that provides +3,000,000 HP and makes its possessors gain the element Wood and the element Metal, Wielder's Plant allies who are both the element Wood and the element Metal who are Level 60 or greater may not obtain debuffs from abilities named 'Abrogate' that come from sources below wearer's Level that are below Level 85), Wearer gains Smitten: Excommunicated Immunity while wearer is in at least three different Zones, Terrains, or Phantom Terrains that wearer has created or when wearer is in a Chronogeomatic Zone of Night, Wearer gains +5% To Hit while in a Chronogeomantic Zone of Night, Wearer may spend an action to create a Chronogeomantic Zone of Night that may not be removed by sources below Level 40, Wearer is Immune to sources below Level 40, Whenever an opponent of wearer's recovers from or is cured of a Fate debuff with a source below Level 80, wearer may replicate a copy of said debuff onto one of its allies that is below Level 80 that is 5 or more Levels lower than wearer, up to a max of 200 times per round, with wearer being unable to replicate debuffs that are themselves debuffs that were replicated using this item (or another instance of this item) unless wearer possesses the ability 'Master Hammer Training', Entities below Level 75 have a non-stacking 25% chance of failing to remove or destroy zones, terrains, or phantom terrains with wearer as a source while wearer is in said zones, terrains, or phantom terrains, This item, to a max of one round per battle, provides +1 Base SPI as a non-stacking bonus to a max of 40 Base SPI on round 86, This item to a max of one round per battle, ceases to provide benefits on round 735 of battle unless wearer possesses the ability 'Master Ethereal Magic Attunement', Whenever wearer places a buff on an ally, wearer may choose, up to three times per battle, to place a non-stacking buff that provides +33,000 SPI on up to 30 allies that lasts 3 rounds, Wearer counts as having two additional Crown accessories equipped, Wearer must be Level 60 or greater or must (be a Deity, be Level 40 or greater, and possess the ability 'Archsmith of Metal', the ability 'World Merchant', the ability 'Prophet of the Blackest Abysses', the ability 'Dreamshaper', the ability 'Infinity Designer', the ability 'Archpoisoner of 1,000 Venoms', the ability 'Lord of Trees', or the ability 'Outsider Traits')
Owl's Eye-Discs- (Accessory, Eyewear, Darkness & Magic & Mystic, 245,000,000 Gold) +245,000 Melee Attack, Wearer gains Instant Death Immunity against sources below Level 80, Wearer's per-item Magic Attack bonus cap becomes 2 times the relevant stat, Wearer's 'Melee Attack' actions deal full Damage to targets below Level 90 in the back row and may use wearer's Ranged Attack or Magical Attack bonus instead of wearer's Melee Attack bonus, Individuals below Level 60 cannot heal Damage dealt by wearer, At the start of each round, wearer may scan the stats of one opponent, Wearer gains +25% To Hit against targets afflicted with Instant Death: Doomed as a non-stacking bonus, 15% inflicts Instant Death: Doomed, Once per round, before one of wielder's actions, wielder may choose to inflict Instant Death on a target below wielder's Level that is below Level 80, with said effect not stacking across multiple copies of this item and individuals below Level 80 being unable to resurrect individuals killed by said effect, Wielder must be Level 40 or greater
Pope's Tooth- (Accessory, Trinket, Light, 30,000,000 Gold) Wielder's actions that involve the casting of 'Bardic Music' spells may also count as involving the casting of 'Diving Magic' spells, Individuals below Level 40 may not stop wielder from being resurrected
Poster Mistakenly Advertising Lili As Being Part of The Wrong Pantheon- (Accessory, Tome, Sonic & Faith & Wood, 70,000 Gold) Wielder, if wielder is a deity whose name includes 'Lili', may choose to count as being part of the 'Wild Tree Pilots' Pantheon
Rune of Brismus- (Accessory, Rune, Darkness, 900 Gold) +10 MP, +15 Damage for Fire attacks
Rune of Khandos- (Accessory, Rune, Darkness, 1,500 Gold) +5 to all stats
Rune of Noctros- (Accessory, Rune, Darkness, 1,200 Gold) 1% inflict Sleep on hit
Solar Hennin- (Accessory, Hat, Light, 25,000,000 Gold) +20,000 Defense, +25,000 SPI, 35% Light Resistance, Wearer's Solar Being allies gain +200 to all stats as a non-stacking bonus
Splendid Cosmos Metal Crown- (Accessory, Crown, Light & Darkness & Magic, 140,000,000 Gold) +140,000 Defense, +140,000 MIN, +140,000 SPI, +240,000 MP, 40% Light Resistance, 40% Darkness Resistance, 35% Magic Resistance, Wielder must be Level 20 or greater
Sveet Shades- (Accessory, Eyewear, Darkness, 30,000,000 Gold) +30,000 Melee Attack, Wielder's 'Melee Attack' actions deal HP Drain, Wielder gains 30% Light Resistance, Wielder may choose to count as possessing the subtype Undead, Food consumables whose name includes 'Candy', 'Licorice', 'Chocolate', or 'Sugar' deal 300,000 additional HP Healing to wielder
Quilt of Discarded Friendships- (Accessory, Magic Item, Hope & Time, 30,000,000 Gold) At the start of each round, one of wielder's allies is cured of Charm or (Dominion from a source below Level 60)
Consumables-
*Book of the Prophecies of Lost Taloor- (Consumable, Tome, Darkness & Fire & Destruction & Glory, Unlimited Charges, 160,000,000 Gold) If this item's user spends 60,000,000 MP when a charge from this item is used, this action is delayed 5 rounds and deals 122,000,000 Flat Darkness & Fire & Destruction & Glory element Damage, with this effect not being able to be used in standard arena matches or special matches that are not boss rushes and not being able to damage any one target more than once per round
*Lili's Progression-Pass: Retroactive Seed Rain Quest-Ticket- (Consumable, Ticket, Earth & Wood & Life & Time & Progress, 1 Charge, X Gold) Has RP Effects (Bound to Seirei)
50 Item Ticket- (Item, Ticket, Magic, 1 Charge, 500,000 Gold) This item's owner may use it when starting a battle thread or Special Fights thread to bring 50 unequipped items into said thread
20 Curative Potion- (Consumable, Potion, Magic, 1 Charge, 3,900 Gold) +500 HP
Energy Rain Fireworks- (Consumable, Lethal Item, Energy, 1 Charge, 3,000,000 Gold) User may deal 30,000 Flat Energy element Damage to up to 300 targets, with said targets acquiring a debuff that stacks 3 times that lasts 5 rounds that deals 30,000 Flat Energy element Damage to its possessor at the start of each round
128 Extra-Orange Carrot- (Consumable, Food, Earth, 1 Charge, 900 Gold) Target obtains a non-stacking buff that provides +2% To Hit, does not stack
200 Frustratingly Basic Ice Cream- (Consumable, Food, Ice & Basic, 1 Charge, 100 Gold) Deals 10 Flat Ice & Basic element HP Healing or 1 Flat Ice & Basic MIN Damage
3,116 Greengrocer Mountain Cabbage- (Consumable, Food, Earth, 1 Charge, 850 Gold) Target is dealt 85 Flat Earth element HP healing and obtains a buff that stacks 5 times that provides +5 STR
1,216 Greengrocer Mountain Lettuce- (Consumable, Food, Earth, 1 Charge, 850 Gold) Target is dealt 85 Flat Earth element HP healing and obtains a buff that stacks 5 times that provides +5 CON
Improved Energy Rain Fireworks- (Consumable, Lethal Item, Energy, 1 Charge, 6,000,000 Gold) User may deal 60,000 Flat Energy element Damage to up to 300 targets, with said targets acquiring a debuff that stacks 3 times that lasts 10 rounds that deals 60,000 Flat Energy element Damage to its possessor at the start of each round
2 Largemouth Bass of Projectile Eating- (Consumable, Food, Water, 1 Charge, 80,000 Gold) Wielder may use a charge to nullify an attack from a foe under level 100 in the back row dealing under 10,000 damage
27 Lebnur Valley Peach- (Consumable, Food, Light & Fire, 1 Charge, 6,000 Gold) Target gains +6 CON and 6% Resistance to actions that are both Earth element and Fire element (with said Resistance applying in addition to individual Resistances against each of said elements), does not stack
Marinated Evergarden Mushrooms- (Consumable, Food, Earth & Water, 3 Charges, 1,500,000 Gold) +15,000 HP, +15,000 MP, +1,500 CON, stacks 30 times
Marinated Evergarden Peppers- (Consumable, Food, Earth & Water, 3 Charges, 3,000,000 Gold) +30,000 HP, +3,000 CON, +2,000 STR, AGI, MIN, and SPI, stacks 5 times
147 Quality Asparagus- (Consumable, Food, Earth, 1 Charge, 900 Gold) Target is dealt 90 Flat Earth element HP healing and obtains a buff that stacks 3 times that provides +9 STR
2 Solar Sole- (Consumable, Food, Light, 1 Charge, 250,000 Gold) Sets user's Light Resistance and Fire Resistance to precisely 95% for one round
377 Speckled Granny Apple- (Consumable, Food, Earth, 1 Charge, 450 Gold) Target obtains a buff that stacks 3 times that provides +4 CON on even-numbered rounds and +4 SPI on odd-numbered rounds
Terrible Dish that Might Get Someone Killed- (Consumable, Food, Water & Darkness, 4 Charges, 2,100 Gold) 15% inflicts Poison, 25% inflicts Pain: Discomfort, 10% inflicts Confusion: Fear
The Astounding Pork- (Consumable, Food, Fire & Earth, 3 Charges, 2,000,000 Gold) Target regenerates 20,000,000 HP and MP and is cured of all minor negative status effects and obtains a non-stacking buff that causes its possessor to regenerate 2,000,000 HP and MP and be cured of all minor negative status effects at the start of each round
2 Time Battle Ticket- (Item, Ticket, Time, 1 Charge, 500,000 Gold) This item's owner may use it when starting a battle thread or Special Fights thread to make all PCs in said thread solely Time element
Time Whistle- (Item, Trinket, Time, 1 Charge, 20,000,000 Gold) Target individual below Level 40 may not act next round
Vintige Airwine (Year 7382)- (Consumable, Drink, Air, 1 Charge, 500,000 Gold) Target gains +400 to all stats, target gains 15% Air Resistance, 20% inflicts Poison: Drunk, stacks 5 times, This item may be carried into a thread without being in a slot if its carrier is bringing less than 400 total items into said thread
Wide Ball Summoning-Firework- (Consumable, Summoning Stone, Energy, 1 Charge, 500,000 Gold) User summons 10 Burstsphere from the Enemy List and may deal 5,000 Flat Energy element Damage to up to 50 targets, Max 10 summoned
35 Yeti Banana- (Consumable, Food, Earth & Ice, 1 Charge, 4,900 Gold) Target obtains a non-stacking buff that provides +45 CON, This item may not be destroyed by Ice element actions or attacks that come from sources below Level 5
Permanent Consumables-
5,157 Essence Sphere: Botanist- (Permanent Consumable, Essence Sphere, Earth & Technology, 1 Charge, 1,000,000 Gold) Gives user 1 bonus week that may only be used on Botanist abilities, Gives user the award 'Has Consumed X (where X = X+1) Essence Sphere: Botanist', May not be used by a user who already has X equaling 5 or greater for such an award
856 Grandmaster's Text- (Permanent Consumable, Grimoire, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Ice & Energy & Electrical & Acid, 1 Charge, 100,000,000 Gold) Gives user 12 bonus weeks and the award ‘Has used X Grandmaster's Text’ if user is Level 39 or greater and possesses at least one <Adept <X>, Tier 4> ability, cannot be used if X would become greater than 12
Universal Protection Stone- (Permanent Consumable, Minor Artifact, Universe, 10,000 Gold) Grants permanent, natural 1% resistance to any one of the player-selectable elements
Items-
3 1/12 Holy Imperial Seal of Glory- (Item, Antiquity, Universe, 48,000,000,000 Gold) This item may not be equipped, traded, sold, stolen, discarded, or destroyed, with this item's wording taking precedence over effects that can equip items that cannot normally be equipped, trade items that cannot normally be traded, steal items that cannot normally be stolen, discard items that cannot normally be discarded, or destroy items that cannot normally be destroyed; when this item is obtained as loot from anything, it may not be assigned, given to, or taken by any individual other than the individual that it was generated for, instantaneously being moved to said individual's inventory and being removed from the thread which generated it as an effect that ignores effects that prevent loot leaving a thread or being assigned or taken; this item's text may not be removed or altered as an effect that takes precedence over effects that can remove text from an item that cannot otherwise be removed or alter text on an item that cannot normally be altered; this item may not be equipped, carried, or brought into a thread or by a pet, transformation, or other item that can carry items and may not be held by another pet, transformation, or other item at any time in a thread; effects and/or text may not be added to this item as an effect that takes precedence over effects that may add effects or text to items that cannot normally have effects or text added to them; all effects on this item count as though coming from a Level 101 source
1/12 Holy Imperial Seal of Triumph- (Item, Antiquity, Universe, 96,000,000,000 Gold) This item may not be equipped, traded, sold, stolen, discarded, or destroyed, with this item's wording taking precedence over effects that can equip items that cannot normally be equipped, trade items that cannot normally be traded, steal items that cannot normally be stolen, discard items that cannot normally be discarded, or destroy items that cannot normally be destroyed; when this item is obtained as loot from anything, it may not be assigned, given to, or taken by any individual other than the individual that it was generated for, instantaneously being moved to said individual's inventory and being removed from the thread which generated it as an effect that ignores effects that prevent loot leaving a thread or being assigned or taken; this item's text may not be removed or altered as an effect that takes precedence over effects that can remove text from an item that cannot otherwise be removed or alter text on an item that cannot normally be altered; this item may not be equipped, carried, or brought into a thread or by a pet, transformation, or other item that can carry items and may not be held by another pet, transformation, or other item at any time in a thread; effects and/or text may not be added to this item as an effect that takes precedence over effects that may add effects or text to items that cannot normally have effects or text added to them; all effects on this item count as though coming from a Level 101 source
3 1/12 Holy Imperial Seal of Worth- (Item, Antiquity, Universe, 12,000,000,000 Gold) This item may not be equipped, traded, sold, stolen, discarded, or destroyed, with this item's wording taking precedence over effects that can equip items that cannot normally be equipped, trade items that cannot normally be traded, steal items that cannot normally be stolen, discard items that cannot normally be discarded, or destroy items that cannot normally be destroyed; when this item is obtained as loot from anything, it may not be assigned, given to, or taken by any individual other than the individual that it was generated for, instantaneously being moved to said individual's inventory and being removed from the thread which generated it as an effect that ignores effects that prevent loot leaving a thread or being assigned or taken; this item's text may not be removed or altered as an effect that takes precedence over effects that can remove text from an item that cannot otherwise be removed or alter text on an item that cannot normally be altered; this item may not be equipped, carried, or brought into a thread or by a pet, transformation, or other item that can carry items and may not be held by another pet, transformation, or other item at any time in a thread; effects and/or text may not be added to this item as an effect that takes precedence over effects that may add effects or text to items that cannot normally have effects or text added to them; all effects on this item count as though coming from a Level 101 source
Dacchenburg Main Production Line- (Item Aspect: The Dacchenburg Engine, Resource, Darkness & Technology, X Gold) Every day, possessor's controller obtains a special allotment of 2,000,000 Gold that may be spent to buy items from this item's shops, with said Gold vanishing at the end of the day, not being able to appear in threads outside the Shop, and not being able to be used for any purposes other than said purchases, Other Gold may not be used to purchase items from this item's shops, this item's shops costs may not be modified, this item's shops may, in total, produce 10 items per day, with items in the 'Dacchenburg Engine Limited Production Shop' each counting as 10 items for purposes of the number of items that this item's shop can produce; This item possesses the shops 'Dacchenburg Engine Limited Production Shop', 'Dacchenburg Enginge General Production Shop', and 'Dacchenburg Enginge Speciality Production Shop'
*Alyson's Directions To Reach the General Location of the Fifth Ascension from Nexus- (Accessory, Quest Item, Spatial & Darkness, 500,000 Gold) +1% To Hit
*Codex of the Secrets of Grandhall- (Item, Antiquity, Earth & Technology, 20,000,000 Gold)
*Decorporealized Spirit of Ghezjhan, Former Oni Daimyo of Ghobeshter-Rai- (Item, Antiquity, Darkness & Fire, 60,000,000 Gold)
*Gromnag Halgeros's Corpse- (Item, Antiquity, Physical & Darkness, 600,000 Gold)
*Law-Book of Bruinar II- (Item, Antiquity, Earth, 6,500,000 Gold)
*No-Heart's Corpse- (Item, Antiquity, Darkness & Physical, 35,000,000 Gold)
*Skull of Trizetheryx the Maw of Flame- (Item, Antiquity, Fire, 36,500,000 Gold)
*The Dreiguul-Harassha (Nonoperational)- (Item, Antiquity, Technology & Magic, 80,000,000 Gold)
106 1/17 Legacy Staff- (Item, Material, Water & Magic, 70,000 Gold)
'Help Me, Sarah'- (Item, Antiquity, Darkness, 700 Gold)
'I Have The Days of Roger, and Leonard, and Simon'- (Item, Antiquity, Earth & Time, 65,500 Gold)
'I Saw the Godseed???!!!???!!!: A True Testimonial from a Shocked Researcher'- (Item, Antiquity, Air & Magic & Technology & Hope & Darkness, 7,000 Gold)
'Who Knew Louis Thruswood: The Woods Did Not'- (Item, Antiquity, Terror & Knowledge, 575,575 Gold)
Air from the Present- (Item, Antiquity, Air, 30 Gold)
3 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
155 Assorted Fruits- (Item, Antiquity, Earth & Water & Acid, 1,500 Gold)
187 Assorted Vegetables- (Item, Antiquity, Earth, 1,500 Gold)
A Year In A Bottle- (Item, Antiquity, Time & Water, 65,000,000 Gold)
Bascaradine Scry-Proof Screening System- (Item, Antiquity, Technology & Magic, 280,000,000 Gold)
Box of Surprise Halibut- (Item, Antiquity, Water, 50,000 Gold)
Breathable Air- (Item, Material, Air, 200 Gold)
Business Card from a Crusing Car Salesman (Level 15) on Disc 916 of Nexus- (Item, Antiquity, Air & Earth, 16,000 Gold)
Charcoal- (Item, Material, Earth & Fire, 200 Gold)
Colors of the Ocean of Color- (Item, Material, Light & Water & Fire & Psychic & Darkness & Magic & Acid & Electrical, 3,000,000 Gold)
Dat Carpe (A Fish)- (Item, Antiquity, Water & Pleasure, 555,555 Gold)
140 Diluted Life Mana Oil- (Item, Material, Life, 25,000 Gold)
Disc 21 Casino Token- (Item, Currency, Fortune, 100 Gold)
Divine Honey- (Item, Antiquity, Earth & Light, 500,000,000 Gold)
Doc James's Specialty Mortar and Pestle- (Item, Regent, Light, 7,000 Gold) Is not consumed in combos unless specifically noted
Editing Permissions, Straight off the Press, Straight Hot Out the Oven, Courtesy of (You Know It) Roy Belwoo- (Item, Antiquity, Memory, 500,000 Gold)
2 Ellanor's Blood- (Item, Material, Acid & Magic & Light, 60,000 Gold)
Enigma-Process Metal- (Item, Material, Mystery & Metal, 15,000,000 Gold)
3 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
Fiend's Beating Heart- (Item, Material, Darkness & Evil, 500,000,000 Gold)
194 Fiend Essence- (Item, Material, Darkness, 100,000,000 Gold)
927 Grocery-Carrying Box- (Item, Antiquity, Earth, 200 Gold)
Hoard of Painted Gold- (Item, Antiquity, Water & Earth, 40,000,000 Gold)
Legendary Honey- (Item, Antiquity, Glory & Earth, 160,000,000 Gold)
6 Petrified Wood Coaster- (Item, Antiquity, Earth, 6,000 Gold)
Mana from a Lesser Conceptual Domain- (Item, Material, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Electircal & Acid & Energy & Ice, 1,000,000 Gold)
Mirror Stuff- (Item, Material, Magic & Spatial, 600,000 Gold)
Morrisant's Autograph- (Item, Antiquity, Law & Evil & Darkness & Universe, X Gold)
Mystery-Isle-Mounted Soulnet- (Item, Antiquity, Magic & Mystery & Darkness, 200,000,000 Gold)
Parrot Photography Reduction Reducer- (Item, Antiquity, Technology, 555,557 Gold)
Permission to Buy Carp from the Roy Belwoo Sound Network- (Item, Antiquity, Water, 30,000,000 Gold)
Photograph of a Photograph of Colonel Wilson Jonas Looking at a Graph About Parrots- (Item, Antiquity, Technology, 7,500 Gold)
Photograph of a Photograph of Colonel Wilson Jonas Looking at a Phonograph- (Item, Antiquity, Technology, 7,500 Gold)
Photograph of a Photograph of Colonel Wilson Jonas Looking at a Photograph- (Item, Antiquity, Technology, 7,500 Gold)
Photograph of a Photograph of Colonel Wilson Jonas Looking at a Photograph of a Grave Somberly While Zydeco Musicians Galavant In the Background- (Item, Antiquity, Technology, 7,500 Gold)
Photograph of a Photograph of Colonel Wilson Jonas Looking at a Photograph of a Photograph of a Photograph of Colonel Wilson Jonas Looking at a Photograph- (Item, Antiquity, Technology, 7,500 Gold)
Photograph of a Photograph of Colonel Wilson Jonas Looking at a Photograph of a Photograph of a Photograph of Colonel Wilson Jonas Looking at Colonel Wilson Jonas- (Item, Antiquity, Technology, 7,500 Gold)
Photograph of a Photograph of Colonel Wilson Jonas Looking at a Photograph of a Photograph of a Photograph of Colonel Wilson Jonas Looking at Colonel Wilson Jonas Looking At A Person Who Can't Pronounce 'Photograph' Correctly- (Item, Antiquity, Technology, 7,500 Gold)
Photograph of a Photograph of Colonel Wilson Jonas Looking at a Photograph of a Photograph of a Photograph of Colonel Wilson Jonas Looking at Colonel Wilson Jonas Looking At A Person Who Can't Pronounce 'Photograph' Correctly Who Is Paying More Attention To The Two Liquor Bottles- (Item, Antiquity, Technology, 7,500 Gold)
Photograph of a Photograph of Colonel Wilson Jonas Looking at a Photograph of a Photograph of a Photograph of Colonel Wilson Jonas Looking at Colonel Wilson Jonas Looking At A Person Who Can't Pronounce 'Photograph' Correctly Who Is Paying More Attention To The Two Liquor Bottles Who Is About To Die- (Item, Antiquity, Technology, 7,500 Gold)
Photograph of a Photograph of Colonel Wilson Jonas Looking at a Polygraph- (Item, Antiquity, Technology, 7,500 Gold)
Photograph of Aunt Lima's Leg Reaaaaaallllly Zoomed In- (Item, Antiquity, Earth, 300 Gold)
Photograph of Count Blood Von Blood Being a Vampire in His Big Old Vampire Castle, As Vampires Are Wont to Do- (Item, Antiquity, Darkness & Blood, 500,000 Gold)
Pumpkin Carved with Rune-Symbols- (Item, Antiquity, Earth & Darkness, 16,500 Gold)
3 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
Ruin- (Item, Material, Destruction & Earth, 15,000,000 Gold)
Santa Residue- (Item, Material, Ice & Hope, 300,000,000 Gold)
Sliver of Dreamglass- (Item, Material, Dream, 15,000,000 Gold)
Stock Certificate Certifying Ownership of One Share of the Roy Belwoo Sound Network- (Item, Antiquity, Energy & Electrical, 2,000,000 Gold)
Stone of Youth and Lava- (Item, Material, Fire & Time, 460,000 Gold)
THE (Allcaps)- (Item, Antiquity, Chaos & Knowledge, 3,300,000 Gold)
The Story of the Beaver of the Story of the Man- (Item, Antiquity, Earth & Wealth, 517,000 Gold)
This Tiny Thimble, So Very Pretty- (Item, Antiquity, Metal & Beauty, 65,500 Gold)
Time Mana Oil- (Item, Material, Time, 100,000 Gold)
Trumpeting, Goldclad Colossus-Arch of the Irresistible Speaker's Throne- (Item, Antiquity, Glory & Wealth & Sonic, 75,000,000 Gold)
Useless Thing (what) (Waste of Inventory Space, Trash Bin Stuffs, NULL ELEMENT, EVERYWHERE, ALL THE TIME, 1 Gold for the Poor box, you stingy little boy)
4 Walrus Doily- (Item, Antiquity, Chaos, 5,000,000 Gold)
Whimsical Hunny- (Item, Antiquity, Whimsy, 45,000,000 Gold)
Engine Product Stockpile wrote:7 Ancient Freshwater- (Item, Material, Water & Law, 50,000,000 Gold)
2 Cube of Distilled Destruction- (Item, Material, Destruction, 7,000,000 Gold)
2 Cube of Distilled Proof- (Item, Material, Air & Psychic, 5,000,000 Gold)
14 Cute Little Sister
2 Dark Conjunction Cloth- (Item, Material, Mystic & Darkness & Astral, 70,000,000 Gold)
2 Dark Conjunction's Moaning Iron- (Item, Material, Metal & Darkness & Magic, 70,000,000 Gold)
2 Darkest-Union Iron- (Item, Material, Metal & Darkness & Fire & Magic & Hope, 70,000,000 Gold)
24 Eclipse Steel- (Item, Material, Darkness, 15,000,000 Gold)
12 Fractal- (Item, Antiquity, Technology & Earth, 5,000,000 Gold)
339 Godseed?- (Item, Material, Light & Darkness, 1 Gold)
20 Grey Matter- (Item, Material, Null, 50,000,000 Gold)
119 Legacy Staff Piece
2 Lawful Mindcog- (Item, Antiquity, Technology & Law & Psychic, 60,000,000 Gold)
15 Lesser MacGuffium- (Item, Material, Mystic & Fate & Time, 90,000,000 Gold)
2 Mathematite Engine-Cog- (Item, Antiquity, Technology & Psychic, 60,000,000 Gold)
15 Mirror-Realm Quicksilver- (Item, Material, Water & Earth & Light & Magic, 90,000,000 Gold)
130 Mystery Matter- (Item, Antiquity, Magic, 1,200,000 Gold)
Note From Gonzo Heed!?- (Item, Antiquity, Illusion, 300 Gold)
36 Nullstone- (Item, Material, Physical & Null, 20,000,000 Gold)
14 Proper Timing- (Item, Material, Time, 16,000,000 Gold)
42 Sunproof Cloth- (Item, Material, Light, 30,000,000 Gold)
2 Timesand's Shadow- (Item, Material, Time & Destruction & Null, 60,000,000 Gold)
8 Voidshadow Eclipse Steel- (Item, Material, Darkness & Astral, 100,000,000 Gold)
10 Unobtainium- (Item, Material, Technology & Energy & Astral, 90,000,000 Gold)
21 Zero Dust- (Item, Material, Physical & Destruction & Air & Null, 60,000,000 Gold)
Property-
Archdaemonic Oracle's Citadel-Realm- (Item, Property, Ice & Darkness & Mystic & Knowledge & Fate & Warding, 1,400,000,000 Gold)
Dimensional Mystery-Core- (Item, Property, Mystery, 1,000,000,000 Gold)
628 Might Increase Potion- (Permanent Consumable, Stat Upgrade, Magic, 1 Charge, 50,000 Gold)- Teaches user "Has Consumed # of the Permanent Consumable "Might Increase Potion"", Cannot be used if # is already 5 or greater
628 Knowledge Increase Potion- (Permanent Consumable, Stat Upgrade, Magic, 1 Charge, 50,000 Gold)- Teaches user "Has Consumed # of the Permanent Consumable "Knowledge Increase Potion"", Cannot be used if # is already 5 or greater
627 Speed Increase Potion- (Permanent Consumable, Stat Upgrade, Magic, 1 Charge, 50,000 Gold)- Teaches user "Has Consumed # of the Permanent Consumable "Speed Increase Potion"", Cannot be used if # is already 5 or greater
652 Soul Increase Potion- (Permanent Consumable, Stat Upgrade, Magic, 1 Charge, 50,000 Gold)- Teaches user "Has Consumed # of the Permanent Consumable "Soul Increase Potion"", Cannot be used if # is already 5 or greater
589 Stamina Increase Potion- (Permanent Consumable, Stat Upgrade, Magic, 1 Charge, 50,000 Gold)- Teaches user "Has Consumed # of the Permanent Consumable "Stamina Increase Potion"", Cannot be used if # is already 5 or greater
5 Gem of the Man Who Wished for Boundless Agility- (Permanent Consumable, Stat Upgrade, Air, 1 Charge, 10,000,000 Gold) Teaches user "Has Wished for Boundless Agility"
5 Gem of the Man Who Wished for Boundless Constitution- (Permanent Consumable, Stat Upgrade, Earth, 1 Charge, 10,000,000 Gold) Teaches user "Has Wished for Boundless Constitution"
5 Gem of the Man Who Wished for Boundless Mind- (Permanent Consumable, Stat Upgrade, Water, 1 Charge, 10,000,000 Gold) Teaches user "Has Wished for Boundless Mind"
5 Gem of the Man Who Wished for Boundless Spirit- (Permanent Consumable, Stat Upgrade, Light & Darkness, 1 Charge, 10,000,000 Gold) Teaches user "Has Wished for Boundless Spirit"
5 Gem of the Man Who Wished for Boundless Strength- (Permanent Consumable, Stat Upgrade, Fire, 1 Charge, 10,000,000 Gold) Teaches user "Has Wished for Boundless Strength"
In the Crystal Glove Guild Inventory wrote:*Painting of the Butterfly Queen- (Item, Antiquity, Light & Magic & Illusion, 50,000,000 Gold)
*Tapestry of the Red Orb- (Item, Antiquity, Fire, 25,000,000 Gold)
*Tapestry of the Green Leaf- (Item, Antiquity, Earth, 25,000,000 Gold)
*Painting of the Golden Fairy Pool- (Item, Antiquity, Light & Magic, 50,000,000 Gold)
*Tapestry of the Blue Orb- (Item, Antiquity, Water, 25,000,000 Gold)
*Tapestry of the White Orb- (Item, Antiquity, Ice, 25,000,000 Gold)
*Tapestry of the Yellow Orb- (Item, Antiquity, Electrical, 25,000,000 Gold)
*Tapestry of the Dancing Butterflies- (Item, Antiquity, Illusion & Air, 25,000,000 Gold)
*Tapestry of the Bird Mask- (Item, Antiquity, Air & Magic, 25,000,000 Gold)
*Tapestry of the Hungering Blade- (Item, Antiquity, Fire & Darkness, 25,000,000 Gold)
*Tapestry of the Earthen Drum- (Item, Antiquity, Earth & Sonic, 25,000,000 Gold)
*Tapestry of the Golden Stopwatch- (Item, Antiquity, Earth & Time, 25,000,000 Gold)
*Tapestry of the Peach Cylindar- (Item, Antiquity, Light & Acid, 25,000,000 Gold)
*Tapestry of the Black Antlers- (Item, Antiquity, Earth & Darkness, 25,000,000 Gold)
*Painting of the Emperor of Dead Worlds- (Item, Antiquity, Darkness & Astral & Destruction, 50,000,000 Gold)
*Tapestry of the Green Leaf- (Item, Antiquity, Earth, 25,000,000 Gold)
Spells-
Animate Undead- (Spell, Necromancy, Darkness, 15,000 MP, 780,000 Gold) Summons up to 5 Undead below Level 20 from the Enemy List that are normally fightable for drops, Max 20 summoned, Summons summoned through this spell cannot summon
83 Apocalypse- (Spell, Other: Catastrophe Magic, Destruction & Fate & Light & Acid & War & Earth & Darkness, 940,000 MP, 210,000,000 Gold) +440,000 Magical Attack, 30% inflicts Plague, 30% inflicts Dominion, 30% inflicts Devestated, 30% inflicts Smited, 30% inflicts Instant Death, deals 1/2 Damage, 1 hit against 5,000,000, 150% this action hits all allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, Caster must by Level 60 or greater
Baneful Light- (Spell, Wizard Spell, Light, 200 MP, 138,000 Gold) +130 Magical Attack, 5% inflicts Awestruck, 1% causes target, provided that target is below Level 40 and of lower level than caster, to have all of target's Weaknesses doubled for 1 round as a non-stacking debuff
Brilliant Flensing Torment- (Spell, Dark Magic, Light, 6,000,000 MP, 200,000,000 Gold) Target individual below Level 70 obtains a non-stacking debuff that inflicts Pain, inflicts Wounded: Maimed, inflicts Awestruck, and deals 200,000 Flat Light element Damage at the start of each round
Call Doom Puppets- (Spell, Rune Magic, Darkness & Magic, 30 MP, 6,000 Gold) Summons 2 Doom Puppet, Max 20 summoned
Chains of Manifest Ignorence- (Spell, Enchantment, Earth & Psychic, 15,000,000 MP, 180,000,000 Gold) 20% inflicts Dominion on targets below Level 80 whose stats wielder has not scanned
Control Daemons, Devils, and Illuminated- (Spell, Enchantment, Earth, 500,000 MP, 100,000,000 Gold) Caster gains control of the decisions made by target Daemon, Devil, or Illuminated that is below Level 80 that is non-unique, is normally fightable for drops on the Enemy List, and is 10 or more Levels below caster
2 Enlighten- (Spell, Channeling, Knowledge, 800,000 MP, 80,000,000 Gold) Target gains a copy of target ability that is for sale in the Ability Shop that caster possesses that target possesses the prerequisites for according to the Ability Shop (provided that if some of said prerequisites are provided by copies of this buff or other buffs with this text that they also possess the prerequisites for those prerequisites), stacks 10 times
4224 Eternal Love- (Spell, Enchantment, Light & Fire, 450,000 MP, 130,000,000 Gold) 200% inflicts Charm, this spell ignores the status effect Resistances and Immunities of individuals below Level 60, instances of Charm this spell inflicts possess no per-round auto-recovery chance and may not be auto-recovered from by or cured by individuals below Level 80, Caster must be Level 40 or greater
Fading Call: City of the Fireflies- (Spell, Illusion Magic, Aether & Illusion, 100,000 MP, 50,000,000 Gold) Replicates the effect of any ability performable by a entity on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though said entity is performing said ability, May be cast a max of 12 times per thread per caster and per copy of this spell, Summons created through this spell may not summon, all buffs, debuffs and summons created through this spell disappear after 12 rounds, Costs 5,000 XP and 1,000,000 Gold to cast, Has RP effects
Fog of Unknowing- (Spell, Ethereal Magic, Air & Mystery, 1,800,000 MP, 90,000,000 Gold) Caster creates a Zone of Air & Mystery and attaches a non-stacking effect to it (which also does not stack across zones) that causes each individual of lower Level than its creator that is in it to have a 30% chance of stopping having counting as having scanned every individuals stats that it counted as having scanned (with one roll affecting all such scan-counts)
Greater Rune of Explosions- (Spell, Rune Magic, Darkness, 200 MP, 700,000 Gold) This spell creates a Rune of Explosions that does 5,000 Flat Fire element Damage to 3 targets at the start of every round, it may be destroyed by any entity with over 2,000 MIN who spend an action to do so, it vanishes if its caster dies, no more than 15 Greater Runes of Explosions may be created by caster at one time
Law of Tyranny: Proof of Shalmarkion's Power- (Spell, Dark Magic, Darkness, 900,000 MP, 90,000,000 Gold) Caster creates a Zone of Darkness and attaches a non-stacking effect to it that has a 100% chance of inflicting Instant Death on individuals below Level 40 who summon while in said Zone without caster's permission, that has a 100% chance of inflicting Smitten: Great Atrocity on individuals below Level 40 who are afflicted with Fatigued or any minor positive status effect at the time of said infliction unless caster chooses for such not to occur, that has a 15% chance of inflicting Instant Death on individuals who summon a Celestial, Angel, Deva, or Fae in said zone without caster's permission, that deals 9,000 Flat Darkness element SPI Damage to any individual who loses the element DArkness while in said Zone, that may give the element Darkness to individuals below Level 60 at the start of any round (to a max of once per round per entity) as a non-stacking buff, that may remove said aforementioned buff at the start of any round that said effect's creator chooses to, that provides +9,000 to the stats of all Magic Beings and Units that are in said Zone that are allies of its creator, and that increases the success chance of Voidstruck: Turned to Shadow infliction chances within it by 40%, This spell may be cast and equipped as a Gate Magic or Leadership spell, Caster must be Level 40 or greater
Mega Divorce Beam!- (Spell, Catastrophe Magic, Darkness & Magic & Destruction, 30,000 MP, 20,000,000 Gold) +20,000 Magical Attack, This action de-links the stats, as well as HP, MP, and Defense, of its targets from any individuals whose stats they are linked to, provided that all such individuals in each such links are below Level 60, with this de-linking removing all links to which this condition applies to
28 Mass Greater Plague- (Spell, Dark Magic, Darkness & Acid, 800,000 MP, 200,000,000 Gold) 30% inflicts Plague, 1 hit against 100, Caster must be Level 40 or greater
21 Mass Greater Plague (2)- (Spell, Biomancy, Darkness & Acid, 800,000 MP, 200,000,000 Gold) 30% inflicts Plague, 1 hit against 100, Caster must be Level 40 or greater
Open Gate to Echo Providence- (Spell, Gate Magic, Null, 5,000 MP, X Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
Planet-Destroying Runebomb- (Spell, Rune Magic, Fire & Magic & Destruction, 4,000,000 MP, 200,000,000 Gold) +200,000 Ranged Attack, +200,000 Magical Attack, This action deals double Damage to individuals possessing the Constant Effect 'Supermassive' or 'Hypermassive' as an effect that does not stack with effects that multiply damage specifically against such targets or a subset of such targets, This action ignores the Resistances and Immunities of targets below Level 80, 1 hit against 7,000,000,000, Caster must be Level 40 or greater and must possess the ability 'Expert Rune Magic Synchronization'
Supreme Runic Puppet Show: Moon Goddess's Harvest- (Spell, Rune Magic, Magic & Darkness & Astral & Air, 3,700,000 MP, 370,000,000 Gold) +370,000 Melee Attack, This action may deal HP Drain, This action counts as including an additional Scythe weapon, caster's Melee Attack bonus caps may be determined by Spirit for the duration of this action, This action may be performed from the back row if a 'Melee Attack' or 'Melee Overdrive' action, Debuffs and minor, moderate, and major negative status effects from sources below Level 100 killed by this action are removed at the action's end, This spell's caster counts as possessing the subtypes 'Planetary' and 'Golem' for purposes of said action and may apply bonuses to Damage dealt that may only be applied by Rune Magic summons for the duration of said action, 1 hit against 50,000,000,000, Caster must be Level 60 or greater and must possess either (the abilities 'Adept Divine Magic Attunement' and 'Adept Rune Magic Attunement'), the ability 'Adept Rune Magic Attunement, or the ability 'Archdaemonic Domain: Puppet-Crafting'
The Pimp Hand Does Not Relent- (Spell, Combat Arts, Physical, 500,000 MP, 200,000,000 Gold) +100,000 Melee Attack, 50% target loses its next action if target is below Level 80 and not Immune to Charm, 100% inflicts Charm, This action repeats itself at the start of each round against targets that are not Immune to Charm that are below Level 80, with said repeating not stacking on the same target or across targets, Caster must be Level 40 or greater
2 Transfer MP- (Spell, Channeling, Magic, 1 MP, 20,000 Gold) Transfers from 1-5,000 MP from one allied target to another
Unleash the Living Plague- (Spell, Biomancy, Darkness & Acid, 2,500,000 MP, 250,000,000 Gold) Caster may either choose to have a 50% chance of inflicting Plague on up to 100 targets or may attach a non-stacking (on the same zone or across zones) effect to a Zone of Darkness or Acid or Air that causes each individual in said zone to have a 30% chance of being afflicted with Plague at the start of each round, with this spell's caster to be able to choose for instances of Plague that come from this spell or effects it generates (or from instances of Plague that come from this spell or effect it generates or future generations of status effect instances descendant from those) to not afflict individuals when they otherwise would do so, Caster must be Level 60 or greater
4 Variable Fading Call: Desert Scorpion- (Spell, Summoner Magic, Earth, 5,000 MP, 500,000 Gold) Replicates the effect of any ability performable by a 'Desert Scorpion' from the Enemy List
4 Variable Fading Call: Noise Beetle- (Spell, Summoner Magic, Darkness, 10,000 MP, 1,000,000 Gold) Replicates the effect of any ability performable by a 'Noise Beetle' from the Enemy List
4 Variable Fading Call: Ogre- (Spell, Summoner Magic, Physical, 20,000 MP, 2,000,000 Gold) Replicates the effect of any ability performable by an 'Ogre' from the Enemy List
4 Variable Fading Call: Skeleton- (Spell, Summoner Magic, Darkness, 100 MP, 10,000 Gold) Replicates the effect of any ability performable by a 'Skeleton' from the Enemy List
4 Variable Fading Call: Skull-Head Cactus- (Spell, Summoner Magic, Fire & Darkness, 15,000 MP, 1,500,000 Gold) Replicates the effect of any ability performable by a 'Skull-Head Cactus' from the Enemy List
Violet Nightmare Rune Missile Storm- (Spell, Rune Magic, Darkness, 700 MP, 750,000 Gold) +790 Magical Attack, This action may gain 2 hits against 15 and deal 1/5 Damage
Weave Fake World of Silk and Puppet-Men- (Spell, Illusion Magic, Illusion & Earth & Darkness, 425,000,000 MP, 415,000,000 Gold) Caster creates a Battlespace and moves any number of individuals below caster's Level who are below Level 80 and do not possess the ability 'Expert Diviner' into it, Caster may summon up to 100 Golems or Humans below Level 80 that are normally fightable for drops on the enemy list into said battlespace at the start of each round, with said Human summons obtaining a buff at the time of their summoning that gives its possessors the subtype Golem, Max 2,000 summoned, Caster may create up to 2,000 unclaimed Temporary Clothes items in said battlespace at the start of each round that are worth under 100,000,000 Gold and in-stock in the Shop, Max 20,000 Temporary items created, Caster gains a non-stacking buff that allows its possessor to target individuals in said Battlespace from outside of said battlespace, Caster must be Level 60 or greater and must possess the ability 'Arachne Weaving', Can sculpt worlds of illusions in RP threads
Pets-
*Iblisian Wings- (Pet, Fiend, Fire & Light & Glory & Evil, Lv. 82, 999,999,999 Gold)
HP- 42,999,999
MP- 42,999,999
STR- 338,999
AGI- 412,999
CON- 345,999
MIN- 320,999
SPI- 435,999
XP- 0
XP Needed- 190,920,000 (Standard Multiplier x6)
Minimum Level- 82
Defense- 145,999
Defense Against Stat Damage- 36,999
Critical Chance- 239%
Resilience- 299%
To Hit- 339%
Dodge- 299%
Resistances and Immunities- Absorbs Fire, Absorbs Light, Absorbs Darkness, Glory Immunity, Earth Immunity, 90% Physical Resistance, 90% Psychic Resistance, 50% Evil Resistance, 40% Human Resistance, 40% Celestial Resistance, 40% Angel Resistance, 40% Deva Resistance, 480% Minor Status Effect Resistance, 240% Moderate Status Effect Resistance, 40% Major Status Effect Resistance, 50% Smited Resistance, Confusion Immunity, Charm Immunity, Pain Immunity, Fagigued Immunity, Stat Drain Immunity, Disease Immunity, Poison Immunity, Hexed Immunity, Awestruck Immunity, Voidstruck Immunity, Dominion Immunity, Include Immunity to Minor and Moderate Status Effects (From Fiend Traits)
Prime Attribute- Spirit + Spirit
Constant Effects-
Form of Wings- This pet may instead be equipped in an accessory slot where it provides +999,999 Magical Attack, +999,999 AGI, +999,999 SPI, Charm Immunity, 40% Dominion Resistance, +90,000 to wielder's turn-order-determining stat sum for turn-order-determining purposes, 40% Light Resitance, 40% Darkness Resistance, 30% Human Resistance, makes its wielder's 'Overdrive' actions cost 5% of their user's Max MP instead of 25%, deals 900,000 Flat Fire & Light & Glory element Damage to the first individual each round to conduct an offensive action that targets their wielder, Causes its wielder to be immune to row-shifting effects from sources below Level 80, causes its wielder's actions to be unable to be skipped by minor or moderate status effects, gives its wielder Paralysis Immunity, causes it's wielder's turn-order-determining stat to not be able to be unwillingly changed by sources below Level 80, causes it's wielder's actions to be unable to be unwillingly controlled by sources below Level 60, changes its wielder's subtype to Fiend if its wielder is both a Demon, Daemon, or Devil and Deity, and is a Bioaugmentation, Constant Effect
Unfettered Movement- Possessor gains +240,000 to possessor's turn--order-determining stat sum for turn-order-determining purposes, Possessor turn-order-determining stat sum may not be reduced for turn-order-determining purposes by sources below Level 99, Constant Effect
Aura of Pride- Possessor's stats may not be reduced by debuffs from lower-Level sources, Buffs or debuffs with possessor as a source may not be removed by lower-Level sources, Constant Effect
Demand of Freedom- Possessor is immune to row-shifting effects from sources below Level 99, Possessor's actions cannot be skipped by minor or moderate status effects, Possessor gains Petrification Immunity, Possessor's turn-order-determining stat may not be unwillingly changed by sources below Level 99, Possessor's actions may not be unwillingly controlled by sources below Level 99, Constant Effect
Fiendish Incarnae- Possessor is immune to stat damage, debuffs, and negative status effects from sources below Level 80, Constant Effect
Spirit Motion- Possessor's turn-order-determining stat is the higher of possessor's Spirit and Agility (using either value randomly in the case of a tie), Constant Effect
Unfathomable Prismatic Beauty- Possessor gains a 25% chance of inflicting Dominion on each opponent at the start of each round followed by a 5% chance of inflicting Insanity on each such opponent not afflicted with Dominion, Constant Effect
Fiend-Entity- Possessor is Immune to individuals below Level 60, Constant Effect
Abilities-
Searing Flames of Pride- 450,000 Damage, this action deals 450,000 additional Damage for each of possessor's stats that is higher than the corresponding stat of its target, Fire or Light or Glory or Evil, 0 MP
Glorious Baptism- Target obtains +75,000 to all stats, and, if it has no patron deity, treats itself as a devout worshipper of caster, does not stack, Glory, 3,000,000 MP
Flame Which Cannot Be Undone- 300,000 Damage, Damage dealt by this action cannot be healed or regenerated by sources below Level 99, Individuals killed by this action may not be resurrected by sources below Level 99, Fire & Evil, 400,000 MP
Shining Damnation- Inflicts Awestruck, Voidstruck, Voidstruck: Turned To Shadow, Awestruck: Sealed, Hexed, and Smitten: Great Atrocity, Target may not be resurrected by sources below Level 99 while any of these status effects is present on target, Has RP effects, Evil or Evil & Light & Darkness, 1,500,000 MP
Apocalyptic Departure- 999,999 Damage, Caster leaves caster's current battlespace for another battlespace in the same thread unless an individual of Level 99 or greater in either battlespace objects, 1 hit against each target in caster's current battlespace except caster, Destruction & Spatial & Glory, 8,000,000 MP
*The Thief of Sunlight- (Pet, Outsider, Darkness & Spatial, Lv.59, 325,000,000 Gold)
HP- 14,000,000
MP- 14,000,000
STR- 145,000
AGI- 162,000
CON- 168,000
MIN- 151,000
SPI- 146,000
XP- 3,032,340,000
XP Needed- 49,920,000 (Standard Multiplier x6)
Minimum Level- 59
Defense- 62,000
Defense against Stat Damage- 16,000
Critical Chance- 102%
Resilience- 94%
To Hit- 206%
Dodge- 104%
Resistances and Immunities- Absorbs Light, Absorbs Hope, Darkness Immunity, 50% Glory Resistance, 50% Astral Resistance, 100% Mystic Weakness, 300% Light Weakness, 236% Minor Status Effect Resistance, 118% Moderate Status Effect Resistance, 40% Major Status Effect Resistance, Hexed Immunity, Diseased Immunity
Prime Attribute- Constitution
Constant Effects-
Shadow Amongst the Stars- Possessor gains the subtype Umbral, gains Voidstruck Immunity, and gains +150% Dodge, Constant Effect
Lightthief- Possessor's opponents below Level 49 cannot perform Light element actions that cost more than 0 MP, Constant Effect
Stole the Sunlight from the Air- All quantities of Light or Hope element HP Healing, MP Healing, or Stat Point Healing from sources below Level 69 are dealt to possessor instead of the targets they would otherwise be dealt to, with attacks and actions being able to target possessor multiple times in this manner, Constant Effect
Ancient Power- Possessor gains +120,000 to all stats, is Immune to individuals below Level 40, and treats Light as a base element, Constant Effect
Formless In Eternal Void, Beyond the World It Waits- If killed by a source below Level 95, possessor resurrects at the start of the round five rounds after its death, Individuals below Level 80 may not prevent possessor's resurrection, Constant Effect
Can't Fight Lili- Possessor cannot conduct offensive actions that target deities whose name includes 'Lili VonMion', Constant Effect
Has Stances- Possessor may enter any one stance (or exit all stances) at the start of each round or before possessor's first action of each round (but not both on the same round), Possessor may be in one stance at a time, Constant Effect
Invoke Cratagranderiz- Possessor gains the element Agony, the subtype Devil, Pain Immunity, +7,100,000 HP, and +30,000 CON, Stance Ability
Invoke Euchydeptrys- Possessor gains the element Ice and the subtype Demon and may deal 1,000,000 Flat Ice element Damage to up to 5 opponents at the start of each round, Stance Ability
Invoke Miermaphleon- Possessor gains the subtype Fire and the subtype Daemon, Possessor gains 50% Fire Resistance, Possessor's offensive actions may gain '150% inflicts Burning', Stance Ability
Abilities-
Formless Hands from Nowhere- 130,000 Damage, this action cannot miss targets below Level 80 and deals full Damage to targets below Level 80 in the back row, Darkness or Void or Spatial, 0 MP
Spirit Thievery- 400,000 MP Damage, 22,000 SPI Damage, deals MP Drain, deals SPI Drain, Darkness or Void, 0 MP
Pilfering Souls from the Coffers of Gods- Target dead individual (with this action being able to target individuals whose corpse is not present) cannot be resurrected by individuals below Level 80, Darkness & Spatial & Void & Aether, 800,000 MP
Astral Heist's Shining Jewels- 150,000 Damage, 200% inflicts Imparied: Blind, 200% inflicts Awestruck, 200% inflicts Zealblasted, 200% inflicts Voidstruck: Astral Echoes, 1 hit against 100,000, Astral & Light or Astral & Hope or Astral & Atomic, 650,000 MP
Black Talons Reaching Around All- 100,000 Damage, Deals HP Drain, this action ignores Dodge bonuses from buffs from sources below Level 80, 1 hit against 1,000,000, Darkness, 1,000,000 MP
*The Thief of Sunlight- (Pet, Outsider, Darkness & Spatial, Lv.82, 625,000,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 2,500
XP Needed- # (Standard Multiplier x6)
Minimum Level- 59
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Absorbs Light, Absorbs Hope, Absorbs Astral, Darkness Immunity, 80% Glory Resistance, 100% Mystic Weakness, 300% Light Weakness, 328% Minor Status Effect Resistance, 164% Moderate Status Effect Resistance, 80% Major Status Effect Resistance, Hexed Immunity, Diseased Immunity, Voidstruck Immunity, Awestruck Immunity, Burning Immunity, Zealblasted Immunity
Prime Attribute- Constitution or Agility or Spirit
Constant Effects-
Shadow Amongst the Stars- Possessor gains the subtype Umbral, gains Voidstruck Immunity, gains Frozen Imunity, gains Suffocation Immunity, gains Overload Immunity, gains 50% Void Resistance, and gains +#% Dodge, Constant Effect
Lightthief- Possessor's opponents below Level 72 cannot perform Light element actions that cost more than 0 MP, Constant Effect
Stole the Sunlight from the Air- All quantities of Light or Hope element HP Healing, MP Healing, or Stat Point Healing from sources below Level 100 are dealt to possessor instead of the targets they would otherwise be dealt to, with attacks and actions being able to target possessor multiple times in this manner, Constant Effect
Ancient Power- Possessor gains +# to all stats, is Immune to individuals below Level 60, and treats Light as a base element, Constant Effect
Formless In Eternal Void, Beyond the World It Waits- If killed by a source below Level 100, possessor resurrects at the start of the round five rounds after its death, Individuals below Level 99 may not prevent possessor's resurrection, Constant Effect
Indexed Effects-
Can't Fight Lili- Possessor cannot conduct offensive actions that target deities whose name includes 'Lili VonMion', Constant Effect
Has Stances- Possessor may enter any one stance (or exit all stances) at the start of each round or before possessor's first action of each round (but not both on the same round), Possessor may be in one stance at a time, Constant Effect
Invoke Cratagranderiz- Possessor gains the element Agony, the subtype Devil, Pain Immunity, +7,100,000 HP, and +30,000 CON, Stance Ability
Invoke Euchydeptrys- Possessor gains the element Ice and the subtype Demon and may deal 1,000,000 Flat Ice element Damage to up to 5 opponents at the start of each round, Stance Ability
Invoke Miermaphleon- Possessor gains the subtype Fire and the subtype Daemon, Possessor gains 50% Fire Resistance, Possessor's offensive actions may gain '150% inflicts Burning', Stance Ability
Abilities-
Formless Hands from Nowhere- # Damage, this action cannot miss targets below Level 100 and deals full Damage to targets below Level 100 in the back row, 1 hit against 100,000, Darkness or Void or Spatial, 0 MP
Spirit Thievery- # MP Damage, # SPI Damage, deals MP Drain, deals SPI Drain, 1 hit against 100,000, Darkness or Void, 0 MP
Pilfering Souls from the Coffers of Gods- Target dead individual (with this action being able to target individuals whose corpse is not present) cannot be resurrected by individuals below Level 100, Darkness & Spatial & Void & Aether, 800,000 MP
Astral Heist's Shining Jewels- # Damage, 400% inflicts Imparied: Blind, 300% inflicts Awestruck, 300% inflicts Zealblasted, 300% inflicts Voidstruck: Astral Echoes, 1 hit against 1,000,000,000, Astral & Light or Astral & Hope or Astral & Atomic, 650,000 MP
Black Talons Reaching Around All- # Damage, Deals HP Drain, this action ignores Dodge bonuses from buffs from sources below Level 100, 1 hit against 1,000,000,000, Darkness, 1,000,000 MP
World-Crossing Shadow-Walking- Caster exits its current battlespace and enters another battlespace that is part of the same battle so long as no entity of Level 100 or greater in the battlespace that is being exited or the battlespace that is being entered objects, Darkness or Darkness & Astral, # MP
No Light, No Hope- Targets cannot obtain buffs from sources below Level 87, 1 hit against 100,000,000, does not stack, Darkness, # MP
Snuff- 100% inflicts Instant Death, Darknes, # MP
Indexed Abilities-
Eclipse-Grabbing Wonder Heist- If at least one Zone of Light is present, caster removes up to 2 Zones of Darkness from battle, Caster removes all effects attached by Darkness element actions to Zones of Light that are in the same battlespace as caster that come from sources that are below Level 90, this action counts as involving the casting of a Thief Arts spell, Wonder & Air or Light & Darkness & Air & Spatial, 4,000,000 MP
Promethean Heist- Caster chooses a target Planetary that is a Deity that is not 20 or more Levels greater than caster that is below Level 100 and obtains a non-stacking buff that gives caster any worshipper benefits that said Planetary would provide to its devout worshippers without counting as its worshipper, At the start of each round, caster may replicate said buff (excluding this part which permits buff replication) to up to 1 willing ally, this action counts as involving the casting of a Thief Arts spell, Glory & Fire or Glory & Air & Light, 4,000,000 MP
Belsicite Golem (Lili Design)- (Pet, Golem, Physical & Earth, Lv.35, 24,500,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x1)
Minimum Level- 25
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 80% Physical Resistance, 80% Earth Resistance, 80% Fire Resistance, 80% Electrical Resistance, 80% Darkness Resistnace, 60% Minor Status Effect Resistance, 2% Moderate Status Effect Resistance, Immune to Confusion, Impaired, Poison, Diseased, Golem Traits
Prime Attribute- Strength
Constant Effects-
Defensive- Possessor gains +# Defense, Constant Effect
Sturdy- Possessor gains +# CON, +# Defense, and +# HP, Constant Effect
Bulky- Possessor gains +# Defense, +# HP, -# AGI, and -#% Dodge, Constant Effect
Abilities-
Strong Punch- # Damage, Physical or Earth, 0 MP
Fortify Self- Caster gains +# Defense, stacks 5 times, Earth, # MP
Activate Ward- Caster gains 30% Base Element Resistance, lasts 15 rounds, does not stack, Magic, # MP
Bodiless Manipulator of Strings Unending- (Pet, Outsider, Darkness & Spatial, Lv.78, 956,000,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x4)
Minimum Level- 78
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #
Dodge- #%
Resistances and Immunities- Reflects Spatial, Absorbs Energy, 100% Physical Resistance, 90% Air Resistance, 90% Magic Resistance, 50% Earth Resistance, 50% Wood Resistance, 50% Metal Resistance, 50% Agony Resistance, Diseased Immunity, 312% Minor Status Effect Resistance, 156% Moderate Status Effect Resistance, 60% Major Status Effect Resistance
Prime Attribute- Spirit
Constant Effects-
Bodiless- Possessor obtains +#% Dodge, Constant Effect
Crossrealm String-Pulling- Possessor may target individuals below Level 60 in other battlespaces so long as no individual of Level 80 or greater in any battlespace objects, Constant Effect
Space-Rending Scuttling Motion- Possessor may, at the start of any round, enter a preexisting battlespace so long as no individual of Level 80 or greater in the battlespace possessor is entering or the battlespace possessor is leaving objects, Constant Effect
Ojalkhu Evzezzenbreim- Possessor deals double Damage (to a max of 220,000,000 additional Damage) to targets who have one of their stats, their HP, or their MP linked to one of the stats, the HP, or the MP of another individual, Constant Effect
Status Barrier- Possessor gains +# Defense against Stat Damage, Constant Effect
Abilities-
Detangle- Possessor unlinks one of target's stats, target's HP, or target's MP from everything that it is linked to, provided that target is below Level 100, Spatial, 0 MP
Fray- -# to all stats, stacks 3 times, debuffs from this ability cannot reduce the stats of entities of greater Level than their source, Spatial, 0 MP
Anti-Strength Procedure- Deals # STR Damage, inflicts Stat Drain: STR Drain, Magic or Technology, 0 MP
Anti-Agility Procedure- Deals # AGI Damage, inflicts Stat Drain: AGI Drain, Magic or Technology, 0 MP
Anti-Constitution Procedure- Deals # CON Damage, inflicts Stat Drain: CON Drain, Magic or Technology, 0 MP
Anti-Mind Procedure- Deals # MIN Damage, inflicts Stat Drain: MIN Drain, Magic or Technology, 0 MP
Anti-Spirit Procedure- Deals # SPI Damage, inflicts Stat Drain: SPI Drain, Magic or Technology, 0 MP
Pro-Strength Procedure- Heals # STR Damage, inflicts Stat Boost: STR Boost, Magic or Technology, 0 MP
Pro-Agility Procedure- Heals # AGI Damage, inflicts Stat Boost: AGI Boost, Magic or Technology, 0 MP
Pro-Constitution Procedure- Heals # CON Damage, inflicts Stat Boost: CON Boost, Magic or Technology, 0 MP
Pro-Mind Procedure- Heals # MIN Damage, inflicts Stat Boost: MIN Boost, Magic or Technology, 0 MP
Pro-Spirit Procedure- Heals # SPI Damage, inflicts Stat Boost: SPI Boost, Magic or Technology, 0 MP
Anti-Stat Procedutre- Deals # Stat Damage to all of target's stats, inflicts Stat Drain, Magic or Technology, # MP
Pro-Stat Procedure- Heals # Stat Damage from all of target's stats, inflicts Stat Boost, Magic or Technology, # MP
Mass Anti-Strength Procedure- Deals 450 # Damage, inflicts Stat Drain: STR Drain, 1 hit against 30,000,000, Magic or Technology, # MP
Mass Anti-Agility Procedure- Deals 450 # Damage, inflicts Stat Drain: AGI Drain, 1 hit against 30,000,000, Magic or Technology, # MP
Mass Anti-Constitution Procedure- Deals # CON Damage, inflicts Stat Drain: CON Drain, 1 hit against 30,000,000, Magic or Technology, # MP
Mass Anti-Mind Procedure- Deals # MIN Damage, inflicts Stat Drain: MIN Drain, 1 hit against 30,000,000, Magic or Technology, # MP
Mass Anti-Spirit Procedure- Deals # SPI Damage, inflicts Stat Drain: SPI Drain, 1 hit against 30,000,000, Magic or Technology, # MP
Mass Pro-Strength Procedure- Heals # STR Damage, inflicts Stat Boost: STR Boost, 1 hit against 30,000,000, Magic or Technology, # MP
Mass Pro-Agility Procedure- Heals # AGI Damage, inflicts Stat Boost: AGI Boost, 1 hit against 30,000,000, Magic or Technology, # MP
Mass Pro-Constitution Procedure- Heals # CON Damage, inflicts Stat Boost: CON Boost, 1 hit against 30,000,000, Magic or Technology, # MP
Mass Pro-Mind Procedure- Heals # MIN Damage, inflicts Stat Boost: MIN Boost, 1 hit against 30,000,000, Magic or Technology, # MP
Mass Pro-Spirit Procedure- Heals # SPI Damage, inflicts Stat Boost: SPI Boost, 1 hit against 30,000,000, Magic or Technology, # MP
Mass Anti-Stat Procedutre- Deals # Stat Damage to all of target's stats, inflicts Stat Drain, 1 hit against 30,000,000, Magic or Technology, # MP
Mass Pro-Stat Procedure- Heals # Stat Damage from all of target's stats, inflicts Stat Boost, 1 hit against 30,000,000, Magic or Technology, # MP
Anti-Stat Assault- Deals # Stat Damage to all of target's stats, inflicts Stat Drain, Stat Drain: STR Drain, Stat Drain: AGI Drain, Stat Drain: CON Drain, Stat Drain: MIN Drain, or Stat Drain: SPI Drain, 5 hits against 1, this ability may only target an individual that is not its caster during one action per round across all copies of this ability, Magic or Technology, # MP
Cosmos Netting- 5% inflicts Petrified, 300% inflicts Paralyzed, 200% inflicts Stat Drain: AGI Drain, 200% inflicts Stat Drain: SPI Drain, 1 hit against 60,000,000, Spatial or Atomic & Astral, # MP
Trace- Caster gains +#% To Hit against target's summoner as an effect that stacks 5 times per individual that caster is gaining a To-Hit bonus against, Spatial or Air & Magic, # MP
Hook- # Damage, 100% inflicts Pain, caster's attacks automatically hit target if target is below Level 90, does not stack, lasts 2 rounds, Spatial & Physical, # MP
Endless Forest of Luminous Angles and Hooks So Sweet- # Damage, 100% inflicts Pain, 200% inflicts Charm, this action gains +#% To Hit, caster's attacks automatically hit target if target is below Level 90, does not stack, lasts 2 rounds, 1 hit against 300,000,000, Spatial & Physical & Hope & Illusion, # MP
Drake- (Pet, Dragon, Fire, Lv.19, 15,000,000 Gold)
HP- 250,000
MP- 250,000
STR- 2,500
AGI- 2,500
CON- 2,500
MIN- 2,500
SPI- 2,500
XP- 0
XP Needed- 140,000 (Standard Multiplier x2)
Minimum Level- 19
Defense- 4,000
Critical Chance- 23%
Resilience- 23%
To Hit- 23%
Dodge- 23%
Resistances and Immunities- None
Prime Attribute- Two Highest Stats
Constant Effects-
None
Abilities-
Bite- 12,000 Damage, Earth, 0 MP
Flame Breath- 10,000 Damage, 1 Hit Against 3, Fire, 5,000 MP
Variable Breath- 10,000 Damage, 1 Hit Against 3, Any One Base Element or Magic, 25,000 MP
Drake's Magic- 9,000 Damage, 50% may inflict one minor status effect, 1 hit against 2, Magic, 20,000 MP
Dreamsculpted Experimental Elemental Corruption-Scourer Type 55-QRN- (Pet, Elemental, Theoretical Experimental Element 55-QRN, Lv.55, 112,000,000 Gold)
HP- 2,150,000
MP- 2,150,000
STR- 16,000
AGI- 16,000
CON- 16,000
MIN- 16,000
SPI- 32,000
XP- 0
XP Needed- 12,640,000 (Standard Multiplier x2)
Minimum Level- 55
Defense- 11,640
Defense against Stat Damage- 7,280
Critical Chance- 100%
Resilience- 55%
To Hit- 155%
Dodge- 55%
Resistances and Immunities- Absorbs Theoretical Experimental Element 55-QRN, 90% Corruption Resistance, 50% Formus Weakness, Poison Immunity, Diseased Immunity, Pain Immunity, Impaired Immunity, Fatigued Immunity, Stat Drain Immunity, Plague Immunity, 110% Minor Status Effect Resistance, 55% Moderate Status Effect Resistance, 10% Major Status Effect Resistance
Prime Attribute- Spirit
Constant Effects-
Theoretical Element Resistance- Possessor gains 60% Resistance to elements whose name includes 'Theoretical Experimental', Constant Effect
Imaginary Element Resistance- Possessor gains 30% Resistance to Imaginary Elements, Constant Effect
Quasi-Formus-Like- Possessor may choose to count as additionally being the element Formus against sources below Level 40, Constant Effect
Annihilatory Entity- Possessor deals 130,000 additional Damage, gains +100% Critical, and is Immune to individuals below Level 20, Constant Effect
Theoretical Zone Dissolution- Possessor automatically destroys all zones of elements whose name includes 'Theoretical Experimental' that are not 'Theoretical Experimental Element 55-QRN' that come from sources below Level 60 at the end of each round, Constant Effect
Incorruptable- Possessor cannot become Corruption element, Possessor cannot obtain Corruption element buffs or debuffs from sources below Level 80, Possessor gains 50% Dominion Resistance against Corruption element sources, Constant Effect
Abilities-
Destruction Tendril- 80,000 Damage, removes one buff from a source below Level 60 from target, Theoretical Experimental Element 55-QRN, 0 MP
Element Annihilation- 10,000 Damage, deals 400,000 additional Damage to targets who are an element whose name includes 'Theoretical Experimental', this action gains +#% Critical against targets who are an element whose name includes 'Theoretical Experimental', This action removes all buffs and debuffs on its target that come from sources below Level 75 that are elements whose name includes' Theoretical Experimental' but that are not 'Theoretical Experimental Element 55-QRN', Theoretical Experimental Element 55-QRN, 0 MP
Eliminate Corruption- 10,000 Damage, removes the element Corruption from target if target is below Level 60, deals 400,000 additional Damage to Corruption element target, may remove any number of Corruption element buffs or debuffs from sources below Level 65 from target, Theoretical Experimental Element 55-QRN, 0 MP
Deimagine- Caster sets an Imaginary Element's status to Unreal provided that it was not set to something else by a source of Level 80 or greater, Theoretical Experimental Element 55-QRN, 80,000 MP
Reelementalized Beam- 80,000 Damage, target obtains -100% Resilience as a non-stacking buff, Destruction, 120,000 MP
Decorrupt- All individuals in battle lose all Corruption element buffs and debuffs from sources below Level 60, Theoretical Experimental Element 55-QRN, 40,000 MP
Frog Beast of Paradine-
Level 8, Elite
Monster, Water
HP- 130,000
MP- 130,000
STR- 900
AGI- 880
CON- 810
MIN- 800
SPI- 840
XP- 0
Defense- 1,250
Defense Against Stat Damage- 50
Critical chance- 16%
Resilience- 8%
To Hit- 113%
Dodge- 19%
Resistances and Immunities- 30% Water Resistance, 30% Minor Status Effect Resistance
Prime Attribute- Strength
Constant Effects-
None
Abilities-
Webbed Slash- 4,000 Damage, Physical or Water, 0 MP
Deluge- 1,000 Damage, 1 hit against 50,000, Water, 10,000 MP
Corruption Breath- 500 CON Damage, inflicts Poison, 1 hit against 30, Acid & Air, 10,000 MP
Drops-
10,000 Gold
800 XP
90% Murksphere- (Weapon, Orb, Acid & Water, 15,000 Gold) +15 Magical Attack, 15% inflicts Poison
10% Frogbeast Plushie- (Item, Antiquity, Water, 65,000 Gold)
Genie
Level 59
Magic Being, Magic
HP- 2,000,000
MP- 2,000,000
STR- 20,000
AGI- 20,000
CON- 20,000
MIN- 20,000
SPI- 20,000
XP- 0
Defense- 12,500
Defense against Stat Damage- 1,500
Critical Chance- 65%
Resilience- 65%
To Hit- 165%
Dodge- 65%
Resistances and Immunities- Absorbs Magic, Reflects Physical, Water Immunity, Earth Immunity, Air Immunity, Fire Immunity, Technology Immunity, 30% Base Element Resistance, Minor Status Effect Immunity, Moderate Status Effect Immunity, 50% Major Status Effect Resistance
Prime Attribute- Spirit + Spirit
Constant Effects-
Great Magical Power- Possessor is immune to individuals below Level 20, Possessor is immune to debuffs and negative status effects from sources below Level 40, buffs and debuffs with possessor as a source may not be removed by individuals below Level 40, possessor's summons may not be unsummoned by individauls below Level 40, Constant Effect
Abilities-
Mystic Smackdown- 33,000 Damage, Magic or Any Combination of Base Elements, 0 MP
Element Bar- Caster chooses one base element, all spells and abilities of said element cost 10,000 additional MP, and individuals below Level 50 treat said element as a non-base element, stacks 50 times, Magic, 50,000 MP
Wish- Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, Magic, 200,000 MP
Fabricate Life Essence- Summons any 5 individuals from the Enemy List that are below Level 50 and normally fightable for drops, Max 50 summoned, Magic, 500,000 MP
Mystic Whim- May provide -1,500 to any stats, May provide -1,500 to any stats, stacks 40 times, Magic or Any Combination of Base Elements, 115,000 MP
Mystic Storm- 10,000 Damage, inflicts Manablasted, 1 hit against 100,000, Magic, 55,000 MP
Drops-
300,000 Gold
17,700 XP
50% Square Mile of Desert on a Random World- (Item, Property, Fire, 20,000 Gold)
48% Great Calif's Finery- (Armor, Clothing, Magic & Fire, 1,100,000 Gold) +1,200 Defense, +1,200 to all stats, 20% Magic Resistance, 20% Fire Resistance
1% Genie Lamp- (Consumable, Enchanted Item, Magic, 3 Charges, 50,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, This item may not be copied by sources below Level 90, Summons created through this spell may not summon
1% Wish- (Spell, Wizard Magic, Magic, 100,000 MP, 50,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability, May be cast a max of 12 times per thread per caster and per copy of this spell, Summons created through this spell may not summon, Costs 5,000 XP and 1,000,000 Gold to cast, Has RP effects
3 Ibodian Fighter
Level 39
Machine, Technology
HP- 765,000
MP- 755,000
STR- 6,400
AGI- 9,850
CON- 7,350
MIN- 7,550
SPI- 6,430
Defense- 6000
Defense against Stat Damage- 700
Critical Chance- 35%
Resilience- 39%
To Hit- 143%
Dodge- 35%
Resistances and Immunities- 78% Minor Status Effect Resistance, 39% Moderate Status Effect Resistance, Pain Immunity, Confusion Immunity (except System Overload), Impaired Immunity, Poison Immunity, Diseased Immunity (except Computer Virus)
Prime Attribute- Agility
Constant Effects-
Requires Ibodian Pilot- Possessor obtains +4,000 to all stats if possessor possesses at least one passenger whose name includes 'Ibodian' or who possesses at least one ability or Constant Effect whose name includes 'Ibodian', Constant Effect
Starship- Possessor gains the subtype Vessel, Constant Effect
Passenger Capacity (1)- Possessor may at any time take an action to pick up or deploy up to 50 passengers, Possessor may, at the start of battle, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor dies, Vehicle Trait
Abilities-
Dual Blaster Cannons- 3,500 Damage, 2 hits against 50, Technology & Energy, 0 MP
Strafe- 3,000 Damage, 1 hit against 20,000 targets in the same row, Technology & Energy, 15,000 MP
Systems Boost- Caster obtains +2,000 AGI and +2,000 MIN, lasts 5 rounds, stacks 3 times, Technology or Energy, 50,000 MP
Judicious Observer of Regulated Actuality- (Pet, Illuminated, Law, Lv.39, 50,000,000 Gold)
HP- 1,000,000
MP- 1,000,000
STR- 10,000
AGI- 10,000
CON- 10,000
MIN- 10,000
SPI- 10,000
XP- 0
XP Needed- 65,600,000 (Standard Multiplier x4, Raised to x80 to bypass Level 40)
Minimum Level- 39
Defense- 10,000
Defense Against Stat Damage- 4,000
Critical Chance- 40%
Resilience- 40%
To Hit- 40%
Dodge- 40%
Resistances and Immunities- 50% Base Element Resistance, 50% Law Resistance, 50% Chaos Resistance, 50% Minor Status Effect Resistance, 30% Moderate Status Effect Resistance, Hexed Immunity, Diseased Immunity
Prime Attribute- Spirit
Constant Effects-
Judicious Observation- Possessor may scan the stats of 4 individuals at the start of each round, Constant Effect
Regulated Actuality- Possessor gains 80% Illusion Resistance, individuals of lower Level than possessor who are below Level 80 may not cast Illusion spells, individuals of lower Level than possessor who are below Level 80 may not cast Chaos Magic spells, Possessor may remove 1 buff from each opponent of equal or lower Level who is below Level 80 at the start of each round, Constant Effect
Cog of the Great Machine- Possessor gains an additonal action each round if possessor possesses at least 1 Illuminated ally, Constant Effect
Illuminated Radience- Possessor's Law element or Illuminated allies gain +3,000 to all stats as a non-stacking bonus, Constant Effect
Concordant Presence Which Disrupts Unstructured Beings- Possessor deals 10 times normal damage to equal or lower Level Abstracts, to a maximum of 50,000,000 additional such points of damage, Constant Effect
Abilities-
Illuminated Fist- 25,000 Damage, Physical or Law or Light, 0 MP
Hammers of Holy Platinum- 50,000 Damage, 100% inflicts Fatigued: Stun, may gain 4 hits against 1 or 1 hit against 4 and deal 1/4 Damage, Physical or Law or Physical & Law, 0 MP
Fourfold Crux Beam- 50,000 Damage, 4 hits against 1, deals 1/2 Damage, Law or Energy, 40,000 MP
Dampen Chaos- All Chaos element individuals in battle obtain -2,000 to all stats, Chaos element spells and abilities cost 20,000 additional MP to cast, stacks 4 times, Law, 200,000 MP
Scan- Caster scans target's stats, Law & Air, 1,000 MP
Chaos-Rupturing Dictum of Unblemished Existance- 50,000 Damage, deals 1/4 Damage to non-Chaos-element, non-Abstract targets, 1 hit against 50, may remove 1 buff or debuff from up to 10 seperately chosen targets who may be the same targets if desired, Law or Law & Sonic, 100,000 MP
Mid-Sized Ibodian Transport
Level 39
Machine, Technology
HP- 765,000
MP- 755,000
STR- 6,400
AGI- 8,850
CON- 8,350
MIN- 7,350
SPI- 6,430
Defense- 10,000
Defense against Stat Damage- 1,000
Critical Chance- 34%
Resilience- 40%
To Hit- 145%
Dodge- 33%
Resistances and Immunities- 78% Minor Status Effect Resistance, 39% Moderate Status Effect Resistance, Pain Immunity, Confusion Immunity (except System Overload), Impaired Immunity, Poison Immunity, Diseased Immunity (except Computer Virus)
Prime Attribute- Agility
Constant Effects-
Requires Ibodian Pilot- Possessor obtains +4,000 to all stats if possessor possesses at least one passenger whose name includes 'Ibodian' or who possesses at least one ability or Constant Effect whose name includes 'Ibodian', Constant Effect
Starship- Possessor gains the subtype Vessel, Constant Effect
Passenger Capacity (200)- Possessor may at any time take an action to pick up or deploy up to 50 passengers, Possessor may, at the start of battle, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor dies, Vehicle Trait
Abilities-
Blaster Cannon- 3,500 Damage, 1 hits against 50, Technology & Energy, 0 MP
Shield Boost- Caster obtains +3,000 Defense and +250 Defense against Stat Damage, lasts 5 rounds, stacks 6 times, Technology & Energy, 50,000 MP
Systems Boost- Caster obtains +2,000 AGI and +2,000 MIN, lasts 5 rounds, stacks 3 times, Technology or Energy, 50,000 MP
10 Minion- (Pet, Human, Darkness, Lv.1, 500 Gold)
HP- 100
MP- 10
STR- 10
AGI- 10
CON- 10
MIN- 10
SPI- 10
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 3
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Strength + Mind
Constant Effects-
None
Abilities-
Punch- 10 Damage, Physical, 0 MP
Assist- +1 Defense to controller, Physical, 0 MP
Transformations-
Eternal Kingdom Thronemech- (Transformation, Vessel, Glory & Spatial, 350,000,000 Gold)
Level 96
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x4)
Minimum Level- 96
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 95% Glory Resistance, 50% Base Element Resistance, Immune to Voidstruck, Frozen, Suffocation, Hexed, Diseased, and Smitten, 186% Minor Status Effect Resistance, 101% Moderate Status Effect Resistance, 30% Major Status Effect Resistance
Prime Attribute- Spirit
Constant Effects-
Deus Mechanica- Possessor gains the subtypes Robot and Planetary, Constant Effect
Divinity Engine- Possessor may only be transformed into by individuals who are deities, Constant Effect
Gods As My Co-Pilots- For each passenger that possessor possesses that is a Deity that is Level 80 or greater, possessor obtains +# to all stats, to a max of 11 such passengers, Constant Effect
Soul Sanctuary- Individuals below Level 99 may not prevent possessor's allies from being resurrected, Constant Effect
Haven for the Worshipful Souls- Possessor's passengers' Devout Worshippers and possessor's Devout Worshippers may become passengers of possessor at the start of any round, even if they are in different battlespaces (so long as no individual of Level 100 or greater in the battlespace they are in objects), Constant Effect
Godthrone Command Center- Possessor may provide worshipper benefits that possessor would provide while detransformed, Possessor counts as a deity if at least one of possessor's passengers is a deity, Constant Effect
Wandering Throne- Possessor's Planetary allies and passengers count as being within a Zone they created and a Terrain they created, Constant Effect
Wings of Shining Glory- Possessor may not be prevented from entering or leaving battlespaces by individuals below Level 95, Constant Effect
Supermassive- Possessor gains an amount of HP equal to (50x Possessor's Listed HP on the Enemy List or Boss List), provided that possessor is present on either the Enemy List or Boss List, Possessor may be targeted as up to 5 different individuals by actions that may target multiple individuals, being affected by such actions a number of times equal to the number of times that possessor is targeted, Constant Effect
Impervious to Harm- Possessor gains +# Defense and takes 50% Damage from sources below Level 95, Constant Effect
Eternity as a Powersource- Possessor regenerates # HP and # MP at the start of each round, Constant Effect
Supreme Design- Possessor is Immune to individuals below Level 60, Possessor obtains +# to all stats, Constant Effect
Kingdom Radiance- Possessor inflicts Rejuvenation and Elevated on all allies at the start of each round, Constant Effect
Emblems of Divine Triumph- Possessor's allies gain +# to all stats as a non-stacking effect, Possessor's allies who are Devout Worshippers of possessor or one of possessor's passengers gain an additional +# to all stats as a non-stacking effect, Constant Effect
Was Made Using a Tiiiiiiiiiiny Bit of Grandeur Mana- Possessor may replace the element Glory in its actions with the element Grandeur if its possessor's untransformed state is Grandeur element or one of possessor's passengers is a Grandeur-element deity, Constant Effect
Passenger Capacity (200,000,000,000)- Possessor may at any time take an action to pick up or deploy 1 passenger, Possessor may, when transforming into this form, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor de-transforms, Vehicle Trait
Overwhelming Powers- Possessor may ignore up to 8 High Arts of opponents, Hierarchical Effect
Abilities-
Absolute Blade- # Damage, this attack automatically hits and criticals targets below Level 80, Glory or Physical, 0 MP
Pantheon Ray- # Damage, 30% inflicts Smitten, Glory or Any Combination of (Base Elements and Glory), 0 MP
Heaven's Gate- Caster and any number of allies of caster enter another battlespace that exists as part of the same battle so long as no individual of Level 97 or greater in either the battlespace being entered or the battlespace being exited objects, Glory or Light or Air or Spatial, # MP
Judgement Barrage- # Damage, 150% inflicts any 4 minor or moderate negative status effects, 1 hit against 500,000,000,000, Glory or Destruction or Law, # MP
Ressurection Protocal- Caster's allies who were killed by sources below Level 99 are resurrected, Light & Glory, # MP
Miracle Drive- Caster replicates the effect of any ability performable by an entity on the Enemy List that is below Level 80, below caster's Level, and normally fightable for drops, doing so as though a copy of said entity is performing said ability, Any combination of (Base elements and Glory), # MP
Choir of the Infinite Cathedral- Caster's allies (including caster) regenerate # HP, are cured of one minor, moderate, or major status effect from a source below Level 100, and are cured of two debuffs from sources below Level 97, Sonic or Air & Glory & Light, # MP
Vampiric Form Transformation Record (Inherent Transformations, Require the ability 'Natural Devil Mind Vampire' to access)-
Form of Minor Devil Mind-Vampire- (Transformation, Dark Transformation, Darkness & Psychic, 215,000 Gold)
Level 9
HP- 26,000
MP- 21,000
STR- 384
AGI- 695
CON- 495
MIN- 715
SPI- 399
XP- 43,689
XP Needed- 40,000
Minimum Level- 6
Defense- 510, +600 against Darkness
Defense against Stat Damage- 70
Critical Chance- 9%
Resilience- 10%
To Hit- 105%
Dodge- 18%
Resistances and Immunities- 75% Darkness Resistance, 50% Psychic Resistance, Physical Immunity, 50% Fire Resistance, 50% Water Resistance, 25% Earth Resistance, 25% Air Resistance, 50% Technology Resistance, Immune to Pain, Poison, Diseased, Stat Drain (the status effect, not stat damage), and Hexed, 900% Light Weakness, 400% Acid Weakness
Prime Attribute- Mind or Spirit or Strength
Constant Effects-
Ack, Run! It's a Devil Vampire!- Possessor chooses at the beginning of each thread if this form is to be counted as an Undead, a Devil, both, or neither, Possessor takes double damage from Holy Magic and Holy Ones, Possessor takes double damage from Divine Magic, Celestial Magic, Celestials, Angels, and Devas unless possessor has a patron deity designated as appropriate to cause possessor to ignore this part of this ability, Possessor may not equip Holy Magic or have Holy Ones as allies, Possessor deals double damage to Celestials, Angels, and Devas, Possessor has a 50% chance of inflicting any one minor status effect (but not a sub status-effect) on foes of half possessor's level or less at the beginning of battle, Constant Effect
Terror of the Mind- Possessor's stats are multiplied by 1.5 while possessor is in a Zone of Psychic, Constant Effect
You Have Destroyed My Body, But I Still Live!- When HP reaches 0, instead of dying, possessor's HP is set to 0 for the remainder of battle, any damage carrying over from the attack that set HP to 0 and all future damage is halved and dealt as MP damage, possessor dies when MP reaches 0, This ability does not function of possessor is Awestruck, Damage from Psychic-element damage is not halved by this effect, Constant Effect
Consume the Spirits of the Fallen- Possessor gains 50 XP, Heals 250 HP, and Heals 500 MP for each level of each slain foe, not counting the XP for slain summoned foes, Constant Effect
Abilities-
Black Claws- 1,200 Damage, 2 hits against 1, Physical or Darkness, 0 MP
Shadow Claws- 1,900 Damage, 2 hits against 1, deals 1/2 damage, Physical or Darkness, 0 MP
Blood-Draining Bite- 900 Damage, Drains HP, Darkness or Physical, 0 MP
Thought-Draining Bite- 900 MP Damage, Drains MP, Darkness or Psychic or Physical, 0 MP
Mind Slash- 900 Damage, deals no normal damage, deals 1/20th the damage that would be dealt as MIN damage, Psychic, 0 MP
Witch Lightning- 1,100 Damage, 50% inflicts Hexed, 1 hit against 4, Darkness, 250 MP
Devour Mind- 400 MIN Damage, restores damage dealt x 5 in MP to user, Psychic & Darkness, 400 MP
Mind Scream- 1,600 Damage, 40% inflicts Pain, 15% inflicts Confusion, 10% inflicts Mindblasted, Psychic, 600 MP
Mentally Drop Large Objects on Foes- 2,400 Damage, 20% inflicts Stunned, 5% 1 hit against 4, Physical & Psychic, 600 MP
Induce Desire- 25% inflicts Charm, Psychic, 100 MP
Induce Perplexment- 30% inflicts Confusion, Psychic, 100 MP
Induce Grief- 40% inflicts Confusion: Depression, Psychic, 100 MP
Induce Still Terror- 30% inflicts Paralysis, Psychic, 100 MP
Vapor Form- +100% Dodge, Caster cannot attack, May only be used once every 10 rounds, lasts 4 rounds, Air, 400 MP
Inhabit Mind Thrall- Possessor leaves the normal rows of, possessing target ally, while possessor is in this ally, possessor regenerates 100 HP and 200 MP per turn, on possessor's turn, possessor may de-inhabit the body it is possessing or use one of the following attacks at normal cost: Mind Slash, Inhabit Mind Thrall, Induce Desire, Induce Perplexment, Induce Grief, Induce Still Terror, Mind Scream, or Devour Mind, possessor may be damaged instead of the being it is possessing by MP damaging attacks that hit its vessel body, if the being possessor is possessing is killed, possessor immediately exits the body and rejoins the battle in the possessed ally's spot in the ranks, Psychic, 1,000 MP
Welcome to the World My Mind Created- Creates a Zone of Psychic that cannot be dispelled or replaced by individuals of lower level than its creator, This Zone gives Psychic element Devils in it +350 to all stats, Psychic, 500 MP
Fires of Loss- 1,500 Damage, 1 hit against 20, deals 1/20 damage, Fire or Fire & Darkness, 1,500 MP
Noble Cruiser Model 4- (Transformation, Vechicle, Air & Earth, 5,000,000 Gold)
Level 15
HP- 60,000
MP- 60,000
STR- 1,460
AGI- 3,000
CON- 1,410
MIN- 1,400
XP- 0
XP Needed- 50,000 (Standard Multiplier x1)
Minimum Level- 15
Defense- 1,500
Defense against Stat Damage- 60
Critical Chance- 11%
Resilience- 14%
To Hit- 10%
Dodge- 12%
Resistances and Immunities- 10% Air Resistance, 20% Physical Weakness, Immune to Pain, Confusion, Impaired, Poison, and Diseased (except Computer Virus)
Prime Attribute- Agility
Constant Effects-
Car- Possessor gains the subtype Machine, Constant Effect
Luxurious- Possessor counts as being worth 2,000,000 additional Gold, Constant Effect
Stylish- Possessor's passenger's gain +500 to all stats, Constant Effect
Somewhat Fast- Possessor gains +1,500 AGI, Constant Effect
Passenger Capacity (4)- Possessor may at any time take an action to pick up or deploy 1 passenger, Possessor may, when transforming into this form, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor de-transforms, Vehicle Trait
Abilities-
Dazzling Driveby- 1,000 Damage, 20% inflicts Awestruck or Charm: Impressed, Earth or Air or Light, 0 MP
Look Fancy- 35% inflicts Charm: Impressed, Light & Air, 50 MP
Increase Speed- Caster gains +2,000 AGI, stacks 4 times, Air & Earth, 5,000 MP
Secret Formulas-
Secret Formula- BOOST! Cherry
Requires:
None
Consumes:
50 Cherry
1 Energy Mana Oil
1 Tall Metal Can
Produces:
BOOST! Cherry- (Consumable, Drink, Energy, 1 Charge, 50,000 Gold) +50 SPI, +50 AGI, +500 MP, Inflicts Invigorated, Inflicts Stat Boost: AGI Boost
2 Secret Formula- Businessman's Buttons
Requires:
Any Tailor's Tools
Consumes:
Buttons
Waltoshian Greatcoat
Produces:
Businessman's Buttons- (Item, Material, Technology & Physical, 16,000 Gold)
Secret Formula- Dress of the First Fire
Requires:
Level 40
Consumes:
10 Essence of the First Fire
1 Queen of Winter's Dress
1 Fire Crystal
Produces:
Dress of the First Fire- (Armor, Clothing, Fire, 80,000,000 Gold) +80,000 Defense, +80,000 Ranged Attack, +80,000 Magical Attack, +80,000 CON, +80,000 MIN, +80,000 SPI, +400,000 HP as a non-stacking bonus, +800,000 MP as a non-stacking bonus, 40% Fire Resistance, 30% Ice Resistance, Wearer's actions may become solely Fire element, Wearer may deal 80,000 Flat Fire element Damage to all opponents at the start of each round, Wearer may deal 800,000 Flat Fire element Damage to each individual who targets wielder with an action at the end of each such action, This item possesses the subtype Robe in addition to its other subtypes, If an source below Level 60 would deal wearer Fire element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wearer ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, 'Overdrive' actions that are solely Fire element cost wearer '5% Max MP' instead of '25% Max MP', Wearer must be Level 40 or greater
Secret Formula- Fairy Pants
Requires:
Any Tailor's Tools
Consumes:
3 Rod of Growth
20 Flower Petals
Fairy Taira
Pants
Produces:
Fairy Pants- (Armorx.5, Clothing, Magic & Light, 60,000 Gold) +30 Defense, +40 MIN, +40 SPI, +100 Magical Attack for Fae, +20 to Diplomacy for Fae, +60 AGI on the first three turns if wearing Fog Boots
Secret Formula- Force of the Northern Mountain Guardian's Resolve
Requires:
Any Forceworker's Tools
Consumes:
40 Force of Life
5 Bag of Ice Prisms
3 Ordinator's Ring of Stamina: Northward Pointing, Version I
3 Ordinator's Ring of Efficiency: Northward Pointing, Version I
5 Square Mile of Mountains on a Random World
Produces:
Force of the Northern Mountain Guardian's Resolve - (Weapon, Force, Earth & Ice, 250,000 Gold) +90 CON, Wielder's turn order and wielder's Melee Attacks are based on CON, Wielder's element becomes Ice or Earth if wielder states said desire at the beginning of a thread
Secret Formula- From Death Through Fire
Point Value- 3
Requires:
Alchemist
Consumes:
5 Phoenix Plume
15 Fire Mana Oil
1 Lesser Maze
1 Week in the Ability Shop
Produces:
From Death Through Fire- (Consumable, Potion, Fire & Psychic & Hope, 1 Charge, 50,000,000 Gold) User obtains a non-stacking buff that does not vanish upon death that causes its possessor, if its possessor is dead at the start of the round 5 rounds after it is obtained, to be resurrected, to lose the buff, and to obtain a non-stacking buff that makes its possessor Fire element, and causes its possessor, if its possessor is not dead at said time, to be afflicted with Confusion and Burning and lose said buff
Secret Formula- Hellgate Projector
Point Value- 5
Requires:
Basic Siege Weapon Training
Warlock
Adept Gate Magic Attunement
Diabolist OR Demonologist OR Puppet Master
Consumes:
200 Darkness Mana Oil
200 Fire Mana Oil
200 Siege Engine Parts
10 Infernal Bargain
10 Dark Banquet
10 Nethermind Rune
1 Siege Engine Blueprint
2 Weeks in the Ability Shop (or bonus weeks)
Produces:
Hellgate Projector- (Weapon, Siege Weapon, Darkness & Fire & Spatial, 165,000,000 Gold) +165,000 Ranged Attack, Wielder's 'Ranged Attack' and 'Magical Attack' actions may summon up to 5 Demons, Devils, or Daemons below Level 80 that are 5 or more Levels lower than wielder, Max 200 summoned, Wielder's 'Ranged Attack', 'Magical Attack', 'Overdrive', and 'Ranged Overdrive' actions deal double Damage to Large Structures as an effect that does not stack with other effects that multiply Damage against Large Structures and count as coming from a source that additionally possesses the subtype Demon, Devil, or Daemon, Wielder's 'Ranged Overdrive' and 'Overdrive' actions cost 1,500,000 additional MP, Wielder must be Level 40 or greater
Secret Formula- Infinity Grinder's Funnel
Point Value- 10
Requires:
Adept Siege Weapon Training
Expert Gate Magic Attunement
Consumes:
200 Droplet of Semiinfinity
25 Reaper's Hourglass
1 Unbroken Core
1 Siege Engine Blueprint
1 Spatial Crystal
5 Weeks in the Ability Shop (or bonus weeks)
Produces:
Infinity Grinder's Funnel- (Weaponx2, Siege Weapon, Darkness & Fire & Spatial, 315,000,000 Gold) +630,000 Magical Attack, Wielder's 'Magical Attack' and 'Overdrive' actions deal double Damage to Large Structures as an effect that does not stack with other effects that multiply Damage against Large Structures, repeat themselves at the start of each round if their performer has not yet had an action repeat on said round, may deal HP Drain, and may deal MP Drain, Wielder's per-item Magical Attack caps are doubled for this item, Wielder must be Level 40 or greater
Secret Formula- Lizardclown Limo
Requires:
Car Factory
Consumes:
60,000,000 Gold
2 Rare Factory Parts
1 Clown Makeup
Produces:
Lizardclown Limo- (Accessory, Container, Earth & Fire & Darkness & Spatial, 35,000,000 Gold) Wielder summons 10 Reptiles, individuals with 'Clown' in their name, individuals with 'Lizard' in their name, and individuals with 'Dinosaur' in their name from the Enemy List that are below Level 40 and are normally fightable for drops at the start of each round, Max 200 summoned, This item may be equipped in a Transformation slot
Secret Formula- Mage's Monocle
Requires:
Enchanted Jeweler's Tools
Consumes:
5 Glass of Fates
2 Moon's Tear Glasses
Fiery Glowstone
4,000 Gold
Produces:
Mage's Monocle- (Accessory, Eyewear, Magic, 120,000 Gold) +70 MIN, +40 SPI, Wielder may cast a spell for 50 less MP for each 5 temporary CON damage wielder takes, Wielder may choose 2 spells possessed by allies to be able to cast
Secret Formula- Marinated Evergarden Mushrooms
Requires:
None
Consumes:
3 Evergarden Farms Mushrooms
1 Evergarden Vinegar
1 Herbs From Evergarden
1 Glass Jar
Produces:
Marinated Evergarden Mushrooms- (Consumable, Food, Earth & Water, 3 Charges, 1,500,000 Gold) +15,000 HP, +15,000 MP, +1,500 CON, stacks 30 times
Secret Formula- Marinated Evergarden Peppers
Requires:
None
Consumes:
2 Evergarden Farms Peppers
1 Evergarden Farms Hot Peppers
1 Evergarden Vinegar
1 Herbs From Evergarden
1 Glass Jar
Produces:
Marinated Evergarden Peppers- (Consumable, Food, Earth & Water, 3 Charges, 3,000,000 Gold) +30,000 HP, +3,000 CON, +2,000 STR, AGI, MIN, and SPI, stacks 5 times
Secret Formula- Multi-Man Ram
Point Value- 2
Requires:
Basic Siege Weapon Training
Consumes:
30 Wood
Produces:
Multi-Man Ram- (Weaponx10, Siege Weapon, Physical, 600,000 Gold) +1,200 Melee Attack, Wielder's 'Melee Attack' and 'Melee Overdrive', actions deal double Damage to Large Structures as an effect that does not stack with other effects that multiply Damage against Large Structures, If this item is unequipped, its carrier's allies may choose to spend an action to obtain a buff that does not stack on the same individual but stacks across 9 different individuals that causes its possessor's allies to require 1 less weapon slot to equip this item, to a minimum of 1 such slot being required
Secret Formula- Necktie of Storms
Requires:
Any Tailor's Tools
Consumes:
Fancy Necktie
20 Electrical Mana Oil
5 Magic Cloth
Produces:
Necktie of Storms- (Accessory, Amulet, Electrical, 79,000 Gold) +310 Magical Attack to Electrical element Magical Attacks and Overdrives, +40 CON, +20 SPI, Wearer may not equip non-Electrical element spells or Accessories unless the ability Heart of Business Thunder is possessed
Secret Formula- Noose Shoes
Requires:
Any Cobbler Tools
Consumes:
6 Blackened Leather
2 Dead Man's Hand
Produces:
Noose Shoes- (Accessory, Shoes, Darkness, 80,000 Gold) +400 to all stats, 5% inflicts Instant Death on wearer each round
Secret Formula- Opshlaric Ring
Requires:
Enchanted Jeweler's Tools
Consumes:
3 Tiny Alexandrite
3 Tiny Diamond
3 Tiny Amythist
14 Rock (2)
2 Dust of a Magic Eye
Burmalong Heartstone
17,000 Gold
Produces:
Opshlaric Ring- (Accessory, Ring, Magic, 70,000 Gold) +50 MIN, +300 SPI for Geomancer Spells used against Giants, Has certain effects against a specific boss
Secret Formula- Red Polka Dot Necktie of the Dragon Slapping Businessman from Prondodep
Requires:
Tailor's Tools worth over 100,000 Gold
Consumes:
Fancy Necktie
20 Magic Cloth
Samurai Blade of Balshinsur
Samurai's Boots
Deep Red Potion
90 Red Stone
Cruel Hand
Crypt Guard's Hand
Produces:
*Red Polka Dot Necktie of the Dragon Slapping Businessman from Prondodep- (Accessory, Amulet, Physical & Psychic, 455,000 Gold) +350 Magical, Melee, and Ranged Attack against Dragons, wearer's attacks have a 5% chance of inflicting Stun on Dragons, 15% Dodge against Dragons, 15% Critical against Dragons, 114% to Hit against Dragons, 15% Resilience against Dragons, +1,000 additional Melee Attack against Dragons if wearer has no occupied weapon slots or only has Fist Weapons equipped
Secret Formula- Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees
Requires:
None
Consumes:
1 Square Mile of Sakura Forest on a Random World
15 Hope Mana Oil
Produces:
Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees- (Spell, Geomancy, Hope, 20,000 MP, 2,000,000 Gold) Caster is afflicted with Elevated and deals full Damage to lower-Level individuals in the back row for one round, The terrain or phantom terrain must be Sakura Forest to cast this spell
Secret Formula- Violet and Cashodere Wine
Requires:
Any Wine Press
Consumes:
12 Grapes
Rare Flowers
Produces:
Violet and Cashodere Wine- (Consumable, Drink, Water & Magic, 3 Charges, 55,000 Gold) Heals 5,000 MP, 55% inflicts Drunk
Secret Formula- Walrus Doily
Requires:
Level 20
Consumes:
5 String
1 Diluted Chaos Mana Oil
50,000 XP
Produces:
Walrus Doily- (Item, Antiquity, Chaos, 5,000,000 Gold)
2 Secret Formula- Witch Child's Hat
Requires:
Any Tailor's Tools
Consumes:
15 Magic Cloth
1 Witch's Hat
Witch Bolt
Child-Sized Dress
Produces:
Witch Child's Hat- (Accessory, Hat, Darkness & Magic, 78,000 Gold) +52 Defense, +45 Magical Attack, +60 additional Magical Attack to Dark Magic spells, which cost wearer 30 MP less, 5% Dodge
Artifacts-
*Malantres (Level 1, 1,277,234,000 XP, 1,000 XP Required, Standard Multiplier x14) <Sufficient for 59>
Shadow of Annihilation- (Pet Aspect- Malantres, Spirit, Darkness, Level Tied to Relevant Artifact, X Gold)
HP- 500
MP- 400
STR- 200
AGI- 200
CON- 200
MIN- 200
SPI- 200
XP- X
XP Needed- Tied to level of Malantres
Minimum Level- 1
Defense- 0
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 99%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Unlisted
Constant Effects-
???- *Cannot be hurt by attacks dealing under 2,000 damage while master is alive, dies when master dies*, Constant Effect
Reformation- Shadow of Annihilation is resurrected from death one turn after it is killed assuming its master is still alive, Auto-activates once per battle, Constant Effect
Abilities-
Malantrian Cutting- 500 Damage, 5% Critical, Darkness, 0 MP
Malantrian Alacrity- +5% Dodge on self, stacks 4 times, lasts 6 turns, Darkness, 0 MP
Annihilation- Kills target, so long as target below half Malantres's level, Kills self, Darkness & Air, 50 MP
Malantres- (Weapon Aspect- Malantres, Scythe, Darkness & Water) +80 Melee Attack, +120 Magical Attack, Deals 500 extra Air damage in magical attacks, 5% extra Gold is dropped at battle's end
Soulkeeper- (Weapon Aspect- Malantres, Wand, Darkness & Air & Magic) +130 Magical Attack, +70 Ranged Attack, +40 AGI, +40 SPI, +2% Dodge, 2% Inflicts Hex on hit, Wielder's attacks may do MP damage
Armor of the Demon Lord of Air- (Armor Aspect- Malantres, Heavy Armor, Darkness & Water) +70 Defense, 10% Air Resistance, 5% Darkness Resistance, +40 AGI, +5% Critical, +5% Dodge
Lesser Hurricane Jewel- (Consumable Aspect- Malantres, Gem, Air, Unlimited Charges) Does 400 Air damage to 3 targets[/quote]
To be distributed to two of the other Lilis wrote:
Naphlus:
*Naphlus (Level 6, 1,276,870,000 XP, 12,500 XP Required, Standard Multiplier x14)
Armageddon's Halo- (Weapon Aspect- Naphlus, Gun, Darkness & Fire & Magic) +390 Ranged Attack, +150 Magical Attack, +120 SPI, +120 CON, +5% Dodge, +180 AGI on first round of combat, May deal half damage to attack 2 enemies with a ranged attack
Naphlus- (Weapon Aspect- Naphlus, Staff, Darkness & Fire) +135 Melee Attack, +490 Magic Attack, Deals 500 extra Fire damage in melee, 5% Fire Resistance
Armor of the Demon Lord of Flames- (Armor Aspect- Naphlus, Heavy Armor, Darkness & Fire) +310 Defense, 20% Fire Resistance, 15% Darkness Resistance, +70 CON, +900 HP for all Transformations
Lesser Flame Jewel- (Consumable Aspect- Naphlus, Gem, Fire, Unlimited Charges) Does 600 fire damage to 7 targets
Demonflame Dragon Lord- (Pet Aspect- Naphlus, Dragon, Darkness & Fire, Level Tied to Relevant Artifact, X Gold)
HP- 15,000
MP- 7,000
STR- 420
AGI- 310
CON- 360
MIN- 220
SPI- 275
XP- X
XP Needed- Tied to level of Naphlus
Minimum Level- 1
Defense- 380
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 99%
Dodge- 1%
Resistances and Immunities- 50% Fire Resistance, 50% Darkness Resistance, Poison Immunity, Paralysis Immunity
Prime Attribute- Strength + Spirit + Constitution
Constant Effects-
None
Abilities-
Bite- 620 Damage, Physical, Darkness, 0 MP
Flameseeker- 1,800 Damage, Hits three turns after cast if caster is still alive, Fire, Overrides 5% or less Fire Resistance, 0 MP
Flames of Devastation- 1,500 Damage, Darkness & Fire, 1,970 MP
Greater Flame Buffet- 390 Damage, 1 hit against 6, Fire, 75 MP
Shadow of Devastation- (Pet Aspect- Naphlus, Spirit, Darkness, Level Tied to Relevant Artifact, X Gold)
HP- 2,000
MP- 1,500
STR- 350
AGI- 350
CON- 350
MIN- 350
SPI- 350
Defense- 0
XP- X
XP Needed- Tied to level of Naphlus
Minimum Level- 1
Defense- 0
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 99%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Spirit
Constant Effects-
???- *Cannot be hurt by attacks dealing under 5,000 damage while master is alive, dies when master dies*, Constant Effect
Reformation- Shadow of Devastation is resurrected from death one turn after it is killed assuming its master is still alive, Auto-activates once per battle, Constant Effect
Abilities-
Naphiliad Cannon- 900 Damage, Heals 250 HP, Darkness, 0 MP
Naphiliad Rifle- 900 Damage, 10% Inflicts Blindness, Darkness, 0 MP
Devastation- 3,500 Damage, Kills self, Darkness & Fire, 41 MP
Dual Gunning- 500 Damage, 5 hits divided among 2 targets, Darkness, 20 MP
Shadow Rake- 400 Damage, Darkness & Magic, 25 MP
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*Mr. Zazoo's Amazing Stationary (Level 1, 0 XP, 2,000,000 XP Required, Standard Multiplier x100, Power x1)
Mr. Zazoo's Accompanying Pen- (Weapon Aspect- Mr. Zazoo's Amazing Stationary, Deadly Item, Physical & Technology, X Gold) +10 Melee Attack, 2% Critical, +10 MIN, does not run out of ink in RP threads
Mr. Zazoo's Amazing Stationary- (Accessory Aspect- Mr. Zazoo's Amazing Stationary, Trinket, Physical & Technology, X Gold) +40 MIN, This item cannot be destroyed by Water element sources
=================================================
*The Hypnotic Fanny Pack of Ronnie Quoz- (Artifact, Level 20, 0 XP, # XP Required, Standard Multiplier x100, Power x1)
*The Hypnotic Fanny Pack of Ronnie Quoz- (Accessory Aspect: The Hypnotic Fanny Pack of Ronnie Quoz, Container, Tacky & Technology, X Gold) 120% inflicts Charm, 120% inflicts Fatigued: Asleep, 120% inflicts Confusion, The actions of wielder's opponents who are Level 5 or lower may not target allies of wielder who are not wielder, Wielder may carry 1 unequipped item with 'Figure', 'Photo', 'Mayonnaise', or 'Panties' in its name into threads
*The Dacchenburg Engine- (Artifact, Level 79, 0 XP, 998,400,000 XP required, Standard Multiplier of x12, raised to x120 to bypass level 60)
Dacchenburg Industries Owner's Tophat- (Accessory Aspect- The Dacchenburg Engine, Hat, Darkness, X Gold) +200,000 Defense, +200,850 to all stats, 30% Darkness Resistance, 30% Technology Resistance, 40% Daemon Resistance, Hexed Immunity, Voidstruck Immunity, +200,000,000 Defense against Gold Damage, +20,000 Defense against Stat Damage, Wielder's allies gain 100% Charm Resistance, 150% may inflict Voidstruck, Hexed, or Hexed: Futility Locked, Wearer may create one Temporary item from any of the Dacchenburg Engine's stores that are named 'Dacchenburg Engine General Production Shop', or 'Dacchenburg Engine Speciality Production Shop' that is worth under 20,000,000 Gold at the start of each round
Before That Absorb wrote:Dacchenburg Industries Owner's Tophat- (Accessory Aspect- The Dacchenburg Engine, Hat, Darkness, X Gold) +120,000 Defense, +100,850 to all stats, 30% Darkness Resistance, 30% Technology Resistance, 40% Daemon Resistance, Hexed Immunity, Voidstruck Immunity, +100,000,000 Defense against Gold Damage, +10,000 Defense against Stat Damage, Wielder's allies gain 100% Charm Resistance, 150% may inflict Voidstruck, Hexed, or Hexed: Futility Locked, Wearer may create one Temporary item from any of the Dacchenburg Engine's stores that are named 'Dacchenburg Engine General Production Shop', or 'Dacchenburg Engine Speciality Production Shop' that is worth under 10,000,000 Gold at the start of each round
Muheshmegal, Living Plane of Daemonic Gears And Stitched-Together Men- (Item Aspect- The Dacchenburg Engine, Property, Darkness & Fire & Ice, X Gold)
The Dacchenburg Engine- (Consumable Aspect- The Dacchenburg Engine, Invention, Darkness & Technology, Unlimited Charges, X Gold) Resurrects 1 Pet or Summon per Level of user, non-(Golem, Robot, Clockwork, Machine, Daemon, or Undead) pets and summons each count as 5 pets or summons for purposes of this ability, this item may be used once per thread for this purpose, Gives all of user's Daemon, Golem, Robot, Clockwork, Machine, and Undead Pets and Summons +(200 x user's Level) to all stats for a number of rounds equal to user's Level a number of times per thread equal to (user's Level / 5, rounded up), this bonus does not stack
Corporate Zombie Processing Conveyor Belt- (Consumable Aspect- The Dacchenburg Engine, Invention, Darkness & Technology, Unlimited Charges, X Gold) Auto-activates at the beginning of every round to summon 200 Corporate Zombie, a max of 10,000 can be summoned at one time, The Dacchenburg Engine must be equipped to equip this
Dacchentech Slaybot Assembly Line- (Consumable Aspect- The Dacchenburg Engine, Invention, Darkness & Technology, Unlimited Charges, X Gold) Auto-activates at the beginning of every round to summon 100 Dacchentech Slaybot, a max of 300 can be summoned at one time, The Dacchenburg Engine must be equipped to equip this
Tendrilled-Office-Horror Summoning Capsule- (Consumable Aspect- The Dacchenburg Engine, Invention, Darkness & Technology, Unlimited Charges, X Gold) Auto-activates at the beginning of every round to summon 1 Tendrilled-Office-Horror, a max of 10 can be summoned at one time, The Dacchenburg Engine must be equipped to equip this
Dacchentech Servodaemobot Assembly Line- (Consumable Aspect- The Dacchenburg Engine, Invention, Darkness & Technology, Unlimited Charges, X Gold) Auto-activates at the beginning of every round to produce 5 Dacchentech Servodaemobot, a max of 40 can be produced at one time, The Dacchenburg Engine must be equipped to equip this
*Lecchynfyrd, Daemon Business Operative- (Pet Aspect- The Dacchenburg Engine, Daemon, Darkness & Fire, Level Tied to Relevant Artifact, X Gold)
HP- 6,900,000
MP- 6,700,000
STR- 53,700
AGI- 73,500
CON- 71,500
MIN- 82,200
SPI- 83,000
XP- NA
XP Needed- Level Tied to Relevant Artifact
Minimum Level- 1
Defense- 32,000, +128,000 against Darkness, +128,000 against Fire
Defense against Stat Damage- 13,700
Critical Chance- 82%
Resilience- 64%
To Hit- 178%
Dodge- 99%
Resistances and Immunities- Darkness Immunity, Absorbs Fire, 50% Law Resistance, Hexed Immunity, Charm Immunity, Diseased Immunity, Burning Immunity, Voidstruck Immunity, 158% Minor Status Effect Resistance, 81% Moderate Status Effect Resistance, 10% Major Status Effect Resistance
Prime Attribute- Spirit
Constant Effects-
Asset Liability Protection Plan- Controller gains back half the value in Gold of all of controller's non-Temporary items that are destroyed, stolen, or lost, to a max of 100,000,000 Gold per month, List all such items with links to the threads they were lost in within a Guild Threads thread, Constant Effect
Daemonic Duo- Possessor may share a single equip slot with 'Belbyerto, Daemon Business Operative', Possessor gains +60,000 to all stats if possessor possesses an ally named 'Belbyerto, Daemon Business Operative', Equip Effect
Daemonic Power- Possessor gains +40,000 to all stats, +35% Dodge, and +80,000 Damage to the Damage values of possessor's damage dealing abilities, Constant Effect
Abilities-
Cloven Kick- 49,000 Damage, The Prime Attribute for this attack is Strength, Physical or Physical & Darkness or Darkness, 0 MP
Daemonic Business-Magus Flame Gout- 54,000 Damage, 185% may inflict Burning if this action is Fire element, 185% may inflict Voidstruck if this action is Darkness element, Fire or Fire & Darkness or Fire & Magic or Fire & Darkness & Magic, 0 MP
Document Certifying Inevitable Immolation- 82,000 Damage, inflicts Burning, Fire, 600 MP
Touch of Lust- 425,000 Damage, Heals, 200% inflicts Charm, This Charm effect possesses no natural per-round chance of wearing off, Magic & Darkness, 900 MP
Daemon Meteor- 290,000 Damage, 200% inflicts Fatigued: Stun, Fire or Fire & Darkness or Fire & Darkness & Physical, 19,000 MP
Malevolent Pyrotechnic Agony- 340,000 Damage, 38,000 CON Damage, 38,000 MIN Damage, Inflicts Pain, Can only affect individuals who are afflicted with Burning, Fire or Fire & Darkness, 4,000 MP
Balberktero- 125,000 Damage, 180% inflicts Electrocuted, 200% inflicts Burning, Fire & Electrical, 3,000 MP
Dacchenblaze- 300,000 Damage, deals 1/3 damage, inflicts Burning, 1 hit against 30,000, Fire or Fire & Darkness, 12,000 MP
Twin Daemon Spectacular- 500,000 Damage, this action's Prime Attribute is the sum of the STR, AGI, and SPI stats of both individuals performing it, 2 hits against 5, this action is a Combo Move that consumes one action from its performer and one action from an ally of its performer named 'Belbyerto, Daemon Business Operative', Fire & Ice & Darkness, 2,000,000 MP
Perdition Fire- 65,000 Damage, 150% inflicts Burning: Igneous, this action cannot miss targets below Level 80, Fire or Fire & Darkness, 200,000 MP
Threat Analysis Report- Scans the stats of target, Darkness & Technology, 50,000 MP
Stall Ice- Target Ice-element individual below Level 80 may not take more than 1 action after this action during this round, Fire, 250,000 MP
Indexed Abilities-
Eyes of Greed- Inflicts Charm if controller's equipment's total value is greater in value than either the sum of the values of all of target's dropped items or the sum of the values of all of target's equipped items, Cannot affect individuals more than 5 level higher than caster or individuals above level 99, Magic & Darkness, 900 MP
Hazmerratio- 3,500 Damage, 70% inflicts Confusion, 1 hit against 17, Fire & Light & Earth & Ice, 7,000 MP
Yemencongorido- 3,100 Damage, only damages targets with CON lower than caster's SPI, 4 hits against 7, Water & Electrical & Darkness, 14,000 MP
Your Turn, Belbyerto- Target named 'Belbyerto, Daemon Business Operative' gains an action immediately after this action, Darkness & Ice, 5,000 MP
Vexsome Daemonic Magic- Target has a 100% chance of being afflicted with three selected minor or moderate negative status effects, not including Frozen, Darkness & Magic, 5,500 MP
Dark Lucre Rain- 50,000 Damage, deals 1/2 Damage, 2 hits against 500, Wealth or Wealth & Darkness, 18,000 MP
Whispering Wind- Target gains +18,230 MIN and 80% Awestruck Resistance if target is a Daemon or has any Daemon allies, Darkness & Air, 480,000 MP
Elementalize: Fire- Target, if under Level 60 or willing, becomes solely Fire element, Ice, 20,000 MP
*Belbyerto, Daemon Business Operative- (Pet Aspect- The Dacchenburg Engine, Daemon, Darkness & Ice, Level Tied to Relevant Artifact, X Gold)
HP- 6,900,000
MP- 6,700,000
STR- 53,700
AGI- 73,500
CON- 71,500
MIN- 82,200
SPI- 83,000
XP- NA
XP Needed- Level Tied to Relevant Artifact
Minimum Level- 1
Defense- 32,000, +128,000 against Darkness, +128,000 against Ice
Defense against Stat Damage- 13,700
Critical Chance- 82%
Resilience- 64%
To Hit- 178%
Dodge- 99%
Resistances and Immunities- Darkness Immunity, Absorbs Ice, 50% Law Resistance, Hexed Immunity, Charm Immunity, Diseased Immunity, Frozen Immunity, Voidstruck Immunity, 158% Minor Status Effect Resistance, 81% Moderate Status Effect Resistance, 10% Major Status Effect Resistance
Prime Attribute- Spirit
Constant Effects-
Asset Liability Protection Plan- Controller gains back half the value in Gold of all of controller's non-Temporary items that are destroyed, stolen, or lost, to a max of 100,000,000 Gold per month, List all such items with links to the threads they were lost in within a Guild Threads thread, Constant Effect
Daemonic Duo- May share a single equip slot with 'Lecchynfield, Daemon Business Operative', Possessor gains +60,000 to all stats if possessor possesses an ally named 'Lecchynfield, Daemon Business Operative', Equip Effect
Daemonic Power- Possessor gains +40,000 to all stats, +35% Dodge, and +80,000 Damage to the Damage values of possessor's damage dealing abilities, Constant Effect
Abilities-
Cloven Kick- 49,000 Damage, The Prime Attribute for this attack is Strength, Physical or Physical & Darkness or Darkness, 0 MP
Daemonic Business-Magus Ice Strike- 54,000 Damage, 185% may inflict Frozen if this action is Ice element, 185% may inflict Voidstruck if this action is Darkness element, Ice or Ice & Darkness or Ice & Magic or Ice & Darkness & Magic, 0 MP
Document Certifying Total Asset Freezing- 82,000 Damage, inflicts Frozen, Ice, 600 MP
Touch of Lust- 425,000 Damage, Heals, 200% inflicts Charm, This Charm effect possesses no natural per-round chance of wearing off, Magic & Darkness, 900 MP
Daemon Blizzard- 290,000 Damage, 200% inflicts Impaired: Blind, Ice or Ice & Darkness or Ice & Darkness & Air, 19,000 MP
Frozen Mind Constriction- 340,000 Damage, 38,000 MIN Damage, 38,000 SPI Damage, Inflicts Stat Drain, Can only affect individuals who are afflicted with Frozen, Ice or Ice & Psychic, 4,000 MP
Lushultero- 125,000 Damage, 1520% inflicts Entombed, 200% inflicts Frozen, Ice & Earth, 3,000 MP
Dacchenblizzard- 300,000 Damage, deals 1/3 damage, inflicts Frozen, 1 hit against 15, Ice or Ice & Darkness, 12,000 MP
Twin Daemon Spectacular- 500,000 Damage, this action's Prime Attribute is the sum of the STR, AGI, and SPI stats of both individuals performing it, 2 hits against 5, this action is a Combo Move that consumes one action from its performer and one action from an ally of its performer named 'Lecchynfyrd,Daemon Business Operative', Fire & Ice & Darkness, 2,000,000 MP
Perdition Ice- 65,000 Damage, 150% inflicts Frozen: Cubed, this action cannot miss targets below Level 80, Ice or Ice & Darkness, 200,000 MP
Threat Analysis Report- Scans the stats of target, Darkness & Technology, 50,000 MP
Stall Fire- Target Fire-element individual below Level 80 may not take more than 1 action after this action during this round, Ice, 250,000 MP
Indexed Abilities-
Eyes of Greed- Inflicts Charm if controller's equipment's total value is greater in value than either the sum of the values of all of target's dropped items or the sum of the values of all of target's equipped items, Cannot affect individuals more than 5 level higher than caster or individuals above level 99, Magic & Darkness, 900 MP
Nekkylmorio- 100,000 Damage, Pierces 200,000 Defense, -550 Defense, stacks 4 times, Water & Electrical & Physical, 17,000 MP
Gashylmecchio- 17,000 Damage, 150% inflicts Hexed, 140% inflicts Paralyzed, 100% inflicts Voidstruck, Darkness & Ice, 6,000 MP
Your Turn, Lecchynfyrd- Target named 'Lecchynfyrd, Daemon Business Operative' gains an action immediately after this action, Darkness & Fire, 5,000 MP
Vexsome Daemonic Magic- Target has a 100% chance of being afflicted with three selected minor or moderate negative status effects, not including Burning, Darkness & Magic, 5,000 MP
Dark Lucre Rain- 50,000 Damage, deals 1/2 Damage, 2 hits against 500, Wealth or Wealth & Darkness, 18,000 MP
Daemonic Invigoration- Target regenerates 480,000 HP and 480,000 MP at the start of every round if target is a Daemon or has any Daemon allies, Darkness & Earth, 1,000,000 MP
Elementalize: Ice- Target, if under Level 60 or willing, becomes solely Ice element, Ice, 20,000 MP
*Snap the Restitched- (Pet Aspect: The Dacchenburg Engine, Undead, Darkness & Technology, Level Tied to Relevant Artifact, X Gold)
HP- 6,750,000
MP- 6,750,000
STR- 81,400
AGI- 83,000
CON- 79,700
MIN- 80,600
SPI- 76,000
XP- NA
XP Needed- Level Tied to Relevant Artifact
Minimum Level- 40
Defense- 31,500
Defense against Stat Damage- 7,900, 23,700 Defense against SPI Damage
Critical Chance- 110%
Resilience- 83%
To Hit- 203%
Dodge- 89%
Resistances and Immunities- Absorbs Darkness, 50% Water Resistance, 50% Trap Resistance, 50% Thief Arts Resistance, Hexed Immunity, Drowning Immunity, Voidstruck Immunity, Instant Death Immunity, 118% Minor Status Effect Resistance, 59% Moderate Status Effect Resistance, 5% Major Status Effect Resistance
Prime Attribute- Agility
Constant Effects-
Is Mr. Snap- Possessor is an alternate stat version of "Mr. Snap" and counts as "Mr. Snap" for Uniqueness purposes and name-checking purposes, Existance Listing
Daemon-Stitched- Possessor counts as a Rune Magic summon, Possessor may not be unsummoned, Constant Effect
Crocodile Man- Possessor gains the subtypes Humanoid and Animal, Constant Effect
Self-Restitching Body- Possessor has an 50% chance of resurrecting immediately after being killed if not killed by an individual 1 or more Levels greater than possessor, In this case, when possessor self-ressurects, possessor does so with amounts of HP, MP, and stats equal to possessor's natural Max values of said values, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 85 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-ressurection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect, Constant Effect
Empowered Construction- Possessor is immune to individuals below Level 20, Possessor gains +83% Resilience, Constant Effect
Death-Magic-Wielding Trap Master- Possessor may choose at the start of each battle to count as possessing any of the 'Warlock', 'Adept Dark Magic Attunement', 'Thief', 'Adept Thief Arts Attunement' and 'Warlord', Constant Effect
Spellcasting and Traps- Possessor may choose for possessor's actions to count as including a 'Dark Magic' spell and/or a 'Thief Arts' spell, Constant Effect
Abilities-
Death Hand- 81,000 Damage, 16,200 CON Damage, 5% inflicts Instant Death, Darkness or Darkness & Physical or Darkness & Magic, 0 MP
Finger-Snap Triggered Adamantine Guillotine Launcher- 97,850 Damage, This action pierces all Defense of targets below Level 50 and ignores the Physical Resistance of individuals below Level 60, this action counts as involving a Trap, Physical, 0 MP
Mass Finger of Death- 450,000 Flat Darkness element Damage, 40% inflicts Instant Death, inflicts Instant Death on targets below Level 40, 1 hit against 5,000, Darkness, 750,000 MP
Rig Giant-Dicing Trap- The next individual to conduct a hostile action that targets caster or one of caster's allies is dealt 750,000 Flat Physical element Damage and has a 200% chance of being afflicted with Wounded, Wounded: Maimed, and Wounded: Bleeding, this action counts as involving a Trap, stacks 2 times, Physical, 25,000 MP
Rig Abyss-Dragon's-Breath Trap- The next individual to conduct a hostile action that targets caster or one of caster's allies, along with up to 500 of its allies, are dealt 600,000 Flat Darkness & Fire element Damage and have a 100% chance of being afflicted with Burning and Voidstruck, this action counts as involving a Trap, stacks 2 times, Darkness & Fire, 130,000 MP
Shades of Doom- 100% inflicts Instant Death: Doomed on targets below Level 85, 1 hit against 5,000, Darkness, 1,000,000 MP
Stitched Man's Garotte- 99,999 Damage, 100% inflicts Wounded, 100% inflicts Suffocation, Darkness & Physical, 99,999 MP
Trap Rune- 91,000 Damage, 150% may inflict Hexed, this action counts as involving a Trap and a Rune Magic spell, this action may be used as a counter, Darkness & Magic, 80,000 MP
*The Undying Spirit of Charles Dacchenburg- (Pet Aspect: The Dacchenburg Engine, Undead, Darkness & Magic & Technology & Evil, Level Tied to Relevant Artifact, X Gold)
HP- 13,900,000
MP- 14,100,000
STR- 137,900
AGI- 150,800
CON- 149,000
MIN- 166,600
SPI- 163,700
XP- NA
XP Needed- Level Tied to Relevant Artifact
Minimum Level- 45
Defense- 59,900
Defense against Stat Damage- 21,332, +21,332 Defense against SPI Damage
Critical Chance- 180%
Resilience- 190%
To Hit- 200%
Dodge- 180%
Resistances and Immunities- Absorbs Darkness, Technology Immunity, 99% Magic Resistance, 99% Air Resistance, 99% Ice Resistance, 99% Fire Resistance, 99% Physical Resistance, 99% Technology Resistance, 99% Hope Resistance, 50% Electrical Resistance, Pain Immunity, Disease Immunity, Fatigued Immunity, Stat Drain Immunity, Poison Immunity, Impaired Immunity, Voidstruck Immunity, Antimatter Immunity, 278% Minor Status Effect Resistance, 160% Moderate Status Effect Resistance, 30% Major Status Effect Resistance
Prime Attribute- Spirit or Mind
Constant Effects-
Glorious Spellcaster- Possessor's cast buffs cannot be removed by individuals more than 3 levels lower than possessor, Possessor's summons cannot be unsummoned by individuals more than 3 levels lower than possessor, Possessor's summons' cast buffs cannot be removed by individuals more than 5 levels lower than possessor, Possessor's summons' summons cannot be unsummoned by individuals more than 5 levels lower than possessor, Possessor's zones, circles, and phantom terrains cannot be replaced or overridden by individuals of lower level than possessor, Possessor may not have status effects and debuffs applied to it by individuals more than 10 levels lower than possessor, Possessor's summons may not have status effects and debuffs applied to them by individuals more than 15 levels lower than possessor, Possessor's attacks may not be countered by individuals more than 10 levels lower than possessor, Individuals more than 15 levels lower than possessor may not get more than 5 extra actions due to high turn-order-determining stat sum, Possessor's Constant Effects and Persistent Enchantments cannot be removed or overridden by individuals more than 10 levels lower than possessor, Constant Effect
Undying- Possessor has an 85% chance of resurrecting immediately after being killed if not killed by an individual 20 or more Levels greater than possessor, In this case, when possessor self-resurrects, possessor does so with amounts of HP, MP, and stats equal to possessor's natural Max values of said values, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 85 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-ressurection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect, Constant Effect
Potency- Possessor is immune to individuals below Level 40, Possessor ignores the Resistances, Immunities, Reflections, and Absorptions of individuals below Level 60, Constant Effect
Incorporeal- Possessor gains +150% Dodge, Constant Effect
Master of Many Arts- Possessor may choose at the start of each battle to count as possessing any of the abilities 'Rune Mage', 'Adept Rune Mage', 'Warlock', 'Adept Warlock', 'Scientist', 'Technomancer', 'Theoretical Mage-Scientist', 'Necromancer', 'Golomancer', 'Evermason', 'Mechanist', 'Roboticist', 'Wizard', 'Magewright', 'Adept Magewright Proficiency', 'Merchant', 'Sage', 'Artificer', 'Sage', 'Ebon Chancellor', 'Deathless One', and 'Puppet Master', Constant Effect
Spellcasting- Possessor may choose for possessor's actions to count as including a 'Wizard Magic' spell, 'Golomancy' spell, 'Artifice' spell, 'Necromancy' spell, 'Dark Magic' spell, and/or a 'Rune Magic' spell, Constant Effect
Dark Providence- Possessor has a 15% chance per round of gaining an additional action, Constant Effect
Master Craftsman- Possessor's controller's items may not be destroyed by sources below Level 85, Constant Effect
Transhuman State- Possessor gains the subtype Archdaemon, Constant Effect
Exceptional Spiritual Defense- Possessor obtains +21,332 Defense against SPI Damage, Constant Effect
Fulsome Integration- Possessor counts as a Devout Worshipper of Mausmangarde, Constant Effect
Bestow Worshipper Benefits- Possessor’s allies and Possessor may elect to receive worshipper benefits from possessor if they are not already receiving such benefits, Said benefits include gaining +(1,000 * Possessor Level) to all stats and gaining the subtypes Daemon & Golem, to a max of Level 50, Deity Effect
Conduit for Mausmangarde's Power- Possessor’s allies and Possessor may gain the worshipper benefits that possessor would grant to its own worshippers if they are Devout Worshippers of Mausmangarde, Deity Effect
Indexed Effects-
Exceptional Spiritual Defense Boost A- Possessor obtains +21,332 Defense against SPI Damage, Constant Effect
Exceptional Spiritual Defense Boost B- Possessor obtains +21,332 Defense against SPI Damage, Constant Effect
The Proper Business-Owning Gentleman "Is Ruthless In All Matters of Business"- Possessor deals 3,200,000 additional non-Healing Damage to individuals who have dealt Gold Damage to possessor or possessor's controller, Possessor gains +50,000,000 Defense against Gold Damage, whenever possessor is dealt Gold Damage, possessor may choose to deal an equal amount of Gold Damage to the source of said Gold Damage, with said value being Flat and either the same elements as the Gold Damage dealt or solely the element Darkness, to a max of 200,000,000 Gold Damage per round, Constant Effect
The Proper Business-Owning Gentleman "Utilizes Mind-Programmed Slave Labor for Maximal Efficiency"- Possessor's turn-order-determining stat sum is increased by 5,000 points for each controlled summon that is either present as a summon of possessor or that is present as a summon created by an Aspect of the same artifact that possessor is an Aspect of, to a max of 200 such summons, The turn-order-determining stat sums of possessor's controller and any pet Aspects of the same Artifact that possessor is an Aspect of are increased by half this amount as a non-stacking effect, Constant Effect
The Proper Business-Owning Gentleman "Remains Dapper and Proper Regardless of the Circumstances"- Possessor has a 25% chance of not being afflicted with debuffs from sources below Level 80, At the start of each round, possessor has a 75% chance of being cured of each debuff from a source below Level 89, Possessor gains Paralyzed: Stick Immunity, Constant Effect
Abilities-
Ghost Cane- 156,000 Damage, 36,000 CON Damage, this action counts the Dodge value of its targets as being 280% lower, Darkness & Air & Physical, 0 MP
Black Hand- 156,000 Damage, 160% may inflict Vodistruck, Darkness, 0 MP
Repulsion- 136,000 Damage, target's row is shifted to the back row, 100% may inflict Fatigued: Prone, this action may be used as a counter, Physical or Magic or Psychic or Physical & Psychic, 0 MP
Unsummon- Caster unsummons up to 5,000 summons that are below Level 65 and were summoned by sources below Level 65, Magic or Magic & Air, 80,000 MP
Mass Dis-Buff- Caster removes up to 40 target buffs from sources below Level 65, Magic, 80,000 MP
Mass Dis-Debuff- Caster removes up to 40 target debuffs from sources below Level 66, Magic or Darkness, 80,000 MP
Create Runic Machine-Summoning Circle- Caster's Robot, Machine, Clockwork, Golem, and Daemon summons gain +70,000 to all stats and +80,000 Damage to the Damage values of all their abilities as a non-stacking buff at the time of their summoning, this counts as a non-stacking circle effect that is placed on caster, Magic & Technology & Darkness, 400,000 MP
Summon Daemons- Caster summons up to 5 Daemons from the Enemy List that are below Level 60 and are normally fightable for drops, Max 40 summoned, Darkness & Magic, 100,000 MP
Mass Summon Daemons- Caster summons up to 60 Daemons of the same type from the Enemy List that are below Level 60 and are normally fightable for drops, Max 60 summoned, this ability may be cast a max of once per thread, Darkness & Magic, 500,000 MP
Craft Golems- Caster summons up to 5 Golems, Robots, Machines, or Clockworks from the Enemy List that are below Level 60 and are normally fightable for drops, Max 40 summoned, Darkness & Technology, 100,000 MP
Summon Undead- Caster summons up to 5 Undead from the Enemy List that are below Level 60 and are normally fightable for drops, Max 40 summoned, Darkness & Magic, 100,000 MP
Dark Magics- 167,000 Damage, 300% inflicts any two minor or moderate negative status effects, Darkness or Magic or Darkness & Magic, 15,000 MP
Black Lightning- 202,000 Damage, 240% may inflict Electrocuted or Voidstruck, deals 1/2 Damage, 2 hits against 15, Darkness or Electrical or Darkness & Electrical, 75,000 MP
Ring of Multicolored Fire- 156,000 Damage, 170% inflicts Burning, Fire and any combination of base elements, 10,000 MP
Doom Gear- 90,000 Damage, -50,000 Defense as a debuff that stacks 15 times, 21% inflicts Instant Death: Doomed, 2 hits against 1, Darkness & Technology & Physical, 250,000 MP
Ice Gear- 202,000 Damage, 340% inflicts Frozen, deals 1/2 Damage, 2 hits against 50,000, Ice & Technology & Magic, 75,000 MP
Soul-Chilling Spines- 156,000 Damage, 156,000 MP Damage, 15,600 SPI Damage, deals 1/2 Damage, 2 hits against 7,000, Ice or Ice & Darkness or Ice & Physical & Psychic, 100,000 MP
Dacchenboost- Target pet or summon Aspect of The Dacchenburg Engine that is not caster gains +80,000 to all stats, stacks 5 times, Darkness & Magic & Technology, 125,000 MP
Dark Wisdom- +150,000 MIN, Target's turn-order-determining stat may become Mind if caster chooses such, does not stack, Psychic & Air & Darkness, 450,000 MP
Rain of Soul-Leeching Oil- 156,000 Damage, 28,000 SPI Damage, this action deals SPI Drain, this action deals 1/4 Damage, 1 hit against 60,000,000, Water & Darkness & Magic & Technology, 170,000 MP
Ghostfire Field- Caster obtains a buff that deals 700,000 Flat Darkness & Fire element Damage to each opponent at the start of each round, stacks 4 times, Fire & Darkness, 110,000 MP
Evil Force- 200,000 Damage, 15% inflicts Smitten: Great Atrocity, Evil, 100,000 MP
Indexed Abilites-
Dark Globe- 35,000 Damage, 20% inflicts Vanished, 1 hit against 3, Darkness or Void, 20,000 MP
Create Zone of Darkness- Caster creates a Zone of Darkness and may attach an effect to it that does not stack across Zones or on the same zone that provides -80% To Hit to all non-Darkness-element individuals in said Zone, Darkness, 40,000 MP
Accelerated Demise- 20,000 Stat Damage to every stat, only affects targets afflicted with 5 or more different debuffs or negative status effects, Darkness or Time or Destruction, 20,000 MP
Dimension Gate- Caster and up to 60,000 of caster's allies exit caster's battlespace and enter another battlespace that is part of the same battle so long as no individual of Level 80 or greater in either the battlespace being exited or the battlespace being entered objects, Darkness & Spatial, 100,000 MP
Geist Step- Caster and up to 60,000 of caster's allies obtain +100% Dodge and cannot be countered by individuals below Level 79, Darkness & Aether, 250,000 MP
A Proper Caning- 260,000 Damage, 200% inflicts Fatigued: Stun, If target is an uncontrolled summon below Level 100, target becomes controlled by its summoner, Physical or Physical & Universe or Physical & Darkness, 30,000 MP
Before That Absorb wrote:*The Undying Spirit of Charles Dacchenburg- (Pet Aspect: The Dacchenburg Engine, Undead, Darkness & Magic & Technology & Evil, Level Tied to Relevant Artifact, X Gold)
HP- 13,900,000
MP- 14,100,000
STR- 137,900
AGI- 150,800
CON- 149,000
MIN- 166,600
SPI- 163,700
XP- NA
XP Needed- Level Tied to Relevant Artifact
Minimum Level- 45
Defense- 59,900
Defense against Stat Damage- 21,332, +21,332 Defense against SPI Damage
Critical Chance- 180%
Resilience- 190%
To Hit- 200%
Dodge- 180%
Resistances and Immunities- Absorbs Darkness, Technology Immunity, 99% Magic Resistance, 99% Air Resistance, 99% Ice Resistance, 99% Fire Resistance, 99% Physical Resistance, 99% Technology Resistance, 99% Hope Resistance, 50% Electrical Resistance, Pain Immunity, Disease Immunity, Fatigued Immunity, Stat Drain Immunity, Poison Immunity, Impaired Immunity, Voidstruck Immunity, Antimatter Immunity, 278% Minor Status Effect Resistance, 160% Moderate Status Effect Resistance, 30% Major Status Effect Resistance
Prime Attribute- Spirit or Mind
Constant Effects-
Glorious Spellcaster- Possessor's cast buffs cannot be removed by individuals more than 3 levels lower than possessor, Possessor's summons cannot be unsummoned by individuals more than 3 levels lower than possessor, Possessor's summons' cast buffs cannot be removed by individuals more than 5 levels lower than possessor, Possessor's summons' summons cannot be unsummoned by individuals more than 5 levels lower than possessor, Possessor's zones, circles, and phantom terrains cannot be replaced or overridden by individuals of lower level than possessor, Possessor may not have status effects and debuffs applied to it by individuals more than 10 levels lower than possessor, Possessor's summons may not have status effects and debuffs applied to them by individuals more than 15 levels lower than possessor, Possessor's attacks may not be countered by individuals more than 10 levels lower than possessor, Individuals more than 15 levels lower than possessor may not get more than 5 extra actions due to high turn-order-determining stat sum, Possessor's Constant Effects and Persistent Enchantments cannot be removed or overridden by individuals more than 10 levels lower than possessor, Constant Effect
Undying- Possessor has an 85% chance of resurrecting immediately after being killed if not killed by an individual 20 or more Levels greater than possessor, In this case, when possessor self-ressurects, possessor does so with amounts of HP, MP, and stats equal to possessor's natural Max values of said values, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 85 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-ressurection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect, Constant Effect
Potency- Possessor is immune to individuals below Level 40, Possessor ignores the Resistances, Immunities, Reflections, and Absorptions of individuals below Level 60, Constant Effect
Incorporeal- Possessor gains +150% Dodge, Constant Effect
Master of Many Arts- Possessor may choose at the start of each battle to count as possessing any of the abilities 'Rune Mage', 'Adept Rune Mage', 'Warlock', 'Adept Warlock', 'Scientist', 'Technomancer', 'Theoretical Mage-Scientist', 'Necromancer', 'Golomancer', 'Evermason', 'Mechanist', 'Roboticist', 'Wizard', 'Magewright', 'Adept Magewright Proficiency', 'Merchant', 'Sage', 'Artificer', 'Sage', 'Ebon Chancellor', 'Deathless One', and 'Puppet Master', Constant Effect
Spellcasting- Possessor may choose for possessor's actions to count as including a 'Wizard Magic' spell, 'Golomancy' spell, 'Artifice' spell, 'Necromancy' spell, 'Dark Magic' spell, and/or a 'Rune Magic' spell, Constant Effect
Dark Providence- Possessor has a 15% chance per round of gaining an additional action, Constant Effect
Master Craftsman- Possessor's controller's items may not be destroyed by sources below Level 85, Constant Effect
Transhuman State- Possessor gains the subtype Archdaemon, Constant Effect
Exceptional Spiritual Defense- Possessor obtains +21,332 Defense against SPI Damage, Constant Effect
Bestow Worshipper Benefits- Possessor’s allies and Possessor may elect to receive worshipper benefits from possessor if they are not already receiving such benefits, Said benefits include gaining +(1,000 * Possessor Level) to all stats and gaining the subtypes Daemon & Golem, to a max of Level 50, Deity Effect
Indexed Effects-
Exceptional Spiritual Defense Boost A- Possessor obtains +21,332 Defense against SPI Damage, Constant Effect
Exceptional Spiritual Defense Boost B- Possessor obtains +21,332 Defense against SPI Damage, Constant Effect
The Proper Business-Owning Gentleman "Is Ruthless In All Matters of Business"- Possessor deals # additional non-Healing Damage to individuals who have dealt Gold Damage to possessor or possessor's controller, Possessor gains +# Defense against Gold Damage, whenever possessor is dealt Gold Damage, possessor may choose to deal an equal amount of Gold Damage to the source of said Gold Damage, with said value being Flat and either the same elements as the Gold Damage dealt or solely the element Darkness, to a max of 200,000,000 Gold Damage per round, Constant Effect (Indexed at Level 79 <Note, this is intended to be higher-Level formula-wise than Charles is currently)
The Proper Business-Owning Gentleman "Utilizes Mind-Programmed Slave Labor for Maximal Efficiency"- Possessor's turn-order-determining stat sum is increased by # points for each controlled summon that is either present as a summon of possessor or that is present as a summon created by an Aspect of the same artifact that possessor is an Aspect of, to a max of 200 such summons, The turn-order-determining stat sums of possessor's controller and any pet Aspects of the same Artifact that possessor is an Aspect of are increased by half this amount as a non-stacking effect, Constant Effect (Indexed at Level 79 <Note, this is intended to be higher-Level formula-wise than Charles is currently)
The Proper Business-Owning Gentleman "Remains Dapper and Proper Regardless of the Circumstances"- Possessor has a 25% chance of not being afflicted with debuffs from sources below Level 80, At the start of each round, possessor has a 75% chance of being cured of each debuff from a source below Level 89, Possessor gains Paralyzed: Stick Immunity, Constant Effect (Indexed at Level 79 <Note, this is intended to be higher-Level formula-wise than Charles is currently)
Abilities-
Ghost Cane- 156,000 Damage, 36,000 CON Damage, this action counts the Dodge value of its targets as being 280% lower, Darkness & Air & Physical, 0 MP
Black Hand- 156,000 Damage, 160% may inflict Vodistruck, Darkness, 0 MP
Repulsion- 136,000 Damage, target's row is shifted to the back row, 100% may inflict Fatigued: Prone, this action may be used as a counter, Physical or Magic or Psychic or Physical & Psychic, 0 MP
Unsummon- Caster unsummons up to 5,000 summons that are below Level 65 and were summoned by sources below Level 65, Magic or Magic & Air, 80,000 MP
Mass Dis-Buff- Caster removes up to 40 target buffs from sources below Level 65, Magic, 80,000 MP
Mass Dis-Debuff- Caster removes up to 40 target debuffs from sources below Level 66, Magic or Darkness, 80,000 MP
Create Runic Machine-Summoning Circle- Caster's Robot, Machine, Clockwork, Golem, and Daemon summons gain +70,000 to all stats and +80,000 Damage to the Damage values of all their abilities as a non-stacking buff at the time of their summoning, this counts as a non-stacking circle effect that is placed on caster, Magic & Technology & Darkness, 400,000 MP
Summon Daemons- Caster summons up to 5 Daemons from the Enemy List that are below Level 60 and are normally fightable for drops, Max 40 summoned, Darkness & Magic, 100,000 MP
Mass Summon Daemons- Caster summons up to 60 Daemons of the same type from the Enemy List that are below Level 60 and are normally fightable for drops, Max 60 summoned, this ability may be cast a max of once per thread, Darkness & Magic, 500,000 MP
Craft Golems- Caster summons up to 5 Golems, Robots, Machines, or Clockworks from the Enemy List that are below Level 60 and are normally fightable for drops, Max 40 summoned, Darkness & Technology, 100,000 MP
Summon Undead- Caster summons up to 5 Undead from the Enemy List that are below Level 60 and are normally fightable for drops, Max 40 summoned, Darkness & Magic, 100,000 MP
Dark Magics- 167,000 Damage, 300% inflicts any two minor or moderate negative status effects, Darkness or Magic or Darkness & Magic, 15,000 MP
Black Lightning- 202,000 Damage, 240% may inflict Electrocuted or Voidstruck, deals 1/2 Damage, 2 hits against 15, Darkness or Electrical or Darkness & Electrical, 75,000 MP
Ring of Multicolored Fire- 156,000 Damage, 170% inflicts Burning, Fire and any combination of base elements, 10,000 MP
Doom Gear- 90,000 Damage, -50,000 Defense as a debuff that stacks 15 times, 21% inflicts Instant Death: Doomed, 2 hits against 1, Darkness & Technology & Physical, 250,000 MP
Ice Gear- 202,000 Damage, 340% inflicts Frozen, deals 1/2 Damage, 2 hits against 50,000, Ice & Technology & Magic, 75,000 MP
Soul-Chilling Spines- 156,000 Damage, 156,000 MP Damage, 15,600 SPI Damage, deals 1/2 Damage, 2 hits against 7,000, Ice or Ice & Darkness or Ice & Physical & Psychic, 100,000 MP
Dacchenboost- Target pet or summon Aspect of The Dacchenburg Engine that is not caster gains +80,000 to all stats, stacks 5 times, Darkness & Magic & Technology, 125,000 MP
Dark Wisdom- +150,000 MIN, Target's turn-order-determining stat may become Mind if caster chooses such, does not stack, Psychic & Air & Darkness, 450,000 MP
Rain of Soul-Leeching Oil- 156,000 Damage, 28,000 SPI Damage, this action deals SPI Drain, this action deals 1/4 Damage, 1 hit against 60,000,000, Water & Darkness & Magic & Technology, 170,000 MP
Ghostfire Field- Caster obtains a buff that deals 700,000 Flat Darkness & Fire element Damage to each opponent at the start of each round, stacks 4 times, Fire & Darkness, 110,000 MP
Evil Force- 200,000 Damage, 15% inflicts Smitten: Great Atrocity, Evil, 100,000 MP
Indexed Abilites-
Dark Globe- 35,000 Damage, 20% inflicts Vanished, 1 hit against 3, Darkness or Void, 20,000 MP
Create Zone of Darkness- Caster creates a Zone of Darkness and may attach an effect to it that does not stack across Zones or on the same zone that provides -80% To Hit to all non-Darkness-element individuals in said Zone, Darkness, 40,000 MP
Accelerated Demise- 20,000 Stat Damage to every stat, only affects targets afflicted with 5 or more different debuffs or negative status effects, Darkness or Time or Destruction, 20,000 MP
Dimension Gate- Caster and up to 60,000 of caster's allies exit caster's battlespace and enter another battlespace that is part of the same battle so long as no individual of Level 80 or greater in either the battlespace being exited or the battlespace being entered objects, Darkness & Spatial, 100,000 MP
Geist Step- Caster and up to 60,000 of caster's allies obtain +100% Dodge and cannot be countered by individuals below Level 79, Darkness & Aether, 250,000 MP
A Proper Caning- 260,000 Damage, 200% inflicts Fatigued: Stun, If target is an uncontrolled summon below Level 100, target becomes controlled by its summoner, Physical or Physical & Universe or Physical & Darkness, 30,000 MP
Corporate Zombie (Summon Aspect- The Dacchenburg Engine)
Undead, Darkness
Level Tied to Relevant Artifact
HP- 7,500
MP- 6,100
STR- 1,150
AGI- 1,210
CON- 1,160
MIN- 1,170
SPI- 1,110
XP- NA
XP Needed- NA
Defense- 700, +700 against Darkness, +680 against Technology
Defense against Stat Damage- 40
Critical Chance- 4%
Resilience- 5%
To Hit- 103%
Dodge- 4%
Resistances and Immunities- 100% Darkness Resistance, 95% Fire Weakness, 100% Light Weakness, Confusion Immunity, Pain Immunity, Poison Immunity, Diseased Immunity
Prime Attribute- Spirit
Constant Effects-
Unskilled Labor- Controller's chance of foes dropping Gold increases by 2%, Constant Effect
Abilities-
Stapler Attack- 750 Damage, Physical, 0 MP
Moan of Corporate Drudgery- 80% inflicts Confusion: Depression, Darkness, 40 MP
Fling Paperweight- 900 Damage, 10% Inflict Stun, Physical, 190 MP
Prepare Lemonade- 600 Damage, Heals, Water & Light, 180 MP
Dacchentech Slaybot
Robot, Darkness
Level Tied to Relevant Artifact (Max 59)
HP- 6,200,000
MP- 6,200,000
STR- 80,000
AGI- 65,000
CON- 65,000
MIN- 65,000
SPI- 65,000
XP- NA
XP Needed- NA
Defense- 26,000, +130,000 against Darkness, +130,000 against Technology
Defense against Stat Damage- 6,400
Critical Chance- 118%
Resilience- 75%
To Hit- 118%
Dodge- 75%
Resistances and Immunities- 70% Electrical Resistance, 50% Technology Resistance, 50% Darkness Resistance, Pain Immunity, Fear Immunity, Impaired: Deafened Immunity, Poison Immunity, Diseased Immunity, Fatigued Immunity, Impaired Immunity, 90% Minor Status Effect Resistance, 50% Moderate Status Effect Resistance
Prime Attribute- Strength
Constant Effects-
Deadly Weapons- Possessor gains +118% Critical, Constant Effect
Combat Armor- Possessor gains +26,000 Defense, Constant Effect
Dacchenpiercing- Possessor ignores the Resistances, Immunities, and Reflections of individuals below Level 60, Constant Effect
Indexed Abilities-
Unskilled Labor- Controller's chance of foes dropping Gold increases by 1%, Constant Effect
Abilities-
Kill Saw- 105,000 Damage, this attack gains +118% Critical, Technology & Physical or Technology & Physical & Darkness, 0 MP
Dacchengun- 105,000 Damage, 15,000 SPI Damage, the Prime Attribute for this attack is Agility or Spirit, Technology & Darkness, 400 MP
Dacchenmissile- 105,000 Damage, 200% inflicts Burning and / or Voidstruck and / or Dissolving, 1 hit against 30,000, Fire or Fire & Darkness & Acid, 4,900 MP
Efficient Slaughter Implements- 105,000 Damage, 200% inflicts Wounded, 200% inflicts Wounded: Bleeding, 180% inflicts Wounded: Maimed, Caster regenerates 1,000,000 MP if this action kills at least one target, Darkness & Physical & Technology, 500,000 MP
Indexed Abilities-
Cancel Flesh Processor Engagement- Removes the effects of a casting of Flesh Processor: Engage from caster (note that said effect, being a buff, can be dropped in most circumstances without using this ability; this ability just keeps it from being stuck in 'on' mode in odd circumstances where an enemy managed to activate it or the like), Darkness & Technology, 0 MP
Flesh Processor: Engage!- Caster's abilities named 'Kill Saw' deal Drain against Humans, Darkness & Technology, 20 MP
10 Puncture Rods- 10,000 Damage, 10 hits against 1, Can only be used once per turn on any target across all individuals with this ability, Darkness & Technology & Physical, 900 MP
Tendrilled-Office-Horror
Daemon, Darkness
Level Tied to Relevant Artifact
HP- 7,000,000
MP- 7,000,000
STR- 85,000
AGI- 75,000
CON- 75,000
MIN- 75,000
SPI- 75,000
XP- NA
XP Needed- NA
Defense- 32,000, +160,000 against Darkness, +160,000 against Physical, +160,000 against Psychic
Defense against Stat Damage- 7,900
Critical Chance- 105%
Resilience- 105%
To Hit- 205%
Dodge- 59%
Resistances and Immunities- 95% Technology Resistance, 95% Physical Resistance, 95% Psychic Resistance, 95% Darkness Resistance, 30% Light Weakness, Hexed Immunity, Diseased Immunity, Paralyzed Immunity, Charm Immunity, Fatigued Immunity, Insanity Immunity, 250% Fatigued Resistance, 118% Minor Status Effect Resistance, 59% Moderate Status Effect Resistance, 10% Major Status Effect Resistance
Prime Attribute- Strength
Constant Effects-
Looming Terror- Possessor has a 300% of inflicting Confusion: Fear and a 5% chance of inflicting Insanity on up to 2,000,000 targets (with a separate chance per target) at the beginning of battle, Constant Effect
Gigantic- Possessor obtains +7,000,000 HP and may count as up to 60 individuals for row-order purposes, Constant Effect
Indexed Effects-
Massive Tendril-Body- Possessor gains +500,000 HP and possessor's abilities' Damage values are increased by 25,000 points, Constant Effect
Powerful Lurking Terror- Possessor gains +1,000 to all stats, Constant effect
Large- Possessor counts as occupying two to five (chosen by possessor at the start of each round, with two being default) spaces in the front row for row-formation purposes while in the front row, Constant Effect (Indexed at Level 40)
Abilities-
Lethal Tentacle- 87,000 Damage, this action gains +57% Critical and pierces 174,000 Defense, Darkness or Physical or Darkness & Physical, 0 MP
Tendril With Coffee- 70,000 Damage, May Heal, 130% may inflict Impaired: Blind, caster may pay 40 MP to have this action gain the Fire element, 'pierces 140,000 Defense unless target possesses any Defense against Fire, Fire Resistance, Fire Immunity, Reflects Fire, or Fire Absorption', and '120% may inflict Burning', Darkness & Water, 400 MP
Tentacle Strike- 200,000 Damage, 60 bonus hits divided among 61, deals 1/20 normal damage, Darkness or Physical or Darkness & Physical, 400 MP
Rend Mind- 24,500 MIN Damage, 200% inflicts Mindblasted, Psychic or Psychic & Darkness, 900 MP
Eldritch Business Report- Caster's allies (including caster) may not take Gold Damage from sources below Level 80 for 5 rounds, this effect counts as a Forbidden Magic buff, Dark Magic buff, or Dread Banking buff, Darkness & Psychic & Technology, 75,000 MP
Indexed Abilities-
Paralytic Tendril- 15,000 Damage, 120% inflicts Paralyzed, Physical & Acid, 0 MP
Burrowing Tendril- 17,000 Damage, Pierces 60,000 Defense, Physical or Physical & Darkness, 10,000 MP
Hand People Stuff- Exchanges up to 50 items between up to 50 allies, equipping and unequipping them as need be, Physical & Air, 200 MP
Mind-Lashing Tendril- 1,800 MIN Damage, 100% may inflict Mindblasted, Psychic, 27,000 MP
Spirit-Chilling Tendril- 2,300 SPI Damage, 100% may inflict Frozen, 100% may inflict Voidstruck, 100% may inflict Stat Drain: SPI Drain, Magic & Darkness & Ice & Physical, 60,000 MP
Void Glare- 130,000 Flat Damage, 100% may inflict Voidstruck, Darkness & Psychic & Magic, 71,000 MP
Horrid Wail- 1,400 MIN Damage, 1,400 SPI Damage, 150% inflicts Confusion: Fear, 1% inflicts Insanity on targets below Level 5, 1 hit against 300, Psychic & Darkness, 130,000 MP
Dacchentech Servodaemobot
Robot, Darkness
Level Tied to Relevant Artifact
HP- 4,800,000
MP- 6,650,000
STR- 46,000
AGI- 70,000
CON- 46,000
MIN- 46,000
SPI- 46,000
XP- NA
XP Needed- NA
Defense- 18,000, +180,000 against Light, +180,000 against Technology
Defense against Stat Damage- 6,900
Critical Chance- 85%
Resilience- 85%
To Hit- 185%
Dodge- 85%
Resistances and Immunities- 80% Light Resistance, 80% Darkness Resistance, 80% Magic Resistance, 80% Technology Resistance, 50% Law Resistance, 10% Human Resistance, Pain Immunity, Poison Immunity, Diseased Immunity, Impaired Immunity, Confusion Immunity, Stat Drain Immunity, 118% Minor Status Effect Resistance, 69% Moderate Status Effect Resistance, 10% Major Status Effect Resistance
Prime Attribute- Agility
Constant Effects-
Even More Helpful Assistance- Possessor's controller's stats all receive +20,000, does not stack, Constant Effect
Unearthly Grace- Possessor gains +35,000 AGI, +35,000 SPI, and +85% Dodge, Possessor is Immune to sources below Level 20, Constant Effect
Indexed Effects-
Helpful Assistance- Possessor's controller's stats all receive +125, Constant Effect
Daemonic Robot- Possessor gains the subtype Daemon, Constant Effect
Loyal- Possessor cannot be afflicted with Charm by sources below Level 60 who are below possessor's controller's Level, Constant Effect Spryness- Possessor gains +9,000 AGI and +37% Dodge, Constant Effect
Cute- Possessor's Charm infliction chances are increased by 50%, Humans and Humanoids below Level 40 have a 50% chance of having their offensive actions that target possessor cancelled, Constant Effect
Abilities-
Giant Syringe- 75,000 Damage, 200% may inflict Poison, 200% may inflict Paralyzed, 150% may inflict Dissolving, 150% may inflict Voidstruck, 200% may inflict Stat Drain, 200% may inflict Pain, 200% may inflict Disease, 200% may inflict Fatigued, 200% may inflict Fatigued: Asleep, 200% may inflict Confusion, 200% may inflict Charm, May Heal, May inflict Invigorated, May cure up to 3 debuffs or minor, moderate, or major negative status effects from sources below Level 80, Physical or Physical & Acid or Physical & Light or Physical & Darkness or Physical & Water or Physical & Technology, 0 MP
Daily Pills- 300,000 Damage, Heals, Cures Stat Drain and up to 12 selected minor negative status effects, Cures up to 6 selected moderate negative status effects, Light & Water & Technology, 400 MP
Blue Pills- 300,000 Damage, Heals MP, Cures Mindblasted and up to 12 selected minor negative status effects, Cures up to 6 selected moderate negative status effects, Water & Technology & Psychic, 300 MP
Unhealthy Liquid- 70,000 Damage, 13,000 Stat Damage to each stat, 250% inflicts Poison, 170% inflicts Diseased, 200% inflicts Stat Drain, 200% inflicts Stat Drain: DEF Drain: STAT DEF Drain, Darkness & Acid, 400 MP
Special Treatment- 450,000 Damage, Heals, Cures Poison, Paralysis, Hexed, Charm, Stat Drain, Confusion, Impaired, Diseased, Fatigued, Pain, Manablasted, Mindblasted, Voidstruck, Awestruck, Burning, Frozen, Drowning, Suffocation, Antimatter, and Dissolving, Darkness, 2,300 MP
Refresh- 300,000 Damage, deals both HP Damage and MP Damage, Heals HP and MP, Cures any ten minor negative status effects, Light & Darkness, 400 MP
Assassinate- 90,000 Damage, 170% inflicts Wounded, 15% inflicts Instant Death, deals full Damage to targets in the back row, Physical, 85,000 MP
Deathblossom Sign- 45,000 Damage, kills targets below Level 40, 1 hit against 6,000,000, Mystic & Darkness, 200,000 MP
Voidrain- 60,000 Damage, 200% inflicts Voidstruck, 1 hit against 6,000,000, Darkness or Void, 600,000 MP
Indexed Abilities-
Clean Up- Removes up to 5 target debuffs from sources below Level 40, 1,000 MP
Fix Food and Drink- 40,000 Damage, Heals, 1 hit against 200, Water & Earth & Ice, 600 MP
Voidbolt- 17,000 Damage, 100% inflicts Voidstruck, Darkness, 5,000 MP
Dacchenburg Main Production Line- (Item Aspect: The Dacchenburg Engine, Resource, Darkness & Technology, X Gold) Every day, possessor's controller obtains a special allotment of 200,000,000 Gold that may be spent to buy items from this item's shops, with said Gold vanishing at the end of the day, not being able to appear in threads outside the Shop, and not being able to be used for any purposes other than said purchases, Other Gold may not be used to purchase items from this item's shops, this item's shops costs may not be modified, this item's shops may, in total, produce 200 items per day, with items in the 'Dacchenburg Engine Limited Production Shop' each counting as 10 items for purposes of the number of items that this item's shop can produce; This item possesses the shops 'Dacchenburg Engine Limited Production Shop', 'Dacchenburg Enginge General Production Shop', and 'Dacchenburg Engine Speciality Production Shop'
Dacchenburg Engine Speciality Production Shop wrote:Accessories:
Boots
Dacchenburg Industries Boots- 50,000 Gold
Dacchenburg Industries Boots Model II- 2,000,000 Gold
Dacchenburg Industries Boots Model III- 50,000,000 Gold
Gadget
Dacchenburg Industries Mantra Engine- 50,000,000 Gold
Gloves
Dacchenburg Industries Gloves- 50,000 Gold
Dacchenburg Industries Gloves Model II- 2,000,000 Gold
Dacchenburg Industries Gloves Model III- 50,000,000 Gold
Upgrade
Dacchenburg Industries Brain Implant- 1,000,000 Gold
Dacchenburg Industries Brain Implant Model II- 60,000,000 Gold
Consumables:
Invention
Dacchenbomb- 10,000 Gold
Dacchenbomb II- 1,000,000 Gold
Dacchenbomb II- 25,000,000 Gold
Dacchensyringe- 10,000 Gold
Dacchensyringe II- 1,000,000 Gold
Dacchensyringe III- 25,000,000 Gold
Armor:
Light Armor
Dacchenburg Industries Longcoat- 50,000 Gold
Dacchenburg Industries Longcoat Model II- 2,000,000 Gold
Dacchenburg Industries Longcoat Model III- 50,000,000 Gold
Weapons:
Gun
Dacchenburg Industries Sniper Rifle- 50,000 Gold
Dacchenburg Industries Sniper Rifle Model II- 2,000,000 Gold
Dacchenburg Industries Sniper Rifle Model III- 50,000,000 Gold
Staff
Dacchenburg Industries Cane- 50,000 Gold
Dacchenburg Industries Cane Model II- 2,000,000 Gold
Dacchenburg Industries Cane Model III- 50,000,000 Gold
Sword
Dacchenburg Industries Rapier- 50,000 Gold
Dacchenburg Industries Rapier Model II- 2,000,000 Gold
Dacchenburg Industries Rapier Model III- 50,000,000 Gold
Whip
Dacchenburg Industries Whip- 50,000 Gold
Dacchenburg Industries Whip Model II- 2,000,000 Gold
Dacchenburg Industries Whip Model III- 50,000,000 Gold
Dacchenburg Engine General Production Shop wrote:
Accessories:
Broach
Drakespawn Broach- 5,000 Gold
Cloak
High Noon Cloak- 2,000 Gold
Ring
Drakespawn Ring- 5,000 Gold
Mirage Ring- 5,000 Gold
Seal
Basic Magewright's Seal- 15,000 Gold
Black Skull Seal- 5,000 Gold
Fighter's Seal- 200 Gold
Rusted Fox Seal- 800 Gold
Rusted Wolf Seal- 800 Gold
Shapeshifter's Seal- 2,000 Gold
Villain's Seal- 5,000 Gold
Tome
Manual of Combat Arts- 1,200 Gold
Weapon Coating
Armor Piercing Weapon Coating- 10,000 Gold
Consumables:
Enchanted Item
Night-Fabric Chime- (Consumable, Enchanted Item, 1 Charge, 100,000,000 Gold) All zones created by sources below Level 80 become solely Zones of Darkness
Food
Caramel Candies- 9,000 Gold
Cookie (2)- 200 Gold
Fresh Clown Eggs- (Consumable, Food, Terror, 1 Charge, 700,000 Gold) 200% inflicts Confusion: Fear, 1% inflicts Regeneration
Kadamarthus Spice- (Consumable, Food, Fire & Psychic & Spatial, 1 Charge, 17,000,000 Gold) Satiates addiction; Has RP effects
Mega Tuna- 2,000 Gold
Miracle Carp- 17,000 Gold
Sagemouth Catfish- 30,000 Gold
Medicine
Desert Dew Flower- 2,600 Gold
Potion
Cure Potion- 500 Gold
Missile-Sweat Potion- (Consumable, Potion, Technology & Water & Fire, 1 Charge, 10,000,000 Gold) Target obtains a non-stacking buff that lasts 20,000 rounds that allows its possessor, at the start of each round that its possessor is either in battle against a higher-Level opponent or is afflicted with a negative status effect that is not Burning, Drowning, Frozen, or a sub-status effect of Burning, Drowning, or Frozen, to deal 100,000 Flat Technology & Fire element Damage to up to 200,000 targets
Neuron Grease- (Consumable, Potion, Psychic & Technology & Energy & Electrical, 1 Charge, 30,000,000 Gold) Satiates addiction; Has RP effects
Slippery Potion- 4,000 Gold
Trap
Death's Coffin Trap- (Consumable, Trap, Darkness & Air & Earth, 1 Charge, 80,000,000 Gold) Target obtains a non-stacking buff that causes, when its possessor is next attacked, as a preemptive effect before said attack, said attacker to have a 60% chance of being afflicted with Instant Death
Superior Gravity-Bomb Lockdown Field- (Consumable, Trap, Spatial & Technology & Darkness & Fire & Warding, 1 Charge, 118,000,000 Gold) Target obtains a buff that stacks 3 times that preemptively causes the next entity that attacks its possessor to be dealt 1,180,000 Flat Spatial & Technology & Darkness & Fire element Damage, and, if said entity is below Level 80 and has not had any of its actions or attacks cancelled during the round, to have said attack cancelled
Other: Additive
Purple Spellwax- (Consumable, Other: Additive, Magic, 16 Charges, 60,000,000 Gold) Charges are not consumed from this item in a normal manner, and this item may not be used as a standard consumable; Whenever this item's wielder applies a buff, it may expend a charge from this item to make it so that said buff gains the text 'this buff cannot be removed by sources below Level 60'
Items:
Antiquity
Ancient Book of Lore- 7,000 Gold
Carp Seed- 70 Gold
Carved Pumpkin- 4,000 Gold
Catfish Seed- 95 Gold
Crystal Stalagmite- 30,000 Gold
Fractal- (Item, Antiquity, Technology & Earth, 5,000,000 Gold)
Halibut Seed- 30 Gold
Itsy Bitsy Sapphire- 2,000 Gold
Keening Soul-Diamond- (Item, Antiquity, Darkness & Air & Magic, 60,000,000 Gold)
Large Shadow Tree- 95,000 Gold
Lich Shade Tatters- (Item, Antiquity, Darkness, 30,000,000 Gold)
Mathematite Engine-Cog- (Item, Antiquity, Technology & Psychic, 60,000,000 Gold)
Mystery Matter- (Item, Antiquity, Magic, 1,200,000 Gold)
Old Tome- 5,000 Gold
Panopticum- (Item, Antiquity, Earth, 90,000,000 Gold)
Salmon Seed- 35 Gold
Slave Rune of Lili VonMion- (Item, Antiquity, Darkness, 1,000,000 Gold)
Small Ruby Stone- 5,000 Gold
Tome of Legends- 7,000 Gold
Worldbridge Egg- (Item, Antiquity, Spatial & Life, 200,000,000 Gold)
Item Piece
1/19th Tablet of Air- 5,000 Gold
1/19th Tablet of Earth- 5,000 Gold
1/19th Tablet of Fire- 5,000 Gold
1/19th Tablet of Water- 5,000 Gold
1/1000th Killborg which Must Be Assembled All at Once or It Explodes- 1,000 Gold
Key
Old Silver Key- (Item, Antiquity, Earth, 5,000 Gold)
Material
Adamantine- (Item, Material, Earth & Physical, 24,000,000 Gold)
Aetherium- (Item, Material, Earth & Air & Aether, 120,000,000 Gold)
Ancient Freshwater- (Item, Material, Water & Law, 50,000,000 Gold)
Arbandic Gnomish Brass- 17,000 Gold
Astral Tear- (Item, Material, Astral, 210,000,000 Gold)
Blackish Mist Puff- 90 Gold
Blue Muranite Crystal- 500 Gold
Citadel Basalt- (Item, Material, Fire & Darkness & Earth & Warding, 170,000,000 Gold)
Cube of Distilled Destruction- (Item, Material, Destruction, 7,000,000 Gold)
Cube of Distilled Proof- (Item, Material, Air & Psychic, 5,000,000 Gold)
Cube of Distilled Rationality- (Item, Material, Psychic & Technology & Earth, 5,000,000 Gold)
Daemon Lord Brass- (Item, Material, Technology & Magic & Darkness & Glory, 160,000,000 Gold)
Dark Conjunction Cloth- (Item, Material, Mystic & Darkness & Astral, 70,000,000 Gold)
Dark Conjunction's Moaning Iron- (Item, Material, Metal & Darkness & Magic, 70,000,000 Gold)
Durancite- (Item, Material, Physical & Earth, 3,800,000 Gold)
Dwarven Steel- 2,000 Gold
Eclipse Steel- (Item, Material, Darkness, 15,000,000 Gold)
Eclipsetech Clone Cylinder- (Item, Antiquity, Darkness & Technology & Astral, 31,000,000 Gold)
Elementalist Oil of the Elements- 10,000 Gold
Evermetal (2)- (Item, Material, Metal, 36,000,000 Gold)
Fiend Essence- (Item, Material, Darkness, 100,000,000 Gold)
Galvanized Plating- 7,000 Gold
Gatelord's Diamond- (Item, Material, Spatial & Nobility, 220,000,000 Gold)
Gear- 200 Gold
Glass of Shimmering Memories- 50,000 Gold
Godcrown Steel- (Item, Material, Glory & Air & Light, 200,000,000 Gold)
Hyburion Overthruster- 40,000 Gold
Ironsalt- 16,000 Gold
Juggernaut Steel- (Item, Material, Earth & Metal, 130,000,000 Gold)
Large, Shining Red Muranite Crystal- 10,000 Gold
Large Red Muranite Crystal- 6,000 Gold
Lurid Spatial Colors- 15,000 Gold
Magical Gears- 26,000 Gold
Master's Silver- (Item, Material, Hope & Metal, 150,000,000 Gold)
Nightsedge Glass- (Item, Material, Darkness & Aether & Time, 180,000,000 Gold)
Nullstone- (Item, Material, Physical & Null, 20,000,000 Gold)
Offwhite Rock of Fortune- (Item, Material, Light & Fortune, 220,000 Gold)
Oh-Hello-Lili-You-Are-Mass-Producing-This-Now-Ite- (Item, Material, Technology, 100 Gold)
Orihalcum- (Item, Material, Earth & Physical & Magic, 100,000,000 Gold)
Proper Timing- (Item, Material, Time, 16,000,000 Gold)
Pure Metals- 7,000 Gold
Randomness-Eliminating Method Core- (Item, Material, Darkness & Magic, 11,111,111 Gold)
Red Muranite Crystal- 600 Gold
Refined Magic Copper- 10,000 Gold
Sand Diamond- (Item, Material, Earth, 36,000,000 Gold)
Shining Blue Muranite Crystal- 2,100 Gold
Soil From the Outer Layer of The Graveyard of Fiends that Never Were- (Item, Material, Earth & Darkness & Fate & Time, 90,000 Gold)
Sparkletastic Wonderbownium- (Item, Material, Wonder & Hope & Light & Tacky, 100,000,000 Gold)
Spiny Crystal of Tempering- 1,900 Gold
Sunproof Cloth- (Item, Material, Light, 30,000,000 Gold)
The Sound of a Marching Army- 17,000 Gold
Tiny Alexandrite- 1,000 Gold
Tiny Amethyst- 1,000 Gold
Tiny Ametrine- 1,000 Gold
Tiny Amythist- 1,000 Gold
Tiny Diamond- 1,000 Gold
Tiny Emerald- 1,000 Gold
Tiny Iolite- 1,000 Gold
Tiny Opal- 1,000 Gold
Tiny Peridot- 1,000 Gold
Tiny Quartz- 1,000 Gold
Tiny Ruby- 1,000 Gold
Tiny Sapphire- 1,000 Gold
Tiny Teralyte- 1,000 Gold
Tiny Topaz- 1,000 Gold
Tiny Zircon- 1,000 Gold
Unbowed Iron- (Item, Material, Nobility & Glory & Metal, 140,000,000 Gold)
Unobtainium- (Item, Material, Technology & Energy & Astral, 90,000,000 Gold)
Valkyrie's Essence- (Item, Material, Air & Light & War, 40,000,000 Gold)
Vial Containing Distilled Greater Essence of Yandere- (Item, Material, Light & Darkness & Psychic, 30,000,000 Gold)
Voidcry Steel- (Item, Material, Void & Sonic, 190,000,000 Gold)
Voidshadow Eclipse Steel- (Item, Material, Darkness & Astral, 100,000,000 Gold)
Property
Datawind Tower- (Item, Property, Air & Technology, 30,000,000 Gold)
Mountain of Undead Bodies- (Item, Property, Darkness, 70,000,000 Gold)
River of Magical Wine- (Item, Property, Magic & Water, 30,000,000 Gold)
Pets:
Aerial
Zardowak Landhawk- 80,000 Gold
Aquatic
Beauteous Clam- 75,000 Gold
Animal
Cat- 700 Gold
Bio-Horror
Horribly Mutated Servant with Rending Claws- 16,500 Gold
Humanoid
Beastman Lackey- 30,000 Gold
Dragon
Flame Drakeling- 6,800 Gold
Drakeling- 6,800 Gold
Permanent Consumables:
Gem of the Man Who Wished for Boundless Agility- (Permanent Consumable, Stat Upgrade, Air, 1 Charge, 10,000,000 Gold) Teaches user "Has Wished for Boundless Agility"
Gem of the Man Who Wished for Boundless Constitution- (Permanent Consumable, Stat Upgrade, Earth, 1 Charge, 10,000,000 Gold) Teaches user "Has Wished for Boundless Constitution"
Gem of the Man Who Wished for Boundless Mind- (Permanent Consumable, Stat Upgrade, Water, 1 Charge, 10,000,000 Gold) Teaches user "Has Wished for Boundless Mind"
Gem of the Man Who Wished for Boundless Spirit- (Permanent Consumable, Stat Upgrade, Light & Darkness, 1 Charge, 10,000,000 Gold) Teaches user "Has Wished for Boundless Spirit"
Gem of the Man Who Wished for Boundless Strength- (Permanent Consumable, Stat Upgrade, Fire, 1 Charge, 10,000,000 Gold) Teaches user "Has Wished for Boundless Strength"
Stat Upgrade
Knowledge Increase Potion- 50,000 Gold
Might Increase Potion- 50,000 Gold
Stamina Increase Potion- 50,000 Gold
Soul Increase Potion- 50,000 Gold
Speed Increase Potion- 50,000 Gold
Spells:
Druid Magic
Call Private Cloud Formation- 36,000 Gold
Necromancy
Summon Skeleton (2)- 7,000 Gold
Protection Magic
Bolster Toughness- 4,000 Gold
Force Ward- 4,000 Gold
Wizard Magic
Lightning Bolt- 700 Gold
Paralyze Other- 3,000 Gold
Weapons:
Fist Weapon
Bone Claws- 4,000 Gold
Shield
Bone Shield- 3,000 Gold
Sword
Desert Corsair Scimitar- 16,000 Gold
Sword with Seal-Shaped Socket- 9,000 Gold
Tool
Engineer's Wrench- 7,000 Gold
Dacchenburg Engine Limited Production Shop-
Accessories:
From That Absorb wrote:Hat:
Daemonic Future-Architect's Tower-Hat- (Accessory, Hat, Darkness & Law & Fate, 240,000,000 Gold) +240,000 Magical Attack, +240,000 MIN, Wearer's allies may use wearer's MIN as their turn-order-determining stat, Wearer gains +2,400,000 MP as a non-stacking effect, Divination, Ritual Magic, and Rune Magic spells cost wearer 200,000 less MP to cast, Wearer may delay one of its actions each round for up to 5,000 rounds so long as no opponent of Level 85 or greater objects, Wearer's actions may not be countered by opponents below Level 80, Wearer's opponents below Level 80 may not change the number of rounds that wearer's actions are delayed, Wearer may scan the stats of one target at the beginning of each round, Wearer is Immune to individuals below Level 40, Wielder must be Level 40 or greater and must be a Daemon
Hat Infused With Some of Lili's Archdaemonic Powers- (Accessory, Hat, Glory & Darkness & Law, 200,000,000 Gold) +200,000 to all stats, +2,000,000 MP as a non-stacking effect, Wielder is Immune to individuals below Level 40, Wielder must be Level 40 or greater, must be a deity, and must possess an ability whose name includes 'Archdaemonic Domain'
Mausmangardian Factory-Hat of Fulsome Industry- (Accessory, Hat, Technology & Darkness, 80,000,000 Gold) +80,000 Defense, Whenever one of wielder's Robot, Machine, Daemon, Golem, Clockwork, or Large Structure pets or summons places a buff on an ally and another of possessor's allies (including possessor) removes said buff during the same round, possessor may inflict Hexed: Futility Locked on an opponent and gain +500 to a stat as a buff that stacks 25 times, Wearer must be Level 20 or greater
Other: Elder Symbol
1/day items (a max of one of these may be made per day)-
Elder Glyph of Mystic Shielding- 30,000 Gold
Elder Glyph of Protection- 40,000 Gold
Consumables:
Lethal Item
Chloroform- 6,000 Gold, 50,000 XP
*The Eternal Pyre (Artifact, Level 59, 5,600,000 XP, # XP Required, Standard Multiplier x13)
*Flame that Burns All Wisdom- (Weapon Aspect: The Eternal Pyre, Force, Fire & Psychic, X Gold) +250,000 Magical Attack, Wielder's 'Magical Attack' and 'Overdrive' actions deal 25,000 MIN Damage, Wielder's 'Magical Attack' and 'Overdrive' actions may use the MIN of their targets as their Prime Attribute, 240% inflicts Stat Drain: MIN Drain, 120% inflicts Burning, 120% inflicts Mindblasted, STatus effects inflicted by wielder may not be cured by individuals below Level 60, MIN Damage dealt by wielder pierces all Defense against Stat Damage of individuals below Level 80, Wielder ignores the Fire Resistance and Immunity and Psychic Resistance and Immunity of individuals below Level 80, Wielder's 'Magical Attack' actions may apply a debuff to targets below Level 60 that makes its possessor unable to benefit from MIN-increasing buffs (including other effects of said buffs), Wielder's cap on stat damage dealt is doubled for purposes of Mind Damage, Wielder's opponents who have scanned wielder's stats are dealt 21,000 Flat Fire & Null element MIN Damage at the start of each round as a non-stacking effect
w/ Engima-Bound- The item possessing this enchantment may be equipped by Enigma Men regardless of who it is Bound to; this item gains the element Mystery is wielded by an Enigma Man, Quest Enchantment
*Essence of the Eternal Pyre- (Accessory Aspect: The Eternal Pyre, Other: Mystic Infusion, Fire & Psychic, X Gold) +(10,000 * the number of individuals opposing wielder with different names whose stats wielder has not scanned (to a max of 200 such individuals)) Defense, +25,000 Defense against MIN Damage, 25% Knowledge Resistance, Wielder may deal MP Damage instead of HP Damage, Wielder obtains a buff that gives wielder +25,000 to all stats if wielder's stats are scanned by an opponent that does not stack, Wielder's offensive actions may deal 25,000 MIN Damage, All stat damage dealt by wielder may be converted into Mind Damage, All individuals in battle gain 59% Spatial Resistance, Spatial Magic spells and Spatial element abilities cost individuals in the same battle as wielder 59,000,000 additional MP to cast, Wielder's opponents below Level 80 may not create Zones, Terrains, Phantom Terrains, or new battles and may not leave battle without wielder's permission, Wielder's offensive actions remove all Spatial Magic buffs from sources below Level 80 from their targets, Individuals below Level 80 who are not 20 Levels or greater than wielder may not inflict negative status effects on wielder if wielder's stats have been scanned by a living opponent
w/ Engima-Bound- The item possessing this enchantment may be equipped by Enigma Men regardless of who it is Bound to; this item gains the element Mystery is wielded by an Enigma Man, Quest Enchantment
*Mind<PYRE- (Spell Aspect: The Eternal Pyre, Fire & Psychic, 0 MP, X Gold) +250,000 Magical Attack, Deals HP Damage and MP Damage, 25,000 MIN Damage, Inflicts Burning, Stat Drain: MIN Drain, and Mindblasted, All MIN bonuses on target from sources below Level 80 are seperated from the rest of their effects and converted into MIN penalties of equal quantities that are debuffs that stack in the same manner as the buffs they were converted from
w/ Engima-Bound- The item possessing this enchantment may be equipped by Enigma Men regardless of who it is Bound to; this item gains the element Mystery is wielded by an Enigma Man, Quest Enchantment
Modded Stats for Summons-
<All runic golems get +280 to all stats, +80 to damage, 200 additional defense, and +200 to HP/MP, and an additional +1,380 to all stats while a summoning circle is active. All get +11% to all stats when oneman is on their side.
The abilities of Rune Magic summons cost 10 less MP per possessor level, and +40 HP to Rune Magic summons per possessor level.
Last updated at level 14, 11/7/09
>
Chthonian Plushy (Summoned)
Level 7
Golem, Darkness
HP- 10,660 (24,160 with circle)
MP- 13,600 (28,000 with circle)
STR- 490 (2,090 with circle)
AGI- 600 (2,310 with circle)
CON- 470 (2,080 with circle)
MIN- 540 (2,150 with circle)
SPI- 1,480 (3,190 with circle)
XP- 0
Xp Needed- 7,500
Defense- 600, +1,300 Defense Against Light, +750 Defense against Darkness, 30% Darkness Resistance, Pain Immunity, Fear Immunity, Deafened Immunity, Poison Immunity, Hexed Immunity, 14% Critical, 9% Resilience, 15% Dodge, 131% to Hit
Prime Attribute- Spirit
Abilities-
Cute and Huggable!- Enemies with less SPI than Chthonian Plushy have an 10% chance per attack that would hit it to cancel said attack because of its odd degree of cuteness, Constant Effect
Daemon Link- Possessor gains +60 to all stats if controller is a Daemon, Constant Effect
Claw Pinch- 1,180 Damage, 2 hits against 1, Physical, 0 MP
Darkness Bolt- 1,280 Damage, Darkness & Magic, 0 MP
Shade Warp- 470 Damage, 90 SPI damage, Darkness, 0 MP
Cute and Fuzzy Tentacle Assault- 480 Damage, 7 hits against 1, Darkness & Magic, 0 MP
Black Curse of Zalderos- 550 Damage, 90 MIN damage, 15% inflicts Hexed, Darkness, 0 MP
Grappling Tentacle- 430 Damage, 10% inflicts Paralysis, Darkness, 0 MP
Choking Tentacle- 430 Damage, 10% inflicts Suffocation, Darkness & Air, 0 MP
Life Transfer Tentacle- 980 Damage, Heals a second target for damage equal to half damage dealt, Darkness, 0 MP
Replicate- 380 Damage, Summons an additional Chthonian Plushy for controller if controller's summon cap is not maxed out, can only be used on Paralyzed targets, 95% has no effect if it would not kill target, Darkness, 760 MP
Accursed Gaze of Madness- 5% inflicts Confusion, 5% inflicts Hexed, Darkness, 60 MP
Look Really Cute- 5% inflicts Charm, Light, 0 MP
Dark Wanderer Marionette (Summoned)
Level 1
Golem, Darkness
HP- 51,400
MP- 46,652
STR- 7,020
AGI- 7,570
CON- 4,935
MIN- 5,279
SPI- 11,470
XP- 0
XP Needed- 475,000
Defense- 6,600, 90% Darkness Resistance, 50% Air Resistance, 50% Water Resistance, 50% Ice Resistance, 50% Acid Resistance, 50% Electrical Resistance, 130% Light Weakness, Immune to Pain, Fear, Deafened, Poison, Hexed, and Diseased
Defense against Stat Damage- 640
Critical Chance- 24%
Resilience- 20
To Hit- 126%
Dodge- 22%
Prime Attribute- Strength, Spirit, or Agility (but not more than one at the same time)
Abilities-
Phrauxmatiel's Touch- Summoner may choose to have this respond as a Darkness element Golem to effects that react differently to Darkness element Golems, Gains an additional +500 to all stats if caster is a devout worshipper of Phrauxmatiel, Constant Effect
Seeking Missiles- 11,580 Damage, this attack possesses 500% to Hit, 1 hit against 10, Magic, 0 MP
Dark Guidance- +20% to Hit, 15% Darkness Resistance, 15% Air Resistance, 15% Water Resistance, 15% Ice Resistance, 15% Acid Resistance, 15% Electrical Resistance, does not stack, lasts 40 turns, 0 MP
Ghostly Fire of the Hopeless Carnival- 15,780 Damage, 95% inflicts Hexed, 1,420 SPI damage, Darkness & Fire, 5,400 MP
Repair Other Toy- 21,080 Damage, Heals, can only target Rune Magic Golem summons, Darkness, 6,000 MP
Phrauxmatiel's Spire- 23,780 Damage, 20% inflicts Suffocation, 1 hit against 20, may only be used if summoner is a devout worshipper of Phrauxmatiel, Air, 6,000 MP
Phrauxmatiel's Waves- 23,780 Damage, 20% inflicts Drowning, 1 hit against 20, may only be used if summoner is a devout worshipper of Phrauxmatiel, Water, 6,000 MP
Phrauxmatiel's Dissolving Mire- 23,780 Damage, 20% inflicts Dissolving, 1 hit against 20, may only be used if summoner is a devout worshipper of Phrauxmatiel, Acid, 6,000 MP
Phrauxmatiel's Blizzard- 23,780 Damage, 20% inflicts Frozen, 1 hit against 20, may only be used if summoner is a devout worshipper of Phrauxmatiel, Ice, 6,000 MP
Phrauxmatiel's Bleakness- 23,780 Damage, 20% inflicts Voidstruck, 1 hit against 20, may only be used if summoner is a devout worshipper of Phrauxmatiel, Darkness, 6,000 MP
Doom Marionette (Summoned)
Level 1
Golem, Darkness
HP- 4,060 (20,160 with circle)
MP- 3,340 (19,440 with circle)
STR- 338 (1,948 with circle)
AGI- 321 (1,831 with circle)
CON- 315 (1,825 with circle)
MIN- 319 (1,829 with circle)
SPI- 315 (1,825 with circle)
XP- 0
Xp Needed- 2,000
Defense- 225, +50 Against Darkness
Defense against Stat Damage- 0
Critical Chance- 3%
Resilience- 1%
To Hit- 99%
Dodge- 3%
Resistances and Immunities- 15% Darkness Resistance, 15% Light Weakness
Prime Attribute- Strength
Constant Effects-
Cloaked in the Winter of Waerdael- Possessor may deal 5,000 flat Ice element damage to an equal number of allies and enemies at the start of each round, to a max of 30 such targets, Constant Effect
Abilities-
Marionette Scythe- 160 Damage, Physical, 0 MP
Marionette Reaper- 160 Damage, hits another target if it kills its current target, Physical, 60 MP
Cackle- -50 Damage to all of target's attacks, stacks 5 times, Darkness, 0 MP
Gilbezbran Doctor Doll (Summoned)
Level 1
Golem, Darkness
HP- 62,060 (81,060 with circle)
MP- 65,324 (84,324 with circle)
STR- 1,720 (3,620 with circle)
AGI- 2,290 (4,190 with circle)
CON- 2,136 (4,036 with circle)
MIN- 2,690 (4,590 with circle)
SPI- 2,276 (4,276 with circle)
XP- 0
XP Needed- 350,000
Level Adjustment- +13
Defense- 1,470, +1,400 against Darkness
Defense against Stat Damage- 0
Critical Chance- 12%
Resilience- 21%
To Hit- 114%
Dodge- 15%
Resistances and Immunities- 50% Darkness Resistance, 50% Light Weakness, 95% Minor Status Effect Resistance, 50% Voidstruck Resistance, Disease Immunity
Prime Attribute- Spirit
Constant Effects-
Dr. Beak's Touch- Summoner may choose to have this respond as a Daemon to effects that react differently to Daemon, This summon's level adjustment is increased by 5 for all negative purposes if its summoner is not a worshipper of Doctor Beak, Constant Effect
Accomplished Dark Physician- Possessor's defense applies to Poison, and Diseased, Constant Effect
Abilities-
Dark Taint- 4,030 Damage, Darkness, 0 MP
Doctor's Rod- 3,059 Damage, 50% may either cure or inflict Diseased, may Heal, Darkness, 0 MP
Infectious Force- 4,180 Damage, 60% inflicts Diseased, 40% inflicts Diseased on a secondary target if this ability's primary target is already Diseased, Acid, 860 MP
Heal- 2,980 Damage, Heals, Light or Darkness, 1,660 MP
Fifty Five Diseases- Inflicts Diseased, Darkness, 1,260 MP
Incurable Ailment- Inflicts Diseased: Immunodeficiency, Darkness, 3,660 MP
Machine Plague- 2,780 Damage, Inflicts Diseased: Computer Virus, Technology, 2,760 MP
Mass Infection- 70% inflicts Diseased, 1 hit against 30, Darkness, 10,460 MP
Pox- Inflicts Diseased, 50% inflicts Fatigue: Weakened, Darkness, 2,560 MP
Dark Immunization- Gives target 50% Minor Status Effect Resistance and 50% Voidstruck Resistance, lasts 1,500 rounds, Darkness, 14,360 MP
Diabolically Miraculous Cure- Cures target of any 1 minor status effect, Darkness, 6,660 MP
Boost Power- +75 to any one of target's stats, lasts 20 rounds, stacks 5 times, Magic, 5,260 MP
Medical Shroud- +500 Defense and 75% Disease Resistance to all allies in the back row, may only be cast while in the back row, lasts 5 rounds, does not stack, Darkness & Physical, 7,760 MP
Wondrous Overcrash: Impossible Operation- 10,580 Damage, Heals, Cures all minor and moderate status effects, Gives target immunity to one minor status effect, May optinally have no other positive effect to have a 10% chance of resurrecting a target who died the turn before to a source under level 50, Requires 5 of this summon to be summoned by this summon's summoner, Dis-summons all of caster's summons of this type, Removes the ability of the summoner to summon another summon of this type for the remainder of this thread, Darkness & Magic, Full MP
Mirage Puppet (Summoned)
Level 3
Golem, Darkness
HP- 6,460 (21,260 with circle)
MP- 5,650 (19,650 with circle)
STR- 345 (1,955 with circle)
AGI- 466 (2,066 with circle)
CON- 390 (2,000 with circle)
MIN- 400 (2,010 with circle)
SPI- 515 (2,125 with circle)
XP- 0
XP Needed- 10,000
Defense- 320, +250 Against Darkness
Defense against Stat Damage- 0
Critical Chance- 2%
Resilience- 1%
To Hit- 99%
Dodge- 3%
Resistances and Immunities- 20% Darkness Resistance, 5% Light Weakness, Immune to Confused, Paralyzed, and Awestruck, Immune to Darkness element Charm effects
Prime Attribute- Spirit
Constant Effects-
Puppet Extension: Mind Within the Mirage- Controller gains 30 MIN, Controller becomes Immune to Confusion, Requires Establish Puppet Link to activate, Constant Effect
Puppet Extension: Soul Within the Mirage- Controller gains 30 SPI, Controller becomes Immune to Charm, Requires Establish Puppet Link to activate, Constant Effect
Linked to Master- HP and MP restored directly by controller are doubled, Constant Effect
Abilities-
Dazzling Dust- 540 Damage, 10% inflicts Confusion, Light & Magic, 0 MP
Dazzling Dust II- 15% inflicts Confusion, Light & Magic, 0 MP
Dark Drain- 680 Damage, Mirage Puppet is healed for 50% damage dealt, Darkness, 0 MP
Puppet's Gift- Transfers up to 400 HP and up to 400 MP to controller, can only be used once per summoned puppet, Darkness & Magic, 0 MP
Power of the Mirage- Mirage Puppet restores 30% of damage dealt as MP, lasts 5 turns, 0 MP
Delusions of Love- 8% inflicts Charm, Darkness & Magic, 0 MP
Such Pretty Pictures!- 20% inflicts Confusion, Darkness & Psychic, 0 MP
Welcome to the Festival!- Creates a Zone of Darkness and sets the phantom terrain to Daemon Carnival, Darkness, 1,860 MP
Phantom Pox- 5 CON damage if caster's SPI is greater than target's, 4% inflicts Disease, Darkness, 0 MP
Illusory Carnival Blades- 1,280 Damage, 15% inflicts Wounded, The terrain or phantom terrain must be Daemon Carnival, Darkness & Physical, 210 MP
Priestess Doll (Summoned)
Level 2
Golem, Light
HP- 4,310 (20,710 with circle)
MP- 3,900 (20,000 with circle)
STR- 310 (1,920 with circle)
AGI- 340 (1,950 with circle)
CON- 330 (1,940 with circle)
MIN- 340 (1,950 with circle)
SPI- 395 (2,005 with circle)
XP- 0
XP Needed- 2,500
Defense- 260, 45% Darkness Weakness, 50% Light Resistance
Prime Attribute- Spirit
Constant Effects-
Naria's Touch- Summoner may choose to have this respond as a Darkness element Golem to effects that react differently to Darkness element Golems, Constant Effect
Abilities-
Holy Stars- 260 Damage, 3 hits against 1, Light, 0 MP
Heal Other- 340 Damage, Cannot affect caster, Heals, Light, 0 MP
Heal- 200 Damage, Heals, Light, 60 MP
Blue Curtain- Darkness element Golems gain +500 Defense against Light and Air, This creates a Zone of Light, Does not stack with Zones, Light, 260 MP
Cure Poison- 25% cures Poison, Light, 110 MP
Rolling Bobble Speartoy Captain of the Lower Realms (Summoned)
Level 1
Golem, Fire
HP- 4,060 (20,160 with circle)
MP- 3,600 (19,700 with circle)
STR- 345 (1,955 with circle)
AGI- 349 (1,959 with circle)
CON- 307 (1,917 with circle)
MIN- 308 (1,918 with circle)
SPI- 327 (1,937 with circle)
XP- 0
XP Needed- 1,000
Defense- 260, 50% Darkness Resistance, Fire Immunity, 150% Light Weakness, 50% Air Weakness, 150% Psychic Weakness
Prime Attribute- Strength or Agility (but not both at the same time)
Abilities-
Naria's Touch- Summoner may choose to have this respond as a Darkness element Golem to effects that react differently to Darkness element Golems, Constant Effect
Captain's Presence- Allied darkness element Golems gain +100 Defense, Allied Rolling Bobble Speartoys of the Lower Planes gain 200 HP and deal 80 more damage with their attacks, Constant Effect
Rolling Charge- 240 Damage, Physical, 0 MP
Impale- 200 Damage, 5% inflicts Paralysis, Physical, 0 MP
Flaming Wheel Charge- 280 Damage, Fire & Physical, 0 MP
Lecteru- 150 Damage, Fire, 0 MP
Light Ablaze- 1,760 Damage, 100% inflicts Burning, may only be used against Paralyzed targets, Fire, 160 MP
Apocalypse Glimpse- All attacks deal double damage, beginning at the start of the next turn, 5% works properly, if it works improperly, caster is killed, This creates a Zone of Fire, Does not stack with Zones, Fire, 360 MP
Shadow Channeler Puppet (Summoned)
Level 2
Golem, Darkness
HP- 3,960 (20,060 with circle)
MP- 3,400 (19,500 with circle)
STR- 297 (1,907 with circle)
AGI- 329 (1,939 with circle)
CON- 300 (1,910 with circle)
MIN- 332 (1,942 with circle)
SPI- 331 (1,941 with circle)
XP- 0
XP Needed- 2,500
Defense- 245,
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 3%
Resistances and Immunities- 80% Darkness Resistance
Prime Attribute- Spirit
Constant Effects-
Puppet Extension: Form of Blackness- 5% Darkness Resistance, 5% Dodge, +20 CON, Requires Establish Puppet Link to activate, Constant Effect
Linked to Master- HP and MP restored directly by controller are doubled, Constant Effect
Abilities-
Shadow Twisting Staff- 260 Damage, Darkness, 0 MP
Shadow Grab- 220 Damage, 1% inflicts Paralysis on targets of equal or lower level, Darkness, 0 MP
Shadow Leech- 260 Damage, Heals caster for 5% damage dealt to a max of 600,000, 0 MP
Create Shadow Tentacle- Summons 2 Shadow Tentacles, max 90 summoned per summoner of this puppet, not per Shadow Channeler Puppet, Darkness, 180 MP
Shadow Lightning- 330 Damage, Darkness & Electrical, 170 MP
Shadow Tentacle (Summoned)
Level 2
Magic Being, Darkness
HP- 200
MP- 160
STR- 20
AGI- 20
CON- 20
MIN- 20
SPI- 20
XP- 0
XP Needed- 400
Defense- 10
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 99%
Dodge- 1%
Resistances and Immunities- 90% Darkness Resistance, 500% Light Weakness, 50% Psychic Weakness
Prime Attribute- Strength & Agility
Constant Effects-
None
Abilities-
Grab- 180 Damage, Darkness, 0 MP
Drain- 100 MP Damage, Restores 10 % damage dealt as MP to self, summoner, or summoner's summoner, 0 MP
Drain (2)- 100 Damage, Restore 10% damage dealt as HP to self, summoner, or summoner's summoner, 5 MP
Obscure Vision- 1% inflicts Blind, Darkness, 140 MP
Violet Syndicate Effigy (Summoned)
Level 2
Golem, Darkness
HP- 5,560 (21,660 with circle)
MP- 5,000 (21,100 with circle)
STR- 360 (2,070 with circle)
AGI- 360 (2,070 with circle)
CON- 360 (2,070 with circle)
MIN- 360 (2,070 with circle)
SPI- 360 (2,070 with circle)
XP- 0
XP Needed- 2,500
Defense- 200, + 750 against Violet Syndicate members
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 99%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Spirit
Constant Effects-
None
Abilities-
Slaying Word: The Violet Syndicate- 880 Damage to Violet Syndicate members, Psychic & Water, 0 MP
Counter: Violet Lightning- Deals damage equal to damage taken before defense is factored in. dealing up to a max of possessor's current HP, Cannot be normally used, 96% activates against any foe who attacks Violet Syndicate Effigy, Darkness & Magic, 0 MP
Young Ice Fairy Empress Doll (Summoned)
Level 5
Golem, Ice
HP- 6,660 (25,660 with circle)
MP- 5,222 (24,222 with circle)
STR- 599 (2,219 with circle)
AGI- 776 (2,396 with circle)
CON- 590 (2,210 with circle)
MIN- 1,548 (3,208 with circle)
SPI- 1,091 (2,711 with circle)
XP- 0
XP Needed- 12,000
Defense- 390, +230 Defense against Ice, +40 Defense against Darkness
Defense against Stat Damage- 60
Critical Chance- 5%
Resilience- 6%
To Hit- 104%
Dodge- 7%
Resistances and Immunities- 70% Ice Resistance, 30% Fire Weakness, Pain Immunity, Poison Immunity, Disease Immunity, Impaired Immunity
Prime Attribute- Spirit
Constant Effects-
Naria's Touch- Summoner may choose to have this respond as a Darkness element Golem to effects that react differently to Darkness element Golems, Constant Effect
Leadership- Possessor's allies who are summons whose name includes the word or phrase "doll" gain +150 to their respective turn-order-determining stat sums for turn-order-determining purposes, stacks 20 times, Constant Effect
Puppet Extension: Hand of the Ice Princess- Controller gains 10% Ice Resistance, Controller gains 25% Frozen Resistance, Controller's Melee Attacks have a 10% chance of inflicting Frozen so long as either at least one Weapon slot is open, a Fist Weapon is equipped, or two Runes are equipped, Controller's Magical Attacks have a 10% chance of inflicting Frozen so long as either a Wand, a Staff, an Orb, a Bailartix, or two Runes are equipped, Requires Establish Puppet Link to activate, Constant Effect
Abilities-
Blade of the Feast- 1,000 Damage, User heals 950 HP, Physical, 0 MP
Icicle Blast- 1,700 Damage, Ice, 0 MP
Freeze Mind- 140 MIN damage, Ice, 60 MP
Deep Freeze- 75% inflicts Frozen, Ice, 360 MP
Polar Crash- 5,180 Damage, 1 hit against 15, Ignores Damage being halved by back row, Cannot hit front row, Ice, 859 MP
Icy Kiss- 980 Damage, 15% inflicts Charm, Ice, 310 MP
Royal Sparkle- 650 Damage, 15% inflicts Awestruck, Light, 315 MP
Set Icicle Array- Places an icicle array on the battlefield, only one may be set at any time by each caster, caster may at any time declare that it is used up to make an additional attack on one of caster's turns that is a 5,080 Ice Damage flat-damage attack that inflicts 1 hit against 3, any multi-hit Fire element attack may choose the array as one of its targets and automatically destroys it, the array dissipates when its caster is defeated, Ice, 270 MP
Unstatted Transformation
Half-Squid Warhorse- (Transformation, Steed, Water, 73,000 Gold)
Level 1
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- 1,000 (Standard Multiplier x1)
Minimum Level- 1
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 50% Electrical Weakness
Prime Attribute- Strength
Constant Effects-
Unusually Good Reflexes- Possessor has +# AGI and +#% Dodge, Constant Effect
Abilities-
Fast Tentacle- # Damage, Physical or Water, 0 MP
The Horrid Squid-Horse Noise- 30% inflicts Confusion: Fear, 1 hit against 18, Water, # MP
Spit Ink- # Damage, 20% inflicts Impaired: Blind, Water & Darkness, # MP
Behold! The Power of the Engine!
Dacchenburg Main Production Line- (Item Aspect: The Dacchenburg Engine, Resource, Darkness & Technology, X Gold) Every day, possessor's controller obtains a special allotment of 100,000,000 Gold that may be spent to buy items from this item's shops, with said Gold vanishing at the end of the day, not being able to appear in threads outside the Shop, and not being able to be used for any purposes other than said purchases, Other Gold may not be used to purchase items from this item's shops, this item's shops costs may not be modified, this item's shops may, in total, produce 200 items per day, with items in the 'Dacchenburg Engine Limited Production Shop' each counting as 10 items for purposes of the number of items that this item's shop can produce; This item possesses the shops 'Dacchenburg Engine Limited Production Shop', 'Dacchenburg Engine General Production Shop', and 'Dacchenburg Engine Speciality Production Shop'
Dacchenburg Engine Limited Production Shop wrote:(Empty)
Dacchenburg Engine Speciality Production Shop wrote:Accessories:
Boots
Dacchenburg Industries Boots- 50,000 Gold
Dacchenburg Industries Boots Model II- 2,000,000 Gold
Dacchenburg Industries Boots Model III- 50,000,000 Gold
Gadget
Dacchenburg Industries Mantra Engine- 50,000,000 Gold
Gloves
Dacchenburg Industries Gloves- 50,000 Gold
Dacchenburg Industries Gloves Model II- 2,000,000 Gold
Dacchenburg Industries Gloves Model III- 50,000,000 Gold
Upgrade
Dacchenburg Industries Brain Implant- 1,000,000 Gold
Dacchenburg Industries Brain Implant Model II- 60,000,000 Gold
Consumables:
Invention
Dacchenbomb- 10,000 Gold
Dacchenbomb II- 1,000,000 Gold
Dacchenbomb II- 25,000,000 Gold
Dacchensyringe- 10,000 Gold
Dacchensyringe II- 1,000,000 Gold
Dacchensyringe III- 25,000,000 Gold
Armor:
Light Armor
Dacchenburg Industries Longcoat- 50,000 Gold
Dacchenburg Industries Longcoat Model II- 2,000,000 Gold
Dacchenburg Industries Longcoat Model III- 50,000,000 Gold
Weapons:
Gun
Dacchenburg Industries Sniper Rifle- 50,000 Gold
Dacchenburg Industries Sniper Rifle Model II- 2,000,000 Gold
Dacchenburg Industries Sniper Rifle Model III- 50,000,000 Gold
Staff
Dacchenburg Industries Cane- 50,000 Gold
Dacchenburg Industries Cane Model II- 2,000,000 Gold
Dacchenburg Industries Cane Model III- 50,000,000 Gold
Sword
Dacchenburg Industries Rapier- 50,000 Gold
Dacchenburg Industries Rapier Model II- 2,000,000 Gold
Dacchenburg Industries Rapier Model III- 50,000,000 Gold
Whip
Dacchenburg Industries Whip- 50,000 Gold
Dacchenburg Industries Whip Model II- 2,000,000 Gold
Dacchenburg Industries Whip Model III- 50,000,000 Gold
Dacchenburg Engine General Production Shop wrote:Accessories:
Broach
Drakespawn Broach- 5,000 Gold
Cloak
High Noon Cloak- 2,000 Gold
Ring
Drakespawn Ring- 5,000 Gold
Mirage Ring- 5,000 Gold
Seal
Basic Magewright's Seal- 15,000 Gold
Black Skull Seal- 5,000 Gold
Fighter's Seal- 200 Gold
Rusted Fox Seal- 800 Gold
Rusted Wolf Seal- 800 Gold
Shapeshifter's Seal- 2,000 Gold
Villain's Seal- 5,000 Gold
Tome
Manual of Combat Arts- 1,200 Gold
Weapon Coating
Armor Piercing Weapon Coating- 10,000 Gold
Consumables:
Enchanted Item
Night-Fabric Chime- (Consumable, Enchanted Item, 1 Charge, 100,000,000 Gold) All zones created by sources below Level 80 become solely Zones of Darkness
Food
Caramel Candies- 9,000 Gold
Cookie (2)- 200 Gold
Mega Tuna- 2,000 Gold
Miracle Carp- 17,000 Gold
Sagemouth Catfish- 30,000 Gold
Medicine
Desert Dew Flower- 2,600 Gold
Potion
Cure Potion- 500 Gold
Slippery Potion- 4,000 Gold
Other: Additive
Purple Spellwax- (Consumable, Other: Additive, Magic, 16 Charges, 60,000,000 Gold) Charges are not consumed from this item in a normal manner, and this item may not be used as a standard consumable; Whenever this item's wielder applies a buff, it may expend a charge from this item to make it so that said buff gains the text 'this buff cannot be removed by sources below Level 60'
Items:
Antiquity
Ancient Book of Lore- 7,000 Gold
Carp Seed- 70 Gold
Carved Pumpkin- 4,000 Gold
Catfish Seed- 95 Gold
Crystal Stalagmite- 30,000 Gold
Fractal- (Item, Antiquity, Technology & Earth, 5,000,000 Gold)
Halibut Seed- 30 Gold
Itsy Bitsy Sapphire- 2,000 Gold
Keening Soul-Diamond- (Item, Antiquity, Darkness & Air & Magic, 60,000,000 Gold)
Large Shadow Tree- 95,000 Gold
Lich Shade Tatters- (Item, Antiquity, Darkness, 30,000,000 Gold)
Mathematite Engine-Cog- (Item, Antiquity, Technology & Psychic, 60,000,000 Gold)
Mystery Matter- (Item, Antiquity, Magic, 1,200,000 Gold)
Old Tome- 5,000 Gold
Panopticum- (Item, Antiquity, Earth, 90,000,000 Gold)
Salmon Seed- 35 Gold
Slave Rune of Lili VonMion- (Item, Antiquity, Darkness, 1,000,000 Gold)
Small Ruby Stone- 5,000 Gold
Tome of Legends- 7,000 Gold
Worldbridge Egg- (Item, Antiquity, Spatial & Life, 200,000,000 Gold)
Item Piece
1/17th Legacy Staff- 70,000 Gold
1/19th Tablet of Air- 5,000 Gold
1/19th Tablet of Earth- 5,000 Gold
1/19th Tablet of Fire- 5,000 Gold
1/19th Tablet of Water- 5,000 Gold
1/1000th Killborg which Must Be Assembled All at Once or It Explodes- 1,000 Gold
Key
Old Silver Key- (Item, Antiquity, Earth, 5,000 Gold)
Material
Adamantine- (Item, Material, Earth & Physical, 24,000,000 Gold)
Aetherium- (Item, Material, Earth & Air & Aether, 120,000,000 Gold)
Ancient Freshwater- (Item, Material, Water & Law, 50,000,000 Gold)
Arbandic Gnomish Brass- 17,000 Gold
Astral Tear- (Item, Material, Astral, 210,000,000 Gold)
Blackish Mist Puff- 90 Gold
Blue Muranite Crystal- 500 Gold
Citadel Basalt- (Item, Material, Fire & Darkness & Earth & Warding, 170,000,000 Gold)
Cube of Distilled Destruction- (Item, Material, Destruction, 7,000,000 Gold)
Cube of Distilled Proof- (Item, Material, Air & Psychic, 5,000,000 Gold)
Cube of Distilled Rationality- (Item, Material, Psychic & Technology & Earth, 5,000,000 Gold)
Daemon Lord Brass- (Item, Material, Technology & Magic & Darkness & Glory, 160,000,000 Gold)
Dark Conjunction Cloth- (Item, Material, Mystic & Darkness & Astral, 70,000,000 Gold)
Dark Conjunction's Moaning Iron- (Item, Material, Metal & Darkness & Magic, 70,000,000 Gold)
Durancite- (Item, Material, Physical & Earth, 3,800,000 Gold)
Dwarven Steel- 2,000 Gold
Eclipse Steel- (Item, Material, Darkness, 15,000,000 Gold)
Eclipsetech Clone Cylinder- (Item, Antiquity, Darkness & Technology & Astral, 31,000,000 Gold)
Elementalist Oil of the Elements- 10,000 Gold
Evermetal (2)- (Item, Material, Metal, 36,000,000 Gold)
Fiend Essence- (Item, Material, Darkness, 100,000,000 Gold)
Galvanized Plating- 7,000 Gold
Gatelord's Diamond- (Item, Material, Spatial & Nobility, 220,000,000 Gold)
Gear- 200 Gold
Glass of Shimmering Memories- 50,000 Gold
Godcrown Steel- (Item, Material, Glory & Air & Light, 200,000,000 Gold)
Godseed?- (Item, Material, Light & Darkness, 1 Gold)
Hyburion Overthruster- 40,000 Gold
Ironsalt- 16,000 Gold
Juggernaut Steel- (Item, Material, Earth & Metal, 130,000,000 Gold)
Large, Shining Red Muranite Crystal- 10,000 Gold
Large Red Muranite Crystal- 6,000 Gold
Lurid Spatial Colors- 15,000 Gold
Magical Gears- 26,000 Gold
Master's Silver- (Item, Material, Hope & Metal, 150,000,000 Gold)
Nightsedge Glass- (Item, Material, Darkness & Aether & Time, 180,000,000 Gold)
Nullstone- (Item, Material, Physical & Null, 20,000,000 Gold)
Offwhite Rock of Fortune- (Item, Material, Light & Fortune, 220,000 Gold)
Oh-Hello-Lili-You-Are-Mass-Producing-This-Now-Ite- (Item, Material, Technology, 100 Gold)
Orihalcum- (Item, Material, Earth & Physical & Magic, 100,000,000 Gold)
Proper Timing- (Item, Material, Time, 16,000,000 Gold)
Pure Metals- 7,000 Gold
Randomness-Eliminating Method Core- (Item, Material, Darkness & Magic, 11,111,111 Gold)
Red Muranite Crystal- 600 Gold
Refined Magic Copper- 10,000 Gold
Sand Diamond- (Item, Material, Earth, 36,000,000 Gold)
Shining Blue Muranite Crystal- 2,100 Gold
Soil From the Outer Layer of The Graveyard of Fiends that Never Were- (Item, Material, Earth & Darkness & Fate & Time, 90,000 Gold)
Sparkletastic Wonderbownium- (Item, Material, Wonder & Hope & Light & Tacky, 100,000,000 Gold)
Spiny Crystal of Tempering- 1,900 Gold
Sunproof Cloth- (Item, Material, Light, 30,000,000 Gold)
The Sound of a Marching Army- 17,000 Gold
Tiny Alexandrite- 1,000 Gold
Tiny Amethyst- 1,000 Gold
Tiny Ametrine- 1,000 Gold
Tiny Amythist- 1,000 Gold
Tiny Diamond- 1,000 Gold
Tiny Emerald- 1,000 Gold
Tiny Iolite- 1,000 Gold
Tiny Opal- 1,000 Gold
Tiny Peridot- 1,000 Gold
Tiny Quartz- 1,000 Gold
Tiny Ruby- 1,000 Gold
Tiny Sapphire- 1,000 Gold
Tiny Teralyte- 1,000 Gold
Tiny Topaz- 1,000 Gold
Tiny Zircon- 1,000 Gold
Unbowed Iron- (Item, Material, Nobility & Glory & Metal, 140,000,000 Gold)
Unobtainium- (Item, Material, Technology & Energy & Astral, 90,000,000 Gold)
Valkyrie's Essence- (Item, Material, Air & Light & War, 40,000,000 Gold)
Vial Containing Distilled Greater Essence of Yandere- (Item, Material, Light & Darkness & Psychic, 30,000,000 Gold)
Voidcry Steel- (Item, Material, Void & Sonic, 190,000,000 Gold)
Voidshadow Eclipse Steel- (Item, Material, Darkness & Astral, 100,000,000 Gold)
Zero Dust- (Item, Material, Physical & Destruction & Air & Null, 60,000,000 Gold)
Property
Datawind Tower- (Item, Property, Air & Technology, 30,000,000 Gold)
Mountain of Undead Bodies- (Item, Property, Darkness, 70,000,000 Gold)
River of Magical Wine- (Item, Property, Magic & Water, 30,000,000 Gold)
Pets:
Aerial
Zardowak Landhawk- 80,000 Gold
Aquatic
Beauteous Clam- 75,000 Gold
Animal
Cat- 700 Gold
Bio-Horror
Horribly Mutated Servant with Rending Claws- 16,500 Gold
Humanoid
Beastman Lackey- 30,000 Gold
Dragon
Flame Drakeling- 6,800 Gold
Drakeling- 6,800 Gold
Permanent Consumables:
Stat Upgrade
Knowledge Increase Potion- 50,000 Gold
Might Increase Potion- 50,000 Gold
Stamina Increase Potion- 50,000 Gold
Soul Increase Potion- 50,000 Gold
Speed Increase Potion- 50,000 Gold
Spells:
Druid Magic
Call Private Cloud Formation- 36,000 Gold
Necromancy
Summon Skeleton (2)- 7,000 Gold
Protection Magic
Bolster Toughness- 4,000 Gold
Force Ward- 4,000 Gold
Wizard Magic
Lightning Bolt- 700 Gold
Paralyze Other- 3,000 Gold
Weapons:
Fist Weapon
Bone Claws- 4,000 Gold
Shield
Bone Shield- 3,000 Gold
Sword
Desert Corsair Scimitar- 16,000 Gold
Sword with Seal-Shaped Socket- 9,000 Gold
Tool
Engineer's Wrench- 7,000 Gold
Dacchenburg Engine Limited Production Shop-
Accessories:
Other: Elder Symbol
1/day items (a max of one of these may be made per day)-
Elder Glyph of Mystic Shielding- 30,000 Gold
Elder Glyph of Protection- 40,000 Gold
Consumables:
Lethal Item
Chloroform- 6,000 Gold, 50,000 XP
[/quote]
Tasks:
Awards-
Dark Rune Syndicate Member
Has Won the "Adventurers!" Event Match
Has Saved Imbelsberg from the Bluewar Ministry
Has Won the "Drakespawn of the Caverns" Event Match
Has Reached Round 41 in an Endurance Match
Member of the Fish of the Month Club
Attended a Carnival!
Has Found the Spear Within the Ruins at Thalmurat Lake
Has Defeated 39 Bosses in Boss Rush
Involved in the Final Siege of Avandos
Slayer of Lord Avandos, Master of the Crimson Citadel
500 Empire of Thandolman Faction Points
Got Stuck in a Desert for Months Thanks to a Lag Mage
Beat Team Avandos at the Holy Festival
Has Completed the Task 'Water Shortage in Sildriza'
250 House Al'Sildriz Reputation Points
25 Church of Phalerin Reputation Points
Attempted to Fight The Bartender at the Holy Festival (While He Was Holding Back)
Has Won the "The Rehanging" Event Match
Returned Benedict the Shark to Normal
Has Slain 4 Bosses
Slayer of The Khrommangard: High Curator
Slayer of Khyzz'Drikk: Watcher from Ulaat Thamarr
Got Second Place in the Brass Disc Tournament
Has Completed the First Holy Imperial Challenge of Worth: Test of Fortune
Has Completed the Second Holy Imperial Challenge of Worth: Test of Skill
Has Completed the Third Holy Imperial Challenge of Worth: Test of War
Has Completed the Fourth Holy Imperial Challenge of Worth: Test of Seeking
Has Completed the Fifth Holy Imperial Challenge of Worth: Test of Mastery
Has Completed the Seventh Holy Imperial Challenge of Worth: Test of Test of Echos
Has Completed the Eighth Holy Imperial Challenge of Worth: Test of Time
Has Completed the Ninth Holy Imperial Challenge of Worth: Test of Collecting
Has Won the "Fight Against the Storm" Event Match
Has 5 less Unmodified STR than Normal Due to Spending it on Acquiring a Secret Formula
Was on the New Dark Empire Team in Princess of Suns
Attended a Costume Party
Arranged a Visit from a Vampire
Had Fun Playing Tag
Got 4th Place in an Apple-Bobbing Contest, Grabbing 190 Apples in 1 Minute
Won Fourth Place in the Adult Costume Competition at the Horror Night Party
Contacted Shadow Duke Gelvodes on Favorable Terms
Held a Terrifying Seance
Might Be Being Hunted By A Hook-Handed Man
Summoned a Leprechaun that Won a Candy Eating Contest
Won a Game of Would You Dare?
Member of the Black Covenant Party Planning Commitee
"Was on the New Dark Empire Team in Princess of Suns"
'Has Completed the Task 'Trials of the Eidolon Summoner, Part 1'
Has Completed the Third Holy Imperial Challenge of Power: Test of Slaying
Provided Gashmarr Bangranner with Additional Adamantine
Visited the 10th Holy Festival
'Defeated The Legendary Hare in a Special Arena Match'
'Defeated Shining Genesis-Egg in a Special Arena Match'
Has Consumed 5 Essence Sphere: Enslaver
Has Consumed 5 Improved Essence Sphere: Enslaver
Has Consumed 2 Essence Sphere: Commander
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Puppet Master
Has Consumed 5 Improved Essence Sphere: Puppet Master
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Consumed 5 Essence Sphere: Magewright
Has Consumed 5 Improved Essence Sphere: Magewright
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Essence Sphere: Bard
Has Consumed 5 Improved Essence Sphere: Bard
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 3 Improved Essence Sphere: Wizard
Has Consumed 5 Essence Sphere: Enchanter
Has Consumed 5 Improved Essence Sphere: Enchanter
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Essence Sphere: Transmuter
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wanderer
Has Consumed 5 Superior Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wanderer
Has Consumed 5 Superior Essence Sphere: Wanderer
Has Consumed 5 Attunement Book: Rune Mage
Has Consumed 5 Book of Gates
Has Consumed 5 Attunement Book: Gates
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 5 Improved Essence Sphere: Illusionist
Has Consumed 5 Superior Essence Sphere: Illusionist
Has Consumed 5 Attunement Book: Illusionist
Has Consumed 5 Essence Sphere: Destiny Weaver
Has Consumed 5 Improved Essence Sphere: Destiny Weaver
Has Consumed 5 Greater Essence Sphere: Destiny Weaver
Has Consumed 5 Superior Essence Sphere: Destiny Weaver
Has Consumed 5 Grand Essence Sphere: Destiny Weaver
Has Consumed 5 Essence Sphere: Enslaver
Has Consumed 5 Improved Essence Sphere: Enslaver
Has Consumed 2 Essence Sphere: Commander
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Puppet Master
Has Consumed 5 Improved Essence Sphere: Puppet Master
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Consumed 5 Essence Sphere: Magewright
Has Consumed 5 Improved Essence Sphere: Magewright
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Essence Sphere: Bard
Has Consumed 5 Improved Essence Sphere: Bard
Has Consumed 5 Essence Sphere: Enchanter
Has Consumed 5 Improved Essence Sphere: Enchanter
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Essence Sphere: Transmuter
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wizard
Has Consumed 5 Superior Essence Sphere: Wizard
Has Consumed 5 Greater Essence Sphere: Wanderer
Has Consumed 5 Superior Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wanderer
Has Consumed 5 Superior Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Rune Mage
Has Consumed 5 Improved Essence Sphere: Rune Mage
Has Consumed 5 Greater Essence Sphere: Rune Mage
Has Consumed 5 Grand Essence Sphere: Rune Mage
Has Consumed 5 Attunement Book: Rune Mage
Has Consumed 5 Book of Gates
Has Consumed 5 Attunement Book: Gates
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 5 Improved Essence Sphere: Illusionist
Has Consumed 5 Superior Essence Sphere: Illusionist
Has Consumed 5 Attunement Book: Illusionist
Has Consumed 5 Essence Sphere: Destiny Weaver
Has Consumed 5 Improved Essence Sphere: Destiny Weaver
Has Consumed 5 Greater Essence Sphere: Destiny Weaver
Has Consumed 5 Superior Essence Sphere: Destiny Weaver
Has Consumed 5 Grand Essence Sphere: Destiny Weaver
Has Consumed 5 Essence Sphere: Commander
Has Consumed 5 Improved Essence Sphere: Commander
Has Consumed 5 Greater Essence Sphere: Commander
Has Consumed 5 Attunement Book: Commander
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Attunement Book: Monk
Has Consumed 5 Essence Sphere: Thief
Has Consumed 5 Improved Essence Sphere: Thief
Has Consumed 5 Greater Essence Sphere: Thief
Has Consumed 5 Attunement Book: Thief
Has Consumed 5 Essence Sphere: Priest
Has Consumed 5 Improved Essence Sphere: Priest
Has Consumed 5 Greater Essence Sphere: Priest
Has Consumed 5 Attunement Book: Priest
Has Consumed 5 Essence Sphere: Princess of Sweets
Has Consumed 5 Improved Essence Sphere: Princess of Sweets
Has Consumed 5 Greater Essence Sphere: Princess of Sweets
Has Consumed 5 Attunement Book: Princess of Sweets
Has Consumed 5 Essence Sphere: Wonderworker
Has Consumed 5 Improved Essence Sphere: Wonderworker
Has Consumed 5 Greater Essence Sphere: Wonderworker
Has Consumed 5 Attunement Book: Wonderworker
Has Consumed 5 Essence Sphere: Ward Crafter
Has Consumed 5 Improved Essence Sphere: Ward Crafter
Has Consumed 5 Greater Essence Sphere: Ward Crafter
Has Consumed 5 Attunement Book: Ward Crafter
Has Consumed 5 Essence Sphere: Abjurer
Has Consumed 5 Improved Essence Sphere: Abjurer
Has Consumed 5 Greater Essence Sphere: Abjurer
Has Consumed 5 Attunement Book: Abjurer
Has Consumed 5 Essence Sphere: Auramancer
Has Consumed 5 Improved Essence Sphere: Auramancer
Has Consumed 5 Greater Essence Sphere: Auramancer
Has Consumed 5 Essence Sphere: Power Trooper
Has Consumed 5 Improved Essence Sphere: Power Trooper
Has Consumed 5 Greater Essence Sphere: Power Trooper
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 5 Improved Essence Sphere: Ebon Chancellor
Has Consumed 5 Greater Essence Sphere: Ebon Chancellor
Has Consumed 5 Essence Sphere: Binder
Has Consumed 5 Improved Essence Sphere: Binder
Has Consumed 5 Greater Essence Sphere: Binder
Has Consumed 5 Essence Sphere: Lawbringer
Has Consumed 5 Improved Essence Sphere: Lawbringer
Has Consumed 5 Greater Essence Sphere: Lawbringer
Has Consumed 5 Essence Sphere: Vermin Master
Has Consumed 5 Improved Essence Sphere: Vermin Master
Has Consumed 5 Greater Essence Sphere: Vermin Master
Has Consumed 5 Essence Sphere: Architect
Has Consumed 5 Improved Essence Sphere: Architect
Has Consumed 5 Greater Essence Sphere: Architect
Has Consumed 5 Essence Sphere: Engineer
Has Consumed 5 Improved Essence Sphere: Engineer
Has Consumed 5 Greater Essence Sphere: Engineer
Has Consumed 5 Essence Sphere: Crafter
Has Consumed 5 Improved Essence Sphere: Crafter
Has Consumed 5 Greater Essence Sphere: Crafter
Has Consumed 5 Essence Sphere: Weirdworker
Has Consumed 5 Improved Essence Sphere: Weirdworker
Has Consumed 5 Greater Essence Sphere: Weirdworker
Has Consumed 5 Essence Sphere: Subspace Architect
Has Consumed 5 Improved Essence Sphere: Subspace Architect
Has Consumed 5 Greater Essence Sphere: Subspace Architect
Has Consumed 5 Essence Sphere: Guardian
Has Consumed 5 Improved Essence Sphere: Guardian
Has Consumed 5 Greater Essence Sphere: Matrix Keeper
??? Has Consumed 5 Essence Sphere: Matrix Keeper
??? Has Consumed 5 Improved Essence Sphere: Matrix Keeper
??? Has Consumed 5 Essence Sphere: Abjurer
??? Has Consumed 5 Improved Essence Sphere: Abjurer
??? Has Consumed 5 Greater Essence Sphere: Abjurer
'Completed The First Holy Imperial Challenge of Power: Test of Wealth'
'Completed The Second Holy Imperial Challenge of Power: Test of Talent'
'Completed The Third Holy Imperial Challenge of Power: Test of Slaying'
'Completed The Fourth Holy Imperial Challenge of Power: Test of Hours'
'Completed The Fifth Holy Imperial Challenge of Power: Test of Opposition'
'Completed The Sixth Holy Imperial Challenge of Power: Test of Tenacity'
'Completed The Seventh Holy Imperial Challenge of Power: Test of Essence'
'Completed The Eighth Holy Imperial Challenge of Power: Test of Leadership'
'Completed The Ninth Holy Imperial Challenge of Power: Test of Fame and Fortune'
'Completed The Tenth Holy Imperial Challenge of Power: Test of Versatility'
'Completed The Eleventh Holy Imperial Challenge of Power: Test of Memories'
'Completed The Twelfth Holy Imperial Challenge of Power: Test of Options'
'Completed the Sixth Holy Imperial Challenge of Glory: Test of Ages'
'Completed The Ninth Holy Imperial Challenge of Glory: Test of Bloodshed'
'Has Won the "Color-Coded for Your Convenience" Event Match'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 1'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 2'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 3'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 4'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 5'
Learned the BOOST! Cherry Formula from Carl
Learned the Dress of the First Fire Formula from Arqqwa Veyil
Learned the Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees Formula from The East Wind
Has Completed 3 Frequent Formula Tasks
Was Gifted The Sphere of Dark Mutation by Ikymlos
Defeated Chal-Gularr
Destroyed Chal-Gularr's Underground Car Manufacturing Plant
Stopped Clown Japery from Occurring
Won 'Lizards Invaded My Business Conference Center'
Destroyed the Reptilian Insurgency
Reported to Bascaradine in Lizards Invaded My Business Conference Center
Gained a Successful Reputation for Completing a Bascaradine Mission
Helped Bascaradine Instead of the The Bamboo and Frond Conference Center
Indirectly Convinced Bascaradine to Buy the Bamboo and Frond Conference Center and Restaff it With Their Own Personnel
Proved the Usefulness of Certain Bascaradine Products on the Battlefield
Enemy of Some Factions Within Aretsnov Enterprises
Have Attracted the Interest of the Reptilian Overlords
Has Reached Round 41 in a Pet Endurance Match
Beat the Level 80 Version of Roulette Master from the Fourth Ascension
Signed up for the 56th Farflame Citadel Forging Contest
Placed Well in the 56th Farflame Citadel Forging Contest with the Help of Gashmarr Brangranner Operating through Oneman
Hijacked an Ibodian Cargo of Adamantine
Provided Gashmarr Brangranner with Adamantine
Completed the Quest Forging the Metal
Traded for Lady Caducees's Terminite
Provided Gashmarr Brangranner with Terminite
Stole the Ibodian Missile from the Sixth Nongaseous Facility on Regdyrr VI
Erased from Existance by Illchos's 8-Ball
Provided a Material to Increase Gashmarr Bangranner's Rank in Flameforge a Second Time
Defeated Jessie on Kralsys II while Being a Clown
Defeated Nega-Cael in an Arena Match
Defeated Nega-Lili in an Arena Match
Restored Roy's Memories
Restored Ave's Memories
Fought A Rather Odd Team Of Beta Negaselves And Handily Won In An Arena Match
Played A Part In Cracking The Enigmatic Python's Divination Blocking
Divined Into The Impossible Knot
Trained Under General McGathridge at the Holy Festival
Worshipped by Crazy Roy Montero / Roy II
Banished the Ghost of the Dwarf King Belmarr VI
Obtained the Treasure of Grandhall
Attracting Attention Amongst the Clowns of Nexus
Won the Event Match "That Thing Doesn't Want Us Having Lunch"
'Beat The Limited Event Match 'Disco Horse Dance Battle''
Defeated Noel
Has Won the "Evergarden Defense Test" Event Match
Has Won the "Surprise in the Gift Shop" Event Match
Outsmarted a Greater Wax Ogre. Probably.
Struck a Deal with the Nihiliarchitects
Established the Enigma Men
Member of the Enigma Man
Founding Member of the Enigma Men
Worshipped by Gashmarr Bangranner
Gave Lord Grezman an Army of Marionettes
Created 12 Golems that Each Count as the Second Most-Powerful Creature on the World of Letreyl VI
Cleared Thedrik Hobbins's House of Insects
Hid Thedrik Hobbins's House Using Mystery Magic
Opened the Portal to The Dark Land in the Iron Fortress of the Extranormal Investigation Kommand
Lit the Nine Torches of the Lightless Marsh with the Flame of Ignorance
Indirectly Prevented Pathomarr and Reyseyna from Lighting The Dark Land
Without Deliberate Action Caused the Communist Party of Great Horsha to be Overthrown by Shadow Monsters
Slew the Watercolor Dragon Gyveshtlug
Made Killing Gyveshtlug Look Way, Waaaay Easier than It Was
Oni Daimyo of Ghobeshter-Rai
Invented New Puppet Designs Based On Observations of Teddy Adventure
Tried and Liked Snail Snorples
Owner of a Guliarus Violin
Has a Waypoint Set at Lohm Sabakhmar
Has a Portal Key to Lohm Sabakhmar
Learned the Language of the Twelve-Eyed Things of Gox-Uloxx
Repaired Orz Gaforian's Portal Arch on Gox-Uloxx, Crimson Miniworld of the Twelve-Eyed Things
Bought All The Herring
Impressed Many Musically-Inclined Fae Dweelin in the Cliffs of Ice and Song
Defeated Lord Archenfrel of Glorian in Combat
Possesses Leave to Use Castle Glorian as a Waypoint
Taught Sulreiko the Flamesong
Granted the Kingdom of the Flamesong a New Empress
Spent Time Researching the Incorporation of Interdimensional World-Bridge-Creating Eggs with the Dacchenburg Engine
Caused Mischief on Gantaar VII
Met Father Zaradian
Met Morrisant
Had Two Demon King Weapons Sent to Axim
Encouraged Morrisant to Petition Gadigan to Remove the Twoman from The Veil Render
Defeated Noel the Altverse Santa-Self of Nole in a Special Walrusfest Fight
Performed a Riveting Violin Performance in Nexus During a Puppet Show
Warned Harkala about the Guardians of Acid
Had Harkala Alter The Cabinet of the Viper
Eliminated Wisdom<PYRE
Reconfigured the Eternal Pyre
Assisted the Catalogers of Infinity in Defeating their Top-Priority Foe (Wisdom<PYRE)
Bound Wielder of The Eternal Pyre
Has Consumed 12 Grandmaster's Texts
Defeated the Tripartate Yazbellan Dancers of Shadow and Spite
Disabled the Relocated Yazbellan Cathedral's Entity-Spawning
Participated in the quest 'Tale of the Horrific Zoning Violation'
Helped Prevent a Yazbellic Incident in Nexus
Tangentially Interacted with a Plot of the Buzzard Priest
Participated in Quest It! at Walrusfest
Indirectly Responsible for the Publication of 'Tharassia Cyrro's Guide to the Multiverse and Its Planes'
Indirectly Caused the Brainwashing of David Elmore Coseman and His 57 Assassins
Indirectly Responsible for the Creation of the Manifold Element-Deletion Hypermultiversal Omnilance Cannon
'Defeated a Copy of Lureikimo Bekklin Created by the Knot of Trelheis'
'Was Involved With the Defeat of Team Camel in the Knot of Trelheis'
'Survived A Victorious Encounter With Massau (Quite the Feat)'
'Was Involved With the Defeat of the Enigma Men Team In The Knot of Trelheis (This Award Does Not Show Up To Normal Scans)'
'Was on the Cateloguer Team in the Knot'
'Remembers the Enigma Men'
'Destroyed the Knot with Camel's Oil'
'Survived the Knot'
'Wiped Out Team Bright Crusade in the Knot'
'Wiped Out Team Bill in the Knot'
'Wiped Out Team Master Entombers in the Knot'
'Wiped Out Team Doctor Wilburforce in the Knot'
'Wiped Out Team Miss Demise and Miss Nowhere in the Knot'
'Killed Markus K'
'Killed The Enigmatic Python'
'Killed The Fate Hand'
'Killed Zeero Megamegagogo'
Won The Golden Rocket in the SPACE OUTER SPACE Combo Contest for the Eternal Kingdom Thronemech
Worshipped by Count Valgerro the Sun-Blooded
Has Many Vampire Worshippers
Has Bengal the Vampire as a Worshipper
Worshipped by Bozo Blueshoes (and his Clown Dragon)
Has Studied 1 Set(s) of Carvings Made by Sir Gideon of Gyrrhult
'Partook of the Candied Wish-Stars'
Made an Announcement to Large Portions of Nexus
Has Completed the Task "Fifth Holy Imperial Challenge of Glory: Test of Performance"
Has Completed the Task "First Holy Imperial Challenge of Glory: Test of Expertise"
Has Completed the Task "Second Holy Imperial Challenge of Glory: Test of Esoterica"
Has Completed the Task "Third Holy Imperial Challenge of Glory: Test of Superiority"
Has Completed the Task "Fourth Holy Imperial Challenge of Glory: Test of War"
Has Completed the Task "Fifth Holy Imperial Challenge of Glory: Test of Performance"
Has Completed the Task "Sixth Holy Imperial Challenge of Glory: Test of Ages"
Has Completed the Task "Seventh Holy Imperial Challenge of Glory: Test of Cataloging"
Has Completed the Task "Eighth Holy Imperial Challenge of Glory: Test of Effortlessness"
Has Completed the Task "Ninth Holy Imperial Challenge of Glory: Test of Bloodshed"
Has Completed the Task "Tenth Holy Imperial Challenge of Glory: Test of Versatility"
Has Completed the Task "Eleventh Holy Imperial Challenge of Glory: Test of Legacy"
Has Completed the Task "Twelfth Holy Imperial Challenge of Glory: Test of Focus"
Was Involved With the Defeat of Wisdom<PYRE in the Knot of Trelheis
Was Involved With the Defeat of Wisdom Burner Kaimetes in the Knot of Trelheis
Was Involved With Seizure of the Eternal Pyre in the Knot of Trelheis
Was Involved With the Defeat of the Rentharr Dravis / Don Hippopotamus Teamup in the Knot of Trelheis
Was Involved With the Defeat of Crazy Pete the Whirlwind Prospector in the Knot of Trelheis
Was Involved With the Defeat of Zeiful the Zombie Herder in the Knot of Trelheis
Was Involved With the Defeat of Electrosquibrain Fifty Three in the Knot of Trelheis
Was Involved With the Defeat of Baron Ivory in the Knot of Trelheis
Was Involved With the Defeat of Mr. Snap in the Knot of Trelheis
Was Involved With the Defeat of Crystal Matrix Yarmanwheil in the Knot of Trelheis
Was Involved With the Defeat of Star Mercenary Gideon Yasney in the Knot of Trelheis
Was Involved With the Defeat of C. A. Yatma in the Knot of Trelheis
Defeated the Guardian Monster Mother Swarm in the Knot of Trelheis, Allowing Access To An Entry Point to the Second Ring
Was Involved With the Defeat of Rascherro in the Knot of Trelheis
Was Involved With the Defeat of Facetank Five in the Knot of Trelheis
Was Involved With the Defeat of Spurious Doctor Geezmun in the Knot of Trelheis
Was Involved With the Defeat of Mr. Future in the Knot of Trelheis
Was Involved With the Domination of Beekeeping Ryan in the Knot of Trelheis
Fifth to Open the Second Ring of the Knot
May Mysteriously Hold Professor Lemarr's Soul Despite Not Having Met Him
Bested the Porkman in Holiday Combat
Participated in the 'Press Your Luck Vs. Orlue' Event
Indirectly Responsible for the Immigration of the Shadow-Drinking Mirror Vampires to New Llancharote
Indirectly Responsible for the Establishment of the Interplanar Dwarven Aether Fleet
Helped Nira Resurrect Carl and Shannon
Acquired 1 Additional 1/12 Holy Imperial Seal of Triumph From the Crisis Across Infinite Nexii
Gained 1 Base SPI from Merging with Two of Her Clones
Notes:
Has 1 uncombo
Owed "One Soul Trap" from bascaradine
Will get Flawless Twin Essence Binding at Level 79
(Amusing, outdated) Fortunes:
* Lili leads a puppet army against a kingdom of nights whose symbol is a bluejay in front of a mountain and easily wins
* Lili and Einarr breakdance in tandem to fight the minotaur lord of dance for his throne
* Lili holds up a hoop while in a clown suit and a lion made of burning sunfire blood leaps through it
* Lili flies into a law-rage and begins auditing an enefficient kingdom ruled by a man named Lord Blorrmukk using Mr. Zazoo's Amazing Stationary
* Lili zips around a city with brutalist architecture in clown-mode, unseen by its somber populace, save for an occasional person who sees her out of the corner or his or her eye and is terrified
* Lili works with a servant of Mausmangarde's to build cannon-men that the engine can mass-produce
* Lili juggles elephants and then winks to a confused barrister
Cosmic To-Do List:
If Lili:
1) Undoes the desertification of a region that is planet-sized or greater
2) Develops a new type of crop and shares it with a civilization that can both produce it and benefit from it
3) Uncovers a lost alien relic that is at least Level 60
Lili will get:
'Acquired The First Arsulennian World-Vitalization Engine'
*The First Arsulennian World-Vitalization Engine- (Accessory, Gadget, Life & Technology & Earth & Wood & Wonder, 2,400,000,000 Gold) Once per round, at the end of the round, wielder may undo the destruction of a zone, terrain, or phantom terrain that was destroyed during the previous round by a source below Level 99, Wielder and wielder's allies may not be prevented from regenerating by sources below Level 99, Wielder may summon up to 200 Plants from the Enemy List that are below Level 93 that are normally fightable for drops at the start of each round, Max 2,000 summoned, Wielder may deal HP Drain, Quantities of HP Drain that wielder deals are (to a max of three times per round per target) increased by 2,700,000 points against Devils and Arch-Devils, Wielder may create a Zone of Wood before or after any ally's action, Wielder's Plant allies gain +24,000 to all stats as a non-stacking bonus, Wielder must be Level 60 or greater and must possess the ability 'Expert Geomancy Attunement', the ability 'Expert Engineer Proficiency', the ability 'Expert Life Synchronization', or the award 'Acquired The First Arsulennian World-Vitalization Engine'
Lili von Mion
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Lili von Mion
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Lili von Mion
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
Overdrive
Possesses an Inherent Spell List- (Passive Ability, Attack) Possessor may cast spells on possessor's Inherent Spell List as though they were equipped
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)
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
Craft- (Active Ability, Attack) User uses a secret formula
Mental Overdrive- (Active Ability, Attack) Based on MIN. Uses Magical Attack bonus. Costs 25% Max MP in addition to the costs of any spells used with it. Does double normal damage. Spells that give Magical Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Magical Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Magical Attack bonus.
Metacombine- (Active Ability, Attack) User uses three consumables in one turn. Only two of these, which are randomly determined, activate. All three consumables still lose charges.
Abjurer
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Protection Magic spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Apprentice Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Protection Magic spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Protection Magic spells cost 200 less MP
Aura of the Protector- (Stance Ability, Abjurer) All of possessor's allies gain +20 Defense for each Protection Magic spell possessor has equipped
Basic Defensive Arts Training- (Passive Ability, Abjurer) +20 Defense
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Focused Protection Magic Casting- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Protection Magic
Protection Magic Casting I- (Passive Ability, Abjurer) Protection Magic spells cost possessor 20 less MP to cast
Protection Magic Casting II- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast
Anarchomancer
Psycho Flux- (Passive Ability, Anarchomancer) Possessor gains +50 to a random unmodified stat, with said stat being randomly chosen at the beginning of each thread
Arcane Vizier
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Arcane Vizier- (Passive Ability, Arcane Vizier) Possessor ignores (1 * (Possessor Level/5), rounded down)% Magic Resistance, Possessor ignores Magic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Acceleration Within Magic's Dominion- (Passive Ability, Arcane Vizier) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Magic
Basic Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +50 to all stats
Basic Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 Defense against Magic
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +10 to all stats
Basic Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
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 Dissassembly- (Passive Ability, Architect) Possessor, when wielding a Tool, gains +50 Melee Attack against Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Build- (Active Ability, Architect) Possessor may spend an action to conduct an attack that has Mind as its Prime Attribute, that uses Melee Attack bonus, that is the user's element if none of the user's equipped items give a Melee Attack bonus (Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus), that only affects Large Structures, that Heals.
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
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
Dual Tool-Wielding- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has two Tools or a Tool that is a Weaponx2 equipped
Proper Tool Calibration- (Passive Ability, Architect) Possessor may remove any number of debuffs from Tool items that possessor is carrying that come from sources below Level 10 at the beginning of each round
Tool Wielding I- (Passive Ability, Architect) +5 to all stats when a Tool is equipped
Tool Wielding II- (Passive Ability, Architect) +25 to all stats when a Tool is equipped, +50 Melee Attack when a Tool is equipped
Artificer
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost 10 less MP, XP, and Gold
Astromancer
Apprentice Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, All Astral Magic spells cost possessor 50 less MP to cast
Attuned to Constellations- (Passive Ability, Astromancer) Possessor gains +50 to all stats while possessor has at least 1 Empowered Constellation set
Astral Magic Casting I- (Passive Ability, Astromancer) Astral Magic spells cost possessor 20 less MP to cast
Astral Magic Casting II- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast
Astromancer- (Passive Ability, Astromancer) Possessor's Damage-dealing actions that involve the casting of Astral Magic spells deal 500 additional Damage, Astral Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Astral Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Astral Magic spells cost possessor 10 less MP to cast
Beneath an Astral Sign- (Passive Ability, Astromancer) Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation
Focused Astral Magic Casting- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Astral Magic
Improved Constellation Empowerment: Mind- (Passive Ability, Astromancer) Non-stacking Mind increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Improved Constellation Empowerment: Spirit- (Passive Ability, Astromancer) Non-stacking Spirit increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Star Charter- (Passive Ability, Astromancer) Posessor gains +20 MIN while in a Zone of Darkness, a Zone of Light, or a Zone of Astral Magic or while possessor has at least one Empowered Constellation set
Auramancer
Auramancer- (Passive Ability, Auramancer) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(250 + (25* Possessor Level)) Mind and Spirit if possessor has an Aura equipped
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Attractive Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Charm on its source at the end of said action
Baleful Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Hexed on its source at the end of said action
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Blessed Aura- (Passive Ability, Auramancer) Possessor obtains 30% Hexed Resistance if possessor has an Aura equipped
Empathic Backlash I- (Passive Ability, Auramancer) If ability's possessor takes stat damage from a foe under level 10, said foe takes half said amount of damage to the same stat
Flame-Protection Aura-Alteration- (Technique Ability, Auramancer) Possessor may use 'Flame-Protection Aura-Alteration' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives '+300 Defense against Fire to wearer and wearer's allies' to one of its performer's equipped Auras as a non-stacking buff.
Flashing Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Impaired on its source at the end of said action
Healthy Aura- (Passive Ability, Auramancer) Possessor obtains 30% Diseased Resistance if possessor has an Aura equipped
Magic-Charge Aura- (Technique Ability, Auramancer) Possessor may use 'Magic-Charge Aura' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives the element Magic to one of its performer's equipped Auras.
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor
Bard-
Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Aura of Drifting Rose Petals- (Stance Ability, Bard) All Charm infliction chances (not including those of its sub-status effects) from all sources are raised by 5% as a non-stacking effect
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Basic 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
Clown (2)- (Passive Ability, Bard) Whenever possessor would be afflicted with a debuff, possessor may choose three targets and have a 30% chance of inflicting Confusion: Overwhelmed by Laughter on each selected target
Clown Flashstep- (Passive Ability, Monk) If possessor is in Clown Mode, possessor gains 80% Dodge
Creative- (Passive Ability, Bard) Possessor gains +100 unmodified MIN and +100 unmodified SPI
Funny Fake-Out- (Technique Ability, Bard) Possessor may use 'Funny Fake-Out' in conjunction with a 'Melee Attack' action. Said action gains a 60% chance of inflicting Confusion: Overwhelmed by Laughter and cannot reduce its targets' HP, MP, or stats below 1
Funny Jokester- (Passive Ability, Bard) Possessor's chances of inflicting Confusion: Overwhelmed by Laughter are increased by 5%
Funny Pratfalls- (Passive Ability, Bard) Whenever possessor misses and/or is dodged, or whenever possessor is afflicted with a debuff, possessor may choose five targets and have a 30% chance of inflicting Confusion: Overwhelmed by Laughter on each such target
Jocund Prankster- (Passive Ability, Bard) Possessor's chances of inflicting Confusion: Overwhelmed by Laughter are increased by 10%
Knows Half of a Joke So Deadly It Kills Anyone Who Hears It- (Passive Ability, Bard) If possessor conducts a Combo Move with another individual who possesses the ability 'Knows Half of a Joke So Deadly It Kills Anyone Who Hears It', said action may gain '30% inflicts Instant Death'
Memorably Funny- (Passive Ability, Bard) Instances of Confusion: Overwhelmed by Laughter with possessor as their source possess no automatic per-round recovery rate and may not be cured by individuals below level 30
Music of Fire- (Technique Ability, Bard) Possessor may use 'Music of Fire' in conjunction with a 'Cast a Spell' or 'Magical Attack' action so long as no other technique is used and a Bardic Music spell is equipped. Said action gains the element Fire.
Play the Flamesong- (Active Ability, Bard) Possessor may, if Fire element and wielding an Instrument worth at least 200,000,000 Gold, spend an action to place a non-stacking buff that provides +60,000 to all stats and +60% Critical on all Fire-element individuals in battle; said action may also resurrect any Fire element individual killed by a source below Level 80 once per thread per individual being resurrected
Remix: Fae Melody- (Technique Ability, Bard) Possessor may use 'Remix: Fae Melody' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used and a Bardic Music spell is cast as part of said action. Said action gains +7,000 additional Magical Attack, has its SPI buffs increased by 700 points (as an effect that stacks a max of 7 times across all applications) and counts as coming from a source whose sole entity subtype is Fae.
Sudden Joke- (Technique Ability, Bard) Possessor may use 'Sudden Joke' in conjunction with a 'Magical Attack' action so long as possessor casts a 'Thief Arts' spell, a 'Bardic Music' spell, or a 'Leadership' spell as part of said action. Said action gains a 40% chance of inflicting Confusion: Overwhelmed by Laughter
Trained In Clown Arts- (Passive Ability, Bard) Whenever possessor would be afflicted with a debuff, possessor may choose a target and have a 5% chance of inflicting Confusion: Overwhelmed by Laughter on said target
Wounding Puns- (Passive Ability, Bard) Possessor's Bardic Music spells may gain 5% inflicts Wounding
Binder
Apprentice Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Spirit Loyalty Communing- (Passive Ability, Binder) Possessor's Spirit pets and summons gain 20% Charm Resistance
Binder- (Passive Ability, Binder) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Spirit pet only, This ability provides +50 HP and +10 to all stats of possessor's Spirit pets and summons per Level of possessor
Crystallize Spirit (Basic)- (Passive Ability, Binder) Possessor may forfeit all XP gained from a defeated Spirit to instead gain 1 Crystallized Spirit Piece for every 100 XP forfeited, rounded up
Guider of Spirits- (Passive Ability, Binder) Possessor's Spirit allies gain +25 AGI and 4% Dodge, Possessor may skip an action to change the row an allied Spirit is in
Spirit Calling I- (Passive Ability, Binder) Possessor's Spirit summons gain +20 to all stats
Spirit Calling II- (Passive Ability, Binder) Possessor's Spirit summons gain +200 HP
Spirit Calling III- (Passive Ability, Binder) Possessor's Spirit summons gain +500 MP
Spirit Communing I- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +20 to all stats
Spirit Communing II- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 to all stats
Blazing Sultan
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +500 Defense against Fire
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Fire's Dominion- (Passive Ability, Blazing Sultan) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Defense against Fire
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
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
Blessing
Black Star Vaccine- (Passive Ability, Blessing) +450 SPI, +350 Magical Attack to Darkness element Magical Attacks, +50 to all stats if possessor is Darkness element, 10% Fire Resistance, 10% Light Resistance, 10% Darkness Resistance, 15% Burning Resistance, Possessor may exist on suns/stars without penalty
Fifteen Percent Insect Resistance- (Passive Ability, Blessing) 15% Insect Resistance
Grandmother's Blessing- (Passive Ability, Blessing) Possessor gains 'Reflects Good and Evil' against sources that are not 20 or more Levels greater than possessor
Mana Spark Blessing 1- (Passive Ability, Blessing) +400 Max HP
Seirudiel's Grace- (Passive Ability, Blessing) Possessor gains 15% Dodge, +300 AGI, and has a 30% chance of inflicting Charm on any individual whose action was Dodged by possessor
Understands Truth through Mystery- (Passive Ability, Blessing) Possessor gains 1 Base MIN and 1 Base SPI if Mystery element, Possessor may change the element Mystery in any possessor's attacks into the element Knowledge
Botanist
Basic Evergarden Gardening Techniques- (Passive Ability, Botanist) Possessor's Plant pets gain +3% Resilience
Took An Evergarden Plant-Idenfitication Course- (Passive Ability, Botanist) Possessor's chances of successfully scanning the stats of Plants increase by 5% if already at least 1%
Calif of Corrosion
Apprentice Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats for each Acid element item equipped, Possessor's Acid element pets and summons gain +250 to all stats
Basic Acceleration Within Acid's Dominion- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Acid
Basic Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 1% Acid Resistance
Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Basic Affinity to Healing Via Acid- (Passive Ability, Caliph of Corrosion) Whenever possessor obtains Acid element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element pets and summons gain +50 to all stats
Basic Defenses Against Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 Defense against Acid
Basic Understanding of the Heart of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element allies gain +10 to all stats
Basic Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats while in a Zone of Acid
Caliph of Corrosion- (Passive Ability, Caliph of Corrosion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Acid Resistance, Possessor ignores Acid Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Channeler
Adept Channeling Attunement- (Passive Ability, Channeler) Channeling spells cost possessor 10,000 less MP to cast, Whenever possessor deals Drain as part of actions that involve Channeling spells, said quantities are increased by 5,000 points, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Channeling Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Assert Effect Ownership- (Active Ability, Channeler) Possessor may spend an action to become the source of a buff whose source is 10 Levels or lower than possessor and that is below Level 20
Assumption of the Colors of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base elements of one an unequipped pet that possessor is carrying, with this ability not changing possessor's element if the chosen pet is not any base elements
Assumption of the Shapes of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base subtypes of one an unequipped pet that possessor is carrying, with this ability not changing possessor's subtype if the chosen pet is not any base subtypes
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Empathic Backlash- (Passive Ability, Channeler) Whenever possessor is dealt Damage, possessor may deal 500 Flat Psychic element Damage to the source of said Damage provided said source is below Level 40 and not more than 10 Levels greater than possessor
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Supernatural Empathy- (Passive Ability, Channeler) Possessor counts as 1 Level higher, to a max of Level 30, for stat-scanning purposes as an effect that does not bypass 'Immune to Below Level X' effects
Basic Transferal of Good Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor negative status effect from a source below Level 20 that said ally is afflicted with that possessor is not afflicted with, with a 5% chance of curing this selected effect
Basic Transferal of Superior Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor positive status effect that said ally is not afflicted with that possessor is afflicted with, with a 5% chance of inflicting this selected effect
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Transfer Mastery of Stats- (Passive Ability, Channeler) Whenever possessor transfers stat points from on source to another, possessor may transfer an additional 100 points
Basic Understanding of Theoretical Mana Pattern Copying- (Passive Ability, Channeler) Possessor gains +50 to all stats if possessor is not the only individual in battle
Channeled Power of Bound Hearts- (Passive Ability, Channeler) Possessor gains +200 to all stats for each unequipped pet that possessor is carrying, to a max of +1,000
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Co-Opt Hostile Essence- (Active Ability, Channeler) Possessor may spend an action to become the source of a debuff whose source is 10 Levels or lower than possessor and that is below Level 20
Devour Buff- (Active Ability, Channeler) Possessor may spend an action to destroy a buff whose source is 10 Levels or lower than possessor and that is below Level 20 and then regenerate ((Said buff's source's Level) *1,000) MP
Devour Debuff- (Active Ability, Channeler) Possessor may spend an action to destroy a debuff whose source is 10 Levels or lower than possessor and that is below Level 20 and then regenerate ((Said debuff's source's Level) *1,000) MP
Devour Zone- (Active Ability, Channeler) Possessor may spend an action to destroy a zone whose source is 10 Levels or lower than possessor and that is below Level 20 that does not have any effects attached to it by sources of Level 20 or greater and then regenerate ((Said zone's source's Level) *1,000) MP
Empathic Resonance: Fear- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Fear, possessor may choose to be afflicted with Confusion: Fear. Whenever possessor is afflicted with Confusion: Fear, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Fear
Empathic Resonance: Hope- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: High Morale, possessor may choose to be afflicted with Invigorated: High Morale. Whenever possessor is afflicted with Invigorated: High Morale, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: High Morale
Empathic Resonance: Joy- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: Zesty, possessor may choose to be afflicted with Invigorated: Zesty. Whenever possessor is afflicted with Invigorated: Zesty, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: Zesty
Empathic Resonance: Love- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lovestruck, possessor may choose to be afflicted with Charm: Lovestruck. Whenever possessor is afflicted with Charm: Lovestruck, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lovestruck
Empathic Resonance: Lust- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lust, possessor may choose to be afflicted with Charm: Lust. Whenever possessor is afflicted with Charm: Lust, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lust
Empathic Resonance: Rage- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Enraged or Confusion: Berserk, possessor may choose to be afflicted with Confusion: Enraged or Confusion: Berserk, Whenever possessor is afflicted with Confusion: Enraged or Confusion: Berserk, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Enraged or Confusion: Berserk
Empathic Healing Resonance- (Passive Ability, Channeler) Whenever possessor heals an ally's HP, possessor deals possessor 500 points of Flat Psychic or Light element HP Healing
Empathy for Enemies- (Passive Ability, Channeler) Possessor's Channeler abilities whose name includes 'Empathic Resonance' that have triggers that activate when an ally is afflicted with a specific minor negative status effect may also trigger if an opponent is afflicted with such a status effect.
Improved Chain Casting Attunement- (Passive Ability, Channeler) Spells possessor casts through 'Basic Chain Casting Attunement' cost possessor 500 less MP to cast
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Improved Magic Retention- (Passive Ability, Channeler) Spells cost possessor 100 less MP to cast
Improved Positive Status Channeling- (Passive Ability, Channeler) Possessor's chances of inflicting minor positive status effects through Channeler abilities are increased by 10%
Improved Supernatural Empathy- (Passive Ability, Channeler) Possessor gain +50 to all stats for each ally afflicted with one or more positive status effects, to a max of +500
Improved Transferal of Health- (Passive Ability, Channeler) Whenever possessor transfers HP from one source to another, possessor may transfer an additional 2,500 points
Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Mystic Gerymandering- (Active Ability, Channeler) Possessor may spend an action to become the source of a terrain or phantom terrain whose source is 10 Levels or lower than possessor and that is below Level 20
Positive Status Anchoring- (Passive Ability, Channeler) If possessor is afflicted with a minor positive status effect and at least one of possessor's allies is afflicted with said same minor positive status effect, possessor possesses no natural per-round auto-loss chance for said status effect
Offensively Channel Spells- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used.
Radiant Channeling: Augmented- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Augmented, possessor may choose to have a 30% chance of inflicting Augmented on up to 30 willing targets
Radiant Channeling: Elevated- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Elevated, possessor may choose to have a 30% chance of inflicting Elevated on up to 30 willing targets
Radiant Channeling: Favored- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Favored, possessor may choose to have a 30% chance of inflicting Favored on up to 30 willing targets
Radiant Channeling: Fortified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Fortified, possessor may choose to have a 30% chance of inflicting Fortified on up to 30 willing targets
Radiant Channeling: Imbued- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Imbued, possessor may choose to have a 30% chance of inflicting Imbued on up to 30 willing targets
Radiant Channeling: Invigorated- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Invigorated, possessor may choose to have a 30% chance of inflicting Invigorated on up to 30 willing targets
Radiant Channeling: Mind Restore- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Mind Restore, possessor may choose to have a 30% chance of inflicting Mind Restore on up to 30 willing targets
Radiant Channeling: Purified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Purified, possessor may choose to have a 30% chance of inflicting Purified on up to 30 willing targets
Radiant Channeling: Rejuvenation- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Rejuvenation, possessor may choose to have a 30% chance of inflicting Rejuvenation on up to 30 willing targets
Radiant Channeling: Stat Boost- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Stat Boost, possessor may choose to have a 30% chance of inflicting Stat Boost on up to 30 willing targets
Seize Zone- (Active Ability, Channeler) Possessor may spend an action to become the source of a zone whose source is 10 Levels or lower than possessor and that is below Level 20
Voluntary Essence Handoff- (Active Ability, Channeler) Possessor may spend an action to make target willing ally the source of a buff that possessor is the source of instead of possessor
Chef
Evergarden Food Preservation Techniques- (Passive Ability, Chef) Effects attached to Zones that come from sources below Level 60 cannot destroy Food consumables equipped by possessor
Clearance
Has a Basic Permit to Battle Bacchalamus- (Passive Ability, Clearance) Possessor may fight the monster 'Bacchalamus' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Mirage Dragon Czar- (Passive Ability, Clearance) Possessor may fight the monster 'Mirage Dragon Czar' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' for drops, This ability cannot be used in combos
Clothier
Apprentice Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +50 to all stats for each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Arachne Weaving- (Passive Ability, Clothier) Shoes, Boots, Hat, Scarf, Gloves, Cloak, and Belt items created or equipped by possessor provide an additional +2,000 to all stats they provide bonuses to and an additional +5,000 Defense if they possess a bonus to Defense, The Defense of items created or equipped by possessor is doubled (to a max of 100,000 additional points) against Planetaries, Possessor may choose to inflict Charm: Impressed on all opponents as an effect that bypasses the Immunities of individuals below Level 80 whenever possessor creates an item, but, should possessor chose to do so, possessor is afflicted with Smitten if possessor is not a Planetary
Basic Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +3 to all stats for each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Belt Crafting- (Passive Ability, Clothier) Possessor gains +12 to all stats and +5 Defense for each Belt equipped
Boot Crafting- (Passive Ability, Clothier) Possessor gains +5 to all stats and +50 Defense for each Boots equipped
Cloak Crafting- (Passive Ability, Clothier) Possessor gains +15 to all stats for each Cloak equipped
Clothier- (Passive Ability, Clothier) Possessor gains +(50 * Possessor Level) to all stats for each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Dress Crafter- (Passive Ability, Clothier) +60 to all stats when a Clothing item with the word 'Dress' or 'Skirt' is equipped
Glove Crafting- (Passive Ability, Clothier) Possessor gains +10 to all stats and +20 Defense for each Gloves equipped
Gnomish Hatmaking- (Passive Ability, Clothier) If possessor is in 'Form of Gnome' stance, possessor gains +20 to all stats if possessor has a Hat equipped
Hat Crafting- (Passive Ability, Clothier) Possessor gains +15 to all stats for each Hat equipped
Scarf Crafting- (Passive Ability, Clothier) Possessor gains +12 to all stats and +5 Defense for each Scarf equipped
Shoe Crafting- (Passive Ability, Clothier) Possessor gains +10 to all stats and +20 Defense for each Shoes equipped
<Motherfuckin> Clown
Clown (2)- (Passive Ability, Bard) Whenever possessor would be afflicted with a debuff, possessor may choose three targets and have a 30% chance of inflicting Confusion: Overwhelmed by Laughter on each selected target
Clown Mode- (Stance Ability, Spy) Possessor's offensive actions gain '5% inflicts Confusion: Overwhelmed by Laughter'
Clown-Car Contortonism- (Passive Ability, Driver) Possessor does not count towards the maximum number of passengers in Vehicles that possessor is a passenger in
Clown-Shoe Spring-Back- (Passive Ability, Thief) Whenever possessor would be afflicted with Fatigued: Stun, to a max of once per round, possessor is immediately cured if possessor is either in 'Clown Mode' stance or has an item with the words 'Clown Shoes' in its name equipped
Contortionist- (Passive Ability, Monk) Possessor gains +1% Dodge against individuals below Level 45
Flexible- (Passive Ability, Monk) Possessor gains +200 AGI and +2% Dodge against individuals below Level 60
Funny Fake-Out- (Technique Ability, Bard) Possessor may use 'Funny Fake-Out' in conjunction with a 'Melee Attack' action. Said action gains a 60% chance of inflicting Confusion: Overwhelmed by Laughter and cannot reduce its targets' HP, MP, or stats below 1
Funny Jokester- (Passive Ability, Bard) Possessor's chances of inflicting Confusion: Overwhelmed by Laughter are increased by 5%
Funny Pratfalls- (Passive Ability, Bard) Whenever possessor misses and/or is dodged, or whenever possessor is afflicted with a debuff, possessor may choose five targets and have a 30% chance of inflicting Confusion: Overwhelmed by Laughter on each such target
Jocund Prankster- (Passive Ability, Bard) Possessor's chances of inflicting Confusion: Overwhelmed by Laughter are increased by 10%
Makeup Artist- (Passive Ability, Crafter) Disguises equipped by possessor and possessor's allies that provide a Defense or stat bonus provide an additional +5 points as an effect that does not stack across multiple instances of this ability and that does stack across 200 Disguises on the same wearer
Pie-to-the-Face Maneuver- (Technique Ability, Assassin) Possessor may use 'Pie-to-the-Face Maneuver' in conjunction with a 'Melee Attack' or 'Ranged Attack' action so long as possessor has a Deadly Item or Throwing Weapon equipped. Said action gains a 40% chance of inflicting Confusion: Overwhelmed by Laughter
Trained In Clown Arts- (Passive Ability, Bard) Whenever possessor would be afflicted with a debuff, possessor may choose a target and have a 5% chance of inflicting Confusion: Overwhelmed by Laughter on said target
Scary Clown- (Passive Ability, Doombringer) Whenever possessor would inflict Confusion: Overwhelmed by Laughter, possessor may instead inflict Confusion: Fear or Confusion: Fear: Disconcerted
Sudden Joke- (Technique Ability, Bard) Possessor may use 'Sudden Joke' in conjunction with a 'Magical Attack' action so long as possessor casts a 'Thief Arts' spell, a 'Bardic Music' spell, or a 'Leadership' spell as part of said action. Said action gains a 40% chance of inflicting Confusion: Overwhelmed by Laughter
Horrifying Selective Clown Invisibility- (Passive Ability, Doombringer) At the start of each round that possessor is in 'Clown Mode' stance, possessor may choose any number of individuals below Level 60, Possessor may not target said individuals during the round that possessor chooses them, but possessor gains +100% Dodge against said individuals during said round; Possessor's offensive actions against individuals not chosen in said manner may gain '50% inflicts Confusion: Fear' or '50% inflicts Confusion: Fear: Disconcerted'
Commander
'Follow Me!' Stance- (Stance Ability, Commander) Whenever possessor performs a 'Switch Rows' action while in this stance, each of possessor's allies may move to the row that possessor entered if it is either the front row of the back row
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Aura of Inspiration- (Passive Ability, Commander) Possessor's allies gain +200 to all stats as a non-stacking bonus and have a 15% chance of being afflicted with Invigorated: High Morale at the start of each round
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Comforting Message- (Passive Ability, Commander) Possessor's actions that involve the casting of a Leadership spell that are not offensive may cure Confusion: Fear
Commander- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Cunning Land Developer- (Passive Ability, Commander) Possessor may destroy any one zone, terrain, or phantom terrain created by a lower-Level source below Level 60 at the start of each round, Possessor may chance the element of any one Zone created by a lower-Level source below Level 60 into any combination of base elements at the start of each round, Possessor may change the type of any one terrain created by a lower-Level source below Level 60 into solely any one terrain that possesses a corresponding square mile for sale in the shop at the start of each round
Focused Leadership Casting- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Leadership
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Issue Imperial Decree- (Active Ability, Commander) Possessor may spend an action to name an ability, Any individual who performs an action with that ability's name during the remainder of the round gains +500 to all stats as a buff that stacks 4 times
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
♢Tyrant's Command- (Active Ability, Commander) Possessor may spend an action to give one of its pets or summons an action, during said action, said pet or summon obtains +(100 * possessor Level) to all stats as a non-stacking buff, after said action, if said summon is not Darkness element as is not a Demon, Devil, Daemon, or Fiend, it obtains -(100 * possessor Level) to all stats as a debuff that stacks 3 times
Conjuror
Passthrough Aqua-Body- (Passive Ability, Conjuror) If possessor is a Water element Elemental, possessor gains 60% Dodge and has a 50% chance of being able to ignore the offensive actions of individuals below Level 40
Wings of Midnight- (Passive Ability, Conjurer) Possessor gains +40,000 AGI, gains +40,000 SPI, and may choose to count as being in an additional Zone of Darkness and/or Chronogomatic Zone of Night
Controller-
<Adept Force Training>
Abstract-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Abstracts and gains +25% Critical against Abstracts.
Abstract-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Abstracts and gains +5% To Hit against Abstracts.
Abstract-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack Attack against Abstracts, gains +25% Critical against Abstracts, gains +5% To Hit against Abstracts, and gains 5% inflicts Instant Death against Abstracts.
And Build Me Up <An Invisible> Pyre- (Passive Ability, Controller) If possessor has an Aspect of the artifact 'The Eternal Pyre' equipped and has its stats scanned by an opposing entity, possessor may deal (Possessor's Level*500) Flat Mystery & Psychic element MIN Damage to said individual and may obtain a non-stacking buff that makes its possessor gain the element Mystery
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Soul equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Bascaradine Soulsculpture-Variant Tsayyikproofing- (Passive Ability, Controller) Possessor may use SPI in place of SAN, INF, and RES and may choose to take SPI Damage instead of SAN Damage, INF Damage, or RES Damage
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Angel-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Angels and gains +25% Critical against Angels.
Angel-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Angel-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Angels, gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Asterismic-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Asterismics and gains +25% Critical against Asterismics.
Asterismic-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Asterismics and gains +5% To Hit against Asterismics.
Astral Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Astral Beings and gains +25% Critical against Astral Beings.
Astral Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Astral Being-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Astral Beings, gains +25% Critical against Astral Beings, gains +5% To Hit against Astral Beings, and gains 5% inflicts Instant Death against Astral Beings.
Asterismic-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Asterismics, gains +25% Critical against Asterismics, gains +5% To Hit against Asterismics, and gains 5% inflicts Instant Death against Asterismics.
Banishing Impulse- (Technique Ability, Controller) Possessor may use 'Banishing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack 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.
Brainblank Impulse- (Technique Ability, Controller) Possessor may use 'Brainblank Impulse' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor is wielding a Force. Said action deals 500 MIN Damage.
Celestial-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Celestials and gains +25% Critical against Celestials.
Celestial-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Celestial-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Celestials, gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Crisis Overcrash: Convergence of Self- (Technique Ability, Controller) Possessor may use 'Crisis Overcrash: Convergence of Self' in conjunction with an 'Overdrive', '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 Force equipped. Said action gains +10,000 Magical Attack, +10,000 Melee Attack, +10,000 Ranged Attack, and a Prime Attribute of 'All Stats'. Said action sets its user's MP to 0 for the remainder of the thread.
Controlled Self- (Passive Ability, Controller) This character may, at the start of a thread, if this character has a force that alters the basis of anything non-typical stats, choose one of those stats, and, as a buff, increase said stat by 10%, to a max of 10,000 added points, at the cost of reducing all but one other stats by 20%
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Daemon-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Daemons and gains +25% Critical against Daemons.
Daemon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Daemon-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Daemons, gains +25% Critical against Daemons, gains +5% To Hit against Daemons, and gains 5% inflicts Instant Death against Daemons.
Dangerous Force Use- (Passive Ability, Controller) Possessor gains +1% Critical when a Force is equipped
Darkspawn-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Darkspawn and gains +25% Critical against Darkspawn.
Darkspawn-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Darkspawn-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Darkspawn, gains +25% Critical against Darkspawn, gains +5% To Hit against Darkspawn, and gains 5% inflicts Instant Death against Darkspawn.
Demon-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Demons and gains +25% Critical against Demons.
Demon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Demons and gains +5% To Hit against Demons.
Demon-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Demons, gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Deva-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Devas and gains +25% Critical against Devas.
Deva-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devas and gains +5% To Hit against Devas.
Deva-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Devas, gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Devil-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Devils and gains +25% Critical against Devils.
Devil-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devils and gains +5% To Hit against Devils.
Devil-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Devils, gains +25% Critical against Devils, gains +5% To Hit against Devils, and gains 5% inflicts Instant Death against Devils.
Dud Impulse- (Technique Ability, Controller) Possessor may use 'Dud Stab' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains -1,000 Melee Attack, -1,000 Magical Attack, and -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Elemental-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Elementals and gains +25% Critical against Elementals.
Elemental-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Elementals and gains +5% To Hit against Elementals.
Elemental-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Elementals, gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Empower Emotion: Rage- (Technique Ability, Controller) Possessor may use 'Empower Emotion: Rage' in conjunction with a 'Cast a Spell' action so long as no other technique is used and a Force is equipped. Said action gains either 'target acquires a non-stacking buff that provides +7,000 STR' or '60% inflicts Confusion: Berserk and Confusion: Enraged'
Eternal Flame, Take Me Higher- (Passive Ability, Controller) If possessor has an Aspect of the artifact 'The Eternal Pyre' equipped and has its stats scanned by an opposing entity, possessor's base stats are increased by 2 while said entity is present
Erasure Impulse- (Technique Ability, Controller) Possessor may use 'Erasure Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Exert Control: Earth Elementals- (Technique Ability, Controller) Possessor may use 'Exert Control: Earth Elementals' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Earth-element Force equipped. Said action gains a 75% chance of inflicting Charm on targets that are Earth-element Elementals.
Expert Force Training- (Passive Ability, Controller) The Melee Attack bonus, Ranged Attack bonus, or Magical Attack bonus granted by up to one Force 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 Force)
Fae-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Fae and gains +5% To Hit against Fae.
Fae-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Fae, gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Force-Distributed Ailment- (Technique Ability, Controller) Possessor may use 'Force-Distributed Ailment' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains a 60% chance of inflicting any one minor status effect that possessor is afflicted with (not counting sub-status effects) and subsequently curing possessor of said effect if said infliction is successful on at least one target (with said effect not curing sub-status effects).
Force-Lock Debuff- (Technique Ability, Controller) Possessor may use 'Force-Lock Debuff' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has a Force equipped. Said action changes the text of all stacked instances of one debuff with said action's performer as a source, adding the text 'the first time this debuff would be removed by a source below Level 20 due to a reason other than its duration running out, it is instead not removed'
Fate Ripple- (Technique Ability, Controller) Possessor may use 'Fate Ripple' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor is wielding a Force. Said action becomes solely the element Fate and gains a 30% chance of inflicting Voidstruck: Marked for Demise.
Force Wielding I- (Passive Ability, Controller) +5 to all stats when a Force is equipped
Force Wielding II- (Passive Ability, Controller) +25 to all stats when a Force is equipped, +25 Magical Attack, Melee Attack, and Ranged Attack when a Force is equipped
Force Wielding III- (Passive Ability, Controller) Possessor gains +200 to all stats when a Force is equipped and +200 Melee Attack, Magical Attack, and Ranged Attack when a Force is equipped
Foretold Barrage- (Technique Ability, Controller) Possessor may use 'Strike Within the Wind of Destiny' in conjunction with a 'Ranged Attack' or 'Snipe' action so long as no other technique is used and possessor is wielding a Fate element Force. Said action gains +1,000 Ranged Attack, and is delayed 1-5 rounds (chosen by caster).
Golem-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Golem-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Golems and gains +25% Critical against Golems.
Golem-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Golem-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Golems and gains +5% To Hit against Golems.
Golem-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Golem-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Golems, gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Good at Video Games- (Passive Ability, Controller) Possessor gains 115% To Hit against Machines and Coded Beings if possessor has a Gadget equipped
Greater Banishing Impulse- (Technique Ability, Controller) Possessor may use 'Greater Banishing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack 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 Impulse- (Technique Ability, Controller) Possessor may use 'Erasure Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack 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 Force- (Passive Ability, Controller) Individuals below Level 20 may not unequip or steal possessor's equipped Forces without possessor's permission
Horror-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Horror-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Horrors, gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.Requires: Horror-Bane Impulse, Adept Force Training, Level 40
Illuminated-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Illuminated and gains +25% Critical against Illuminated.
Illuminated-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Illuminated and gains +5% To Hit against Illuminated.
Illuminated-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Illuminated, gains +25% Critical against Illuminated, gains +5% To Hit against Illuminated, and gains 5% inflicts Instant Death against Illuminated.
Impulse Mastery- (Passive Ability, Controller) Technique Abilities from the Controller class whose name includes 'Impulse' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Light Ripple- (Technique Ability, Controller) Possessor may use 'Light Ripple' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor is wielding a Force. Said action becomes solely the element Light and gains a 30% chance of inflicting Awestruck.
Magic Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Magic Beings and gains +25% Critical against Magic Beings.
Magic Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Magic Being-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged 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.
Monster-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Monsters and gains +25% Critical against Monsters.
Monster-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Monsters and gains +5% To Hit against Monsters.
Monster-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Monsters, gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Patterned Impulse- (Technique Ability, Controller) Possessor may use 'Patterned Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Mystic element, and gains '15% inflicts Manablasted: Mystic Devastation', deals 1/4 Damage, and gains '1 hit against 10'.
Pitch Force- (Technique Ability, Forceworker) Possessor may use 'Pitch Force' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Force equipped. Said action gains +15 Ranged Attack and +10% To Hit as a non-stacking effect.
Postal Service Improvement Expert- (Passive Ability, Controller) Whenever a source prevents possessor or one of possessor's allies from trading an item, purchasing an item, or moving a buff or debuff from one allied source to another, possessor obtains a Postal Improvement Point, which lasts the duration of the thread. Sources below the lower of possessor's Level and possessor's number of Postal Improvement Points cannot prevent possessor or one of possessor's allies from trading an item, purchasing an item, or moving a buff or debuff from one allied source to another.
Prime-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Primes, gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Prime-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Primes and gains +25% Critical against Primes.
Prime-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Primes and gains +5% To Hit against Primes.
Puzzle Blast- (Technique Ability, Controller) Possessor may use 'Puzzle Blast' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor is wielding a Fate element Force. Said action gains +1,000 Magical Attack, and 'target's next attack uses MIN as its Prime Attribute if target is below Level 60 and not 20 or more Levels above caster'.
Solar Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Solar Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Solar Beings and gains +25% Critical against Solar Beings.
Solar Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Solar Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Solar Being-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Solar Being-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged 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 Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Spirits and gains +25% Critical against Spirits.
Spirit-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Spirits and gains +5% To Hit against Spirits.
Spirit-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Spirits, gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Story-Erasing Flameblast- (Technique Ability, Controller) Possessor may use 'Story-Erasing Flameblast' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as the item '*Flame that Burns All Wisdom' is equipped and no other technique is used. Said action gains +75,000 Magical Attack and removes up to 5 Wonder, Whimsy, Knowledge, Magic, or Fate element buffs from sources below Level 80 from its target.
Strike Within the Wind of Destiny- (Technique Ability, Controller) Possessor may use 'Strike Within the Wind of Destiny' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Fate element Force. Said action gains +1,000 Magical Attack, and uses (Caster's Dodge + 100%) as its To Hit value.
Superior Piercing Force-Blast- (Technique Ability, Controller) Possessor may use 'Superior Piercing Force-Blast' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Magical Overdrive' action. Said action gains +1,000 Melee Attack, Magical Attack, and Ranged Attack and pierces 1,000 points of Defense
Umbral-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Umbral-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Umbrals and gains +25% Critical against Umbrals.
Undead-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Undead-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Undead and gains +5% To Hit against Undead.
Umbral-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Umbral-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Umbrals, gains +25% Critical against Umbrals, gains +5% To Hit against Umbrals, and gains 5% inflicts Instant Death against Umbrals.
Counselor of Faerie
Form of Gnome- (Stance Ability, Counselor of Faerie) If possessor is a Fae, possessor gains +100 MIN and +100 SPI
Gnome Essence- (Passive Ability, Counselor of Faerie) If possessor is a Fae, possessor may choose to count as being in the 'Form of Gnome' stance when not in said stance
Gnomish Hatmaking- (Passive Ability, Clothier) If possessor is in 'Form of Gnome' stance, possessor gains +20 to all stats if possessor has a Hat equipped
Gnomish Prestidigitation- (Passive Ability, Illusionist) If possessor is in 'Form of Gnome' stance, possessor gains +5 MIN, +5 SPI, and 2% Dodge
Countess of Power
Apprentice Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +50 to all stats for each Energy element item equipped, Possessor's Energy element pets and summons gain +250 to all stats
Basic Acceleration Within Energy's Dominion- (Passive Ability, Countess of Power) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Energy
Basic Affinity to Healing Via Energy- (Passive Ability, Countess of Power) Whenever possessor obtains Energy element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +50 to all stats
Basic Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +50 Defense against Energy
Basic Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 1% Energy Resistance
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Understanding of the Heart of Energy- (Passive Ability, Countess of Power) Possessor's Energy element allies gain +10 to all stats
Basic Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +50 to all stats while in a Zone of Energy
Countess of Power- (Passive Ability, Countess of Power) Possessor ignores (1 * (Possessor Level/5), rounded down)% Energy Resistance, Possessor ignores Energy Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Crafter
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Artisan- (Passive Ability, Crafter) Items possessor creates are worth 5,000 additional Gold as a buff, Possessor's half-price per-item sell cap is increased by 2,000 Gold
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables, though not permanent consumables, character uses have a 1% chance of not expending a charge
Basic Stored Spell Charge Preservation- (Passive Ability, Crafter) Stored Spell Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Summoning Stone Charge Preservation- (Passive Ability, Crafter) Summoning Stone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Trap Charge Preservation- (Passive Ability, Crafter) Trap Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points
Diabolical Quilter- (Passive Ability, Crafter) Possessor gains +200 AGI, +200 MIN, and +200 SPI, Buffs possessor applies that come from Darkness-element spells that buff Defense do so by an additional 200 points, to a max of 1,000 points per individual across all buffs
Inventor- (Passive Ability, Crafter) Possessor's Invention consumables deal 500 additional Damage
Makeup Artist- (Passive Ability, Crafter) Disguises equipped by possessor and possessor's allies that provide a Defense or stat bonus provide an additional +5 points as an effect that does not stack across multiple instances of this ability and that does stack across 200 Disguises on the same wearer
Polar Elven Toymaking Skill- (Passive Ability, Crafter) Possessor's Golem, Clockwork, Robot, and Machine pets and summons gain +200 to all stats as a bonus that cannot increase their stats to above 1000% of their natural values, Temporary items created by possessor are considered to be worth 5,000 additional Gold
Crafter
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Artisan- (Passive Ability, Crafter) Items possessor creates are worth 5,000 additional Gold as a buff, Possessor's half-price per-item sell cap is increased by 2,000 Gold
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables, though not permanent consumables, character uses have a 1% chance of not expending a charge
Basic Stored Spell Charge Preservation- (Passive Ability, Crafter) Stored Spell Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Summoning Stone Charge Preservation- (Passive Ability, Crafter) Summoning Stone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Trap Charge Preservation- (Passive Ability, Crafter) Trap Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points
Inventor- (Passive Ability, Crafter) Possessor's Invention consumables deal 500 additional Damage
Makeup Artist- (Passive Ability, Crafter) Disguises equipped by possessor and possessor's allies that provide a Defense or stat bonus provide an additional +5 points as an effect that does not stack across multiple instances of this ability and that does stack across 200 Disguises on the same wearer
Polar Elven Toymaking Skill- (Passive Ability, Crafter) Possessor's Golem, Clockwork, Robot, and Machine pets and summons gain +200 to all stats as a bonus that cannot increase their stats to above 1000% of their natural values, Temporary items created by possessor are considered to be worth 5,000 additional Gold
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.
Bolt Smash- (Technique Ability, Crusher) Possessor may use 'Bolt 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 Electricity element.
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.
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
Impact Smash- (Technique Ability, Crusher) Possessor may use 'Impact 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 Physical element.
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.
Dancer
Apprentice Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 250 less MP to cast
Basic Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 10 less MP to cast
Dance Casting I- (Passive Ability, Dancer) Dance spells cost possessor 20 less MP to cast
Dance Casting II- (Passive Ability, Dancer) Dance spells cost possessor 200 less MP to cast
Dancer- (Passive Ability, Dancer) All Dance spells cast by possessor with a per-round MP cost last (Possessor Level / 2, rounded up) rounds longer at no extra cost, All Dance spells cost possessor (50 * Possessor Level) less MP to cast
Fancy Dodging- (Passive Ability, Dancer) Up to 20 times per round, whenever possessor Dodges an attack, possessor may have a 20% chance of inflicting Charm: Impressed on any one target
Fast Footwork- (Passive Ability, Dancer) Possessor gains +50 AGI and 10% Dodge
Good at Footwork- (Passive Ability, Dancer) Possessor gains 5% Dodge
Knowledge of Ballet- (Passive Ability, Dancer) Possessor gains +25 AGI and +50 MIN
Sexy Dance Moves- (Passive Ability, Dancer) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Dance spell
Swift Dodging- (Passive Ability, Dancer) Possessor gains +50 AGI and 15% Dodge
Defender
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Defensive Stance- (Stance Ability, Defender) +50 Defense
Shield Other- (Technique Ability, Defender) Possessor may use 'Shield Other' in conjunction with a 'Guard Other' or 'Guard Back Rank' action if possessor has a Shield equipped and no other technique is used. Defense buffs applied by said action are increased by 25 points as a non-stacking effect.
Shield of Purity- (Technique Ability, Defender) Possessor may use 'Shield Of Purity' in conjunction with a 'Guard Other' or 'Guard Back Rank' action if possessor has a Shield equipped and no other technique is used. Said action grants its targets 35% Disease Resistance, 35% Poison Resistance, and 35% Hexed Resistance for 1 round.
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Diabolist
Basic Demon Magic Attunement- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +10 to all stats, all Demon Magic spells cast by possessor that possess a Magical Attack bonus gain +10 Magical Attack, and all Demon Magic spells cost possessor 10 less MP to cast
Diplomat
Cute While Sleeping- (Passive Ability, Diplomat) If possessor is afflicted with Fatigued: Asleep, possessor has a 5% chance of cancelling the actions of individuals below Level 20 with a lower MIN that possessor's SPI that are not Immune to Charm that target possessor offensively, inflicting Charm on said individuals instead.
Diviner
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
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-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 Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
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
Cracked the Enigmatic Python- (Passive Ability, Diviner) Possessor may, at the start of any action, round, or battle, scan the stats of any number of individuals below Level 80; said stat scanning is automatically successful and cannot be blocked by sources below Level 80, Possessor gains 30% Illusion Resistance, As an RP effect, possessor ignores The Enigmatic Python's divination blocking and invisibility
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
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
Dreamsense- (Passive Ability, Diviner) At the start of each round, possessor is informed of how many individuals in the same battlespace as possessor are afflicted with Fatigued: Asleep.
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
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
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
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 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
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
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
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 a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb 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
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
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
View Dreams- (Passive Ability, Diviner) If possessor scans the stats of an individual afflicted with Fatigued: Asleep, possessor may choose to obtain copies of the stats of all of said individual's allies' stats who are not 20 or more Levels greater than possessor or than said individual if said individual possesses knowledge of those individuals' stats (which defaults to yes unless otherwise specified); this does not cause possessor to count as having scanned the stats of said individuals
Vision Screen- (Passive Ability, Diviner) Once per thread when possessor is afflicted with a debuff by a source below Level 80 because possessor scanned said source's stats, possessor instead does not acquire said debuff
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Doombringer
Eyes of the Owl- (Passive Ability, Doombringer) Possessor gains +25% To Hit against targets afflicted with Instant Death: Doomed, Possessor gains the RP power to see those soon to die and view the world through their eyes
Ebon Chancellor
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
Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Basic Affinity to Healing Via Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor obtains Darkness element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
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
♢Create Pool of Absolute Darkness- (Active Ability, Ebon Chancellor) Possessor may spend an action to create a Zone of Darkness and attach a non-stacking effect (that does not stack on the same zone or across zones) to that Zone that cancels the Darkness-element actions of non-unique individuals of lower Level than its creator that are below Level 99 that cost more than 0 MP, with its creator regenerating (its creator's Level *1,000) HP each time an effect is cancelled in said manner, to a max of 12 times per round, with its creator being able to select not to cancel particular actions
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
♢Reach Through Shadow- (Passive Ability, Ebon Chancellor) Possessor may target individuals in other battlespace so long as a Zone of Darkness is present in both battlespaces and no individual who is either (20 or more Levels greater than possessor or greater than Level 99) in either battlespace objects
Elemental Researcher-
Holds the Last Bit of Grandeur Mana- (Passive Ability, Other: Elemental Researcher) Possessor gains +1 SPI
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 10 less XP and MP to cast, All Enchantment spells last 1 turn longer if they already last over 1 turn
Flawless Twin-Essence-Binding Technique- (Passive Ability, Enchanter) This ability may be used to use two different abilities, not including itself, together in a single combo. The format such a combo should follow is: Normal Format = ??? (Ability 1) (Ability 2) (Two Abilities Used Through Flawless Twin-Essence-Binding Technique)
Enchanter (2)- (Passive Ability, Enchanter) Enchantment spells cost possessor (50 + 30 * Possessor Level) less XP and MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack, All buffs and debuffs from Enchantment spells cast by possessor last (Possessor Level / 5) rounds longer if they possess a natural duration of 2 rounds or greater
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
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: Darkness- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Darkness 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: Earth- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Earth to a spell instead of Magic
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: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Infuse Spell Essence: Essence Replacement (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions replace the elements of the Spell they are targetting instead of merely adding new elements
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Infuse Spell Essence: Ice- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Ice to a spell instead of Magic
Infuse Spell Essence: Light- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Light to a spell instead of Magic
Infuse Spell Essence: Multiple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add any number of elements that they could otherwise singularly add to a Spell (provided said number is at least one) instead of one element
Infuse Spell Essence: Triple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add three elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Water- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Water to a spell instead of Magic
Engineer
Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Invention Charge Preservation- (Passive Ability, Engineer) Invention Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Spaceship Construction Techniques- (Passive Ability, Engineer) Possessor's Vessel summons and transformations whose name includes 'Star', 'Space', 'Astral', or 'Rocket' obtain +50 to all stats
Bioaugmentation Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Bioaugmentation possessor has equipped
Engineer- (Passive Ability, Engineer) Possessor gains +(50 * Possessor Level) to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Gnomish Tinker- (Passive Ability, Engineer) If possessor is in 'Form of Gnome' stance, possessor gains +80 MIN, and possessor's Inventions deal 5,000 additional Damage
Knowledge of Basic Timecraft Design- (Passive Ability, Engineer) Possessor's Time element Vehicle transformations gain +100 to all stats
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Oswall the Crafter's Cloud-Layer-Piercing Rocket-Construction Technique- (Passive Ability, Engineer) If possessor creates a Vessel transformation or summons a Vessel, said Vessel obtains a buff that makes effects attached to Zones of Air by sources below Level 70 unable to stop it from leaving battlespaces
Tinker (2)- (Active Ability, Engineer) Character may change (10 x possessor level) points of bonus to any one stat provided by an Upgrade, Bioaugmentation, or Gadget to a bonus to any one other stat as an action, this may not be done before threads, this may only be done once per thread per item
Upgrade Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Upgrade possessor has equipped
Eternal Champion
Apprentice Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats for each Hope element item equipped, Possessor's Hope element pets and summons gain +250 to all stats
Basic Acceleration Within Hope's Dominion- (Passive Ability, Eternal Champion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Hope
Basic Affinity to Healing Via Hope- (Passive Ability, Eternal Champion) Whenever possessor obtains Hope element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +50 to all stats
Basic Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +50 Defense against Hope
Basic Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +10 to all stats
Basic Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats while in a Zone of Hope
Eternal Champion- (Passive Ability, Eternal Champion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Hope Resistance, Possessor ignores Hope Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Elementalist
Envoy of Winter- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Winter
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Enigmatic Stranger
Basic Mystery Synchronization- (Passive Ability, Other: Enigmatic Stranger) Possessor gains +125 to all stats if possessor is Mystery element
Enslaver-
Apprentice Soul Training- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has a Soul equipped, Possessor gains +20 to all stats if possessor has a Soul equipped
Basic Soul Manipulation- (Passive Ability, Enslaver) Possessor may, at the beginning of any round, give up to one Soul that possessor has equipped, as a non-stacking effect that may only be present on one item at a time, either +40 additional Magical Attack (if it already possesses a Magical Attack bonus), +20 to any one stat (out of STR, AGI, CON, MIN, and SPI), +30 Defense, +20 Defense against Stat Damage, or '5% inflicts Charm'
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Classical Training in Standard Combat Utilizing the Soul- (Passive Ability, Enslaver) Possessor may treat Soul as a Base Weapon subtype
Core Essence Grab- (Technique Ability, Enslaver) Possessor may use 'Core Essence Grab' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Possessor may choose to become solely any one base entity subtype (that is not a base Transformation subtype) of any entity that was killed by said action.
Enslaver- (Passive Ability, Enslaver) Possessor gains +(500 + 10 * Possessor Level) Magical Attack and +(50 + 10 * Possessor Level) to all stats if possessor has a Soul equipped
Enslaving Force- (Technique Ability, Enslaver) Possessor may use 'Enslaving Force' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Said action gains 30% inflicts Charm.
Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped
Minor Offensive Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose HP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Offensive Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose MP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the start of each round that possessor has a Soul equipped
Minor Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the start of each round that possessor has a Soul equipped
Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Soul Wielding II- (Passive Ability, Enslaver) +25 to all stats when a Soul is equipped, +50 Magical Attack when a Soul is equipped
Spiritual Mana Leeching- (Passive Ability, Enslaver) You gain an additional 5 XP per (enemy level / 5 rounded up) of each enemy you deal the killing blow to with a Soul.
Evermason
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
♢Holding the Strings to All the Toys- (Passive Ability, Evermason) At the end of any round, if possessor possesses no opponents who are Golems and no allies who are afflicted with Charm or Dominion from opposing sources, possessor may choose to obtain a non-stacking buff that lasts until the end of battle that allows possessor to inflict Charm on any summoned Golem at the time of its summoning and that gives possessor's Golem allies 100% Charm Resistance
Innovative Puppet Development: So Fluffybouncy That They Fluffybounce Off The Attacks- (Passive Ability, Evermason) Possessor's Golem summons, may, at the time of their summoning, obtain a buff that grants them the following Constant Effect:
Fluffybouncy- Possessor obtains +20,000 Defense, Possessor gains a 25% chance of Reflecting Physical element attacks from sources below Level 60
Innovative Puppet Development: Swashbuckling Swordsmanship- (Passive Ability, Evermason) Possessor's Golem summons, may, at the time of their summoning, obtain a buff that grants them the following Ability:
Toy Swashbuckling- 33,000 Damage, this action obtains +40% To Hit and counts as involving a Sword, Physical or Physical & Air, 0 MP
Flux Baron
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
Situationally-Adaptive Wonder Body- (Passive Ability, Flux Baron) At the start of each thread, possessor may, as a non-stacking buff, replace its base stat points with a set of 60 points distributed between its posessor's stats as its possessor chooses (with a minimum of 1 point in each stat), replace its subtype with any one BA-member-PC-selectable base subtype, and replace its element with either any one base element or Wonder
Friendship
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
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
Black Covenant Devil Mind Vampire- (Passive Ability, Friendship) Possessor deals an additional 40,000 points of HP Drain or MP Drain whenever possessor would deal HP Drain or MP Drain if possessor has an ally who is Undead
Fan of Lili- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lili Von'Mion', Possessor suffers -200 to all stats if one of possessor's opponents is named 'Lili Von'Mion', Individuals named 'Lili Von'Mion' may add '30% inflicts Charm: Impressed' to hits of their actions that target possessor
Friend of Edwin Cloremontt- (Passive Ability, Friendship) Possessor gains +500 Defense if any of possessor's allies is named Edwin Cloremontt
Good Friend of Darston Candata'chagin'heldelu- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Darston Candata'chagin'heldelu', Whenever possessor heals an individual named 'Darston Candata'chagin'heldelu' possessor deals an additional 5,000 points of HP Healing or MP Healing,, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Darston Candata'chagin'heldelu'
Known In Nexus- (Passive Ability, Friendship) Possessor obtains +1 Fame
Likes Herself- (Passive Ability, Friendship) Possessor is afflicted with Elevated at the start of each round that one of possessor's allies is a copy of possessor or has the same name as possessor
Member of the Multi-Lili Mind Network- (Passive Ability, Friendship) Possessor gains +200 MIN as a buff for each ally who possesses an ability called 'Member of the Multi-Lili Mind Network', to a max of 5 such allies, Has RP effects
Worshipped by Caroline the Clown- (Passive Ability, Friendship) Possessor counts as possessing 1 additional worshipper, If any of possessor's unique allies are named 'Caroline the Clown', they count as Devout Worshippers of possessor (but do not increase the count of the number of worshippers that possessor possesses on top of the previously-mentioned increase) and gain +250 to all stats, Possessor gains +250 to all stats if possessor possesses any such allies
Geomancer
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Abyss - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Abyss
Attuned to Terrain: Abyss of Time - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Abyss of Time
Attuned to Terrain: Alien Domain - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Alien Domain
Attuned to Terrain: Astral Void - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Astral Void
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Attuned to Terrain: Beach - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Beach
Attuned to Terrain: Boneyard- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard
Attuned to Terrain: Bubble Cosmos - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Bubble Cosmos
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Gatekeeper
Base Outsider Synchronicity- (Passive Ability, Gatekeeper) Possessor may treat Outsider as a base subtype
Basic Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
General
Apprentice General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Human- (Passive Ability, General) Possessor may, at the beginning of a thread, choose to become the subtype Human
Adaptable Nature- (Passive Ability, General) Possessor, if Human, may choose at the beginning of a thread to count as possessing one more ability of any standard subtype that is not in the General / Other abilities category
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Formshift: Human- (Stance Ability, General) Possessor's subtype becomes Human
Human Traits- (Passive Ability, General) Possessor gains +1 to all stats so long as possessor is a Human
Versatile Style- (Passive Ability, General) Possessor, if Human, may choose at the beginning of every round to count as possessing one more ability of any standard subtype that is not in the General / Other abilities category as a non-stacking effect
Golomancer
Animate Talking Puppets- (Passive Ability, Golomancer) Possessor's Golem summons gain +200 MIN
♢Mistress of Runepuppets- (Passive Ability, Golomancer) Possessor obtains (Possessor Level / 25, rounded up, max 5) Pet slots that may only contain Golems, Possessor may use these pet slots as summon slots to hold Rune Magic summons that are Golems
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
Armored Guardian Stance- (Stance Ability, Guardian) Possessor's allies gain +300 Defense if possessor is wearing a Heavy Armor
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Can Wear Heavy Armor Without Tiring- (Passive Ability, Guardian) Possessor gains 10% Fatigued Resistance while possessor has a Heavy Armor equipped
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
Iron Body- (Passive Ability, Guardian) +500 HP for each 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
Prepare to Intercept Blows- (Technique Ability, Guardian) Possessor may use 'Prepare to Intercept Blows' in conjunction with a 'Guard Other' or 'Guard Back Rank' action if possessor has a Heavy Armor equipped and no other technique is used. Defense buffs applied by said action are increased by 25 points as a non-stacking effect.
Security of Iron- (Passive Ability, Guardian) Possessor gains 15% Fear resistance while wearing Heavy Armor
Well-Paid Bodyguard- (Passive Ability, Guardian) The Gold cap on Bodyguard is increased by 100,000 and possessor gains 15% of the money spent on said ability
Gunner
Accurate Shots- (Passive Ability, Gunslinger) Possessor gains +5% to Hit when a Gun is equipped
Apprentice Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack and all Gunslinging spells cost possessor 50 less MP to cast
Basic Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack and all Gunslinging spells cost possessor 10 less MP to cast
Bullet Trajectory Expert- (Passive Ability, Gunslinger) In the (1/X) portion of the spell Trick Shot: Ricochet Bullet and the spell Trick Shot: Magic Gunman, X is considered to be 2 lower, to a minimum of 1
Close Shooting- (Passive Ability, Gunslinger) Possessor's 'Ranged Attack' actions deal full Damage to targets in the front row that are not higher Level than possessor if possessor has a Gun equipped and has either at least 5 Gunslinging spells equipped or no non-Gunslinging spells equipped
Fast Draw- (Passive Ability, Gunslinger) Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of combat if at least one Gun is equipped
Fast Reload- (Passive Ability, Gunslinger) Whenever possessor performs a Ranged Attack action, possessor may unequip an Ammo Accessory, and, following such option (regardless of whether or not it was taken), possessor may equip an Ammo Accessory
Focused Gunslinging Casting- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Gunslinging
Gunslinger- (Passive Ability, Gunslinger) +400 Damage when using a ranged attack with a gun equipped, Gunslinging spells cost 50 less MP to cast, +50 additional damage and -5 additional MP per level of possessor
Gunslinging Casting I- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 20 less MP to cast
Gunslinging Casting II- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast
Heir to the Future
Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Basic Acceleration Within Technology's Dominion- (Passive Ability, Heir to the Future) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Technology
Basic Affinity to Healing Via Technology- (Passive Ability, Heir to the Future) Whenever possessor obtains Technology element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
Basic Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +50 Defense against Technology
Basic Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 1% Technology Resistance
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats
Basic Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats while in a Zone of Technology
Heir to the Future- (Passive Ability, Heir to the Future) Possessor ignores (1 * (Possessor Level/5), rounded down)% Technology Resistance, Possessor ignores Technology Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
High Judge
Kept the Mail Mostly Running During a Breakdown of Reality- (Passive Ability, Other: High Judge) Possessor gains 40% Rust Resistance, 40% Rot Resistance, 40% Flesh Resistance, 30% Chaos Resistance, and 30% Null Resistance; Rust, Rot, Flesh, Chaos, and Null element sources below Level 80 cannot prevent possessor or one of possessor's allies from trading an item, purchasing an item, or moving a buff or debuff from one allied source to another.
Illusionist
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Basic Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 1,000 more HP, 100 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Can Delude Self About Health Conditions- (Passive Ability, Illusionist) Possessor has a 50% chance per effect of suffering no negative effects from minor negative status effects from sources below Level 10
Can Make Things Up On the Fly- (Passive Ability, Illusionist) Possessor gains +200 MIN while performing counters
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Create Illusion- (Active Ability, Illusionist) Possessor may spend an action to create an Illusonary Thing. Said Illusionary Thing has 500 HP, may be targetted with attacks, is destroyed if it reaches 0 HP, and may be destroyed if an individual with 200 or more MIN or an individual who is Level 5 or greater spends an action to do so. A max of 5 Illusionary Things may be created at once, and Illusionary Things created by possessor last 5 rounds.
False Kindness- (Passive Ability, Illusionist) Possessor may choose for individuals below Level 20 to treat possessor's offensive actions as being non-offensive actions
Gnomish Prestidigitation- (Passive Ability, Illusionist) If possessor is in 'Form of Gnome' stance, possessor gains +5 MIN, +5 SPI, and 2% Dodge
Honeyed Words- (Passive Ability, Illusionist) Possessor's Magical Attack actions may gain 15% inflicts Charm if possessor's stats have not been scanned by an opponent
Illusion Magic Casting I- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 20 less MP to cast
Illusionist- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have (500 * Possessor Level) more HP, (50 * Possessor Level) more of each stat, last (Possessor Level) rounds longer if they last over 1 round already, and require (50 * Possessor Level) more of the relevant stats to dispel
Skilled at Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 5,000 more HP, 200 more of each stat, last 1 round longer if they last over 1 round already, and require 500 more of the relevant stats to dispel
Inscriber
Apprentice Ward Mastery- (Passive Ability, Inscriber) Possessor gains +50 Defense if possessor has a Ward equipped
Basic Ward Mastery- (Passive Ability, Inscriber) All Wards equipped by possessor provide +10 additional Defense
Inscribe Complex Ward Symbols- (Passive Ability, Inscriber) Possessor's Resistances, Immunities, Reflection, and Absorption may not be ignored or bypassed by sources below Level 20
Inscriber- (Passive Ability, Inscriber) Possessor's existing Resistances to base elements are increased by 1% if possessor has a Ward equipped, to a max of 50%, Possessor gains +(100 * Possessor Level) Defense if possessor has a Ward equipped
Inscriber of the Wards Which Protect against Angels- (Passive Ability, Inscriber) Possessor gains +1% Angel Resistance if possessor has a Ward equipped, to a max of 30%
Inscriber of the Wards Which Protect against Glyph Magic- (Passive Ability, Inscriber) Possessor gains +1% Glyph Magic Resistance if possessor has a Ward equipped, to a max of 30%
Inscriber of the Wards Which Protect against Guns- (Passive Ability, Inscriber) Possessor gains +1% Gun Resistance if possessor has a Ward equipped, to a max of 30%
Inscriber of the Wards Which Protect against Healer Magic- (Passive Ability, Inscriber) Possessor gains +1% Healer Magic Resistance if possessor has a Ward equipped, to a max of 30%
Inscriber of the Wards Which Protect against Hexes- (Passive Ability, Inscriber) Possessor gains +5% Hexed Resistance if possessor has a Ward equipped, to a max of 200%
Inscriber of the Wards Which Protect against Magic- (Passive Ability, Inscriber) Possessor gains +1% Magic Resistance if possessor has a Ward equipped, to a max of 50%
Inscriber of the Wards Which Protect against Spells- (Passive Ability, Inscriber) Possessor's existing Resistances to base spell subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%
Inscriber of the Wards Which Protect against Swords- (Passive Ability, Inscriber) Possessor gains +1% Sword Resistance if possessor has a Ward equipped, to a max of 30%
Inscriber of the Wards Which Protect against Technology- (Passive Ability, Inscriber) Possessor gains +1% Technology Resistance if possessor has a Ward equipped, to a max of 50%
Inscriber of the Wards Which Protect against War- (Passive Ability, Inscriber) Possessor gains +1% War Resistance if possessor has a Ward equipped, to a max of 50%
Ioun Master
Basic Stone Training- (Passive Ability, Ioun Master) This character gains +6 Magical Attack when a Stone is equipped.
Elemental Scorn- (Technique Ability, Ioun Master) Possessor may use Elemental Scorn in conjunction with a Magical Attack, so long as no other technique is used and a Stone is equipped. Said Magical Attack action gains a 5% chance of inflicting Burning if a Fire element Stone is equipped, a 5% chance of inflicting Suffocation if an Air element Stone is equipped, a 5% chance of inflicting Drowning if a Water element Stone is equipped, a 5% chance of inflicting Entombed if an Earth element Stone is equipped, a 5% chance of inflicting Awestruck if a Light element Stone is equipped, a 5% chance of inflicting Voidstruck if a Darkness element Stone is equipped, a 5% chance of inflicting Antimatter if a Technology element Stone is equipped, a 5% chance of inflicting Manablasted if a Magic element Stone is equipped, a 5% chance of inflicting Wounded if a Physical element Stone is equipped, a 5% chance of inflicting Mindblasted if a Psychic element stone is equipped, a 5% chance of inflicting Dissolving if an Acid element Stone is equipped, a 5% chance of inflicting Frozen if an Ice element Stone is equipped, or a 5% chance of inflicting Electrocuted if an Electrical element Stone is equipped
Focused Burst- (Technique Ability, Ioun Master) Possessor may use Focused Burst in conjunction with a Magical Attack, so long as no other technique is used and a Stone is equipped. Said Magical Attack action gains +90 Magical Attack
Greater Elemental Scorn- (Technique Ability, Ioun Master) Possessor may use Elemental Scorn in conjunction with a Magical Attack, so long as no other technique is used and a Stone is equipped. Said Magical Attack action gains a 5% chance of inflicting Burning if a Fire element Stone is equipped, a 5% chance of inflicting Suffocation if an Air element Stone is equipped, a 5% chance of inflicting Drowning if a Water element Stone is equipped, a 5% chance of inflicting Entombed if an Earth element Stone is equipped, a 5% chance of inflicting Awestruck if a Light element Stone is equipped, a 5% chance of inflicting Voidstruck if a Darkness element Stone is equipped, a 5% chance of inflicting Antimatter if a Technology element Stone is equipped, a 5% chance of inflicting Manablasted if a Magic element Stone is equipped, a 5% chance of inflicting Wounded if a Physical element Stone is equipped, a 5% chance of inflicting Mindblasted if a Psychic element stone is equipped, a 5% chance of inflicting Dissolving if an Acid element Stone is equipped, a 5% chance of inflicting Frozen if an Ice element Stone is equipped, and a 5% chance of inflicting Electrocuted if an Electrical element Stone is equipped
Item Effect
Has Consumed 1 of the Permanent Consumable "Holy Festival Snack Mix"- (Passive Ability, Permanent Item Effect) +10 HP, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Holy Festival Bundt Cake"- (Passive Ability, Permanent Item Effect) +25 to all stats, Cannot be used in combos
Jeweler
Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
Justicar
Basic Justicar Knowledge- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Kinetic Emperor
Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Basic Acceleration Within Physical's Dominion- (Passive Ability, Kinetic Emperor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Physical
Basic Affinity to Healing Via Physical- (Passive Ability, Kinetic Emperor) Whenever possessor obtains Physical element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +50 to all stats
Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Basic Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 1% Physical Resistance
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Understanding of the Heart of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element allies gain +10 to all stats
Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats while in a Zone of Physical
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
Lawbringer
Apprentice Mace Training- (Passive Ability, Lawbringer) This character gains +50 Melee Attack and +500 HP when a Mace is equipped.
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack when a Mace is equipped.
Blasphemy Strike- (Technique Ability, Lawbringer) Possessor may use 'Heresy Strike' in conjunction with a 'Melee Attack' action if a Mace is equipped and no other technique is used. Said action gains +400 Melee Attack, and a Divine Magic spell with a Magical Attack bonus may be cast as part of it, with said action obtaining a Melee Attack bonus equal to said spell's Magical Attack bonus and said spell counting as a Dark Magic, Rune Magic, or Demon Magic spell for purposes of said action.
Lawbringer- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack and Magical attack if possessor has a Mace equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Mace equipped
Mace Wielding I- (Passive Ability, Lawbringer) +5 to all stats when a Mace is equipped
Mace Wielding II- (Passive Ability, Lawbringer) +25 to all stats when a Mace is equipped, +50 Melee Attack when a Mace is equipped
Heresy Strike- (Technique Ability, Lawbringer) Possessor may use 'Heresy Strike' in conjunction with a 'Melee Attack' action if a Mace is equipped and no other technique is used. Said action gains +300 Melee Attack, and its targets cannot cast Divine Magic spells for 6 rounds if below Level 80.
Infuse Mace With Dark Energies- (Passive Ability, Lawbringer) At the beginning of each round, if possessor is wielding a Mace, possessor may deal 50 Flat Darkness element MP drain to an allied pet or summon Daemon, Devil, or Demon, gaining +50 Melee Attack as a non-stacking buff until the end of the round if possessor does so
JUSTICE HAMMAH- (Technique Ability, Lawbringer) Possessor may use 'JUSTICE HAMMAH' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Mace. Said action gains +2,000 Melee Attack and gains a 50% chance of inflicting Entombed: Incarcerated.
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Mace of Law- (Passive Ability, Lawbringer) Possessor gains +80 to all stats when opposing Devas, Abstracts, or Demons so long as possessor has a Mace equipped; possessor gains +100 Melee Attack against Devas, Abstracts, and Demons so long as possessor has a Mace equipped
Lightbringer
Half-Risen Daemon- (Passive Ability, Lightbearer) Possessor may choose to not count as an Illuminated instead of a Daemon for purposes of effects from lower-Level sources (or willing sources)
Kinetic Emperor
Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Basic Acceleration Within Physical's Dominion- (Passive Ability, Kinetic Emperor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Physical
Basic Affinity to Healing Via Physical- (Passive Ability, Kinetic Emperor) Whenever possessor obtains Physical element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +50 to all stats
Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Basic Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 1% Physical Resistance
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Understanding of the Heart of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element allies gain +10 to all stats
Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats while in a Zone of Physical
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
Mage-Archivist
♢Achivist's Metacasting- (Passive Ability, Other: Mage-Archivist) If possessor has a spell equipped that is also present on possessor's Inherent Spell list, said spell's Magical Attack bonus is increased by (Possessor's Level * 100) points when it is cast; if possessor casts a Libram Magic spell that shares the exact same combination of elements as a Book or Tome that possessor has equipped, possessor gains +300 Magical Attack, said spell's Magical Attack bonus is increased by (Possessor's Level * 100) points when it is cast; if possessor casts a Libram Magic spell that shares both the exact same combination of elements as a Wand or Staff that possessor has equipped and the exact same combination of elements as a Book or Tome that possessor has equipped, possessor gains +300 Magical Attack, said spell's Magical Attack bonus is increased by (Possessor's Level * 100) points when it is cast
♢Infinite Archive- (Passive Ability, Other: Mage-Archivist) Possessor may equip a number of additional Wizard Magic, Enchantment, Transmutation, Summoner Magic, Necromancy, Dark Magic, Geomancy, Healer Magic, Dvine Magic, Illusion Magic, Druid Magic, Channeling, Divining, Gate Magic, Golomancy, Artifice, Astral Magic, Elemental Magic, Force Magic, Alchemy, Protection Magic, Ritual Magic, Shaman Magic, Shadow Magic, Spirit Magic, or Libram Magic spells equal to possessor's Level
Matrix Keeper
Apprentice Assault Matrix Training- (Passive Ability, Matrix Keeper) Possessor gains +50 Ranged Attack and +50 Magical Attack if possessor has an Assault Matrix equipped, Possessor gains +20 to all stats if possessor has an Assault Matrix equipped
Assault Matrix Wielding I- (Passive Ability, Matrix Keeper) +5 to all stats when a Assault Matrix is equipped
Assault Matrix Wielding II- (Passive Ability, Matrix Keeper) +25 to all stats when a Assault Matrix is equipped, +25 Ranged Attack and +25 Magical Attack when a Assault Matrix is equipped
Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Beam Net- (Technique Ability, Matrix Keeper) Possessor may use 'Beam Net' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and an Assault Matrix is equipped. Said action may not be Dodged by or Miss any target that is below Level 15.
Classical Training in Standard Combat Utilizing the Assault Matrix- (Passive Ability, Matrix Keeper) Possessor may treat Assault Matrix as a Base Weapon subtype
*Matrix Keeper- (Passive Ability, Matrix Keeper) Possessor gains +(700 + 50 * Possessor Level) Ranged Attack, +(700 + 50 * Possessor Level) Magical Attack, and + (50 + 10 * Possessor Level) to all stats if possessor has an Assault Matrix equipped
Somewhat Good At Pinball- (Passive Ability, Matrix Keeper) +4 AGI
Magewright
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
♢Artifact Collector- (Passive Ability, Magewright) Possessor's Base Stats are increased by 1 for each different Artifact that possessor is carrying at least one Aspect of, This instead works off of artifact ownership in RP threads
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Basic Magewright Proficiency- (Passive Ability, Magewright) Character gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune equipped.
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Ioun Stone Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Ioun Stone possessor has equipped
Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Pattern-Bearing Feet- (Passive Ability, Magewright) Possessor gains a Shoes slot (This is different from an Accessory slot that can only hold Shoes; this can hold Shoes of any type but doesn't count as an Accessory slot)
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Trinket Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Trinket possessor has equipped
Mechanist
Rapid Analysis- (Passive Ability, Mechanist) Possessor's actions that scan stats may not be countered by entities below Level 40
Necromancer
Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers
Mentalist
Adept Psychic Power Attunement- (Passive Ability, Mentalist) Psychic Power spells cost possessor 10,000 less MP to cast, Psychic Power 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 Psychic Power Spells, and may not be converted into other types of slots by individuals below Level 100
Alter Dream Content- (Passive Ability, Mentalist) If possessor scans the stats of an individual afflicted with Fatigued: Asleep, possessor may inflict Confusion, Confusion: Fear, Confusion: Depression, Confusion: Fear: Disconcerted, Confusion: Paranoia, Charm, Charm: Lovestruck, Charm: Lust, Charm: Wanderlust, Stat Drain: MIN Drain, Stat Drain: SPI Drain, Fatigued: Stress, Mind Restore, Stat Boost: MIN Boost, Stat Boost: SPI Boost, Invigorated, Invigorated: High Morale, or Invigorated: Zesty on said individual.
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Clairvoyance Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when using a Psychic Power spell to do said scanning
Basic Cryokinesis Powers- (Passive Ability, Mentalist) Possessor's Ice-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Dream Reading Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when scanning the stats of individuals afflicted with Fatigued: Asleep, to a max of Level 100, with said effect not bypassing 'Immune to under Level X' effects
Basic Electrokinesis Powers- (Passive Ability, Mentalist) Possessor's Electrical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychokinesis Powers- (Passive Ability, Mentalist) Possessor's Physical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Pyrokinesis Powers- (Passive Ability, Mentalist) Possessor's Fire-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Cryokineticist- (Passive Ability, Mentalist) Ice-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Dream Message- (Passive Ability, Mentalist) If possessor inflicts a buff on an individual afflicted with Fatigued: Asleep, possessor may inflict Mind Restore, Stat Boost: MIN Boost, Stat Boost: SPI Boost, Invigorated, Invigorated: High Morale, Invigorated: Zesty, or Invigorated: Alert on said individual.
Electrokineticist- (Passive Ability, Mentalist) Electrical-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Enter Dreams- (Passive Ability, Mentalist) If possessor scans the stats of an individual afflicted with Fatigued: Asleep, possessor may create a Zone of Psychic & Magic, or, if possessor is Dream element, may create a Zone of Dream. Possessor gains +5% Dodge if any individual in the same battlespace other than possessor is afflicted with Fatigued: Asleep.
<Expert Psychic Power Attunement>
Focused Psychic Power Casting- (Passive Ability, Mentalist) Psychic Power spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Psychic Power
Good Imagination- (Passive Ability, Mentalist) Possessor gains +50 unmodified MIN and +50 unmodified SPI
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
High Self-Confidence- (Passive Ability, Mentalist) Possessor gains 20% Confusion: Depression Resistance
Improved Cryokinesis Powers- (Passive Ability, Mentalist) Ice-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Improved Electrokinesis Powers- (Passive Ability, Mentalist) Electrical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Improved Psychokinesis Powers- (Passive Ability, Mentalist) Physical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Improved Psychometry Powers- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +50, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Improved Pyrokinesis Powers- (Passive Ability, Mentalist) Fire-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Induce Memory-Alterations Through Dreams- (Passive Ability, Mentalist) If possessor scans the stats of an individual afflicted with Fatigued: Asleep, possessor may remove 1 buff from a source below Level 60 that is not 20 or more Levels greater than possessor from said individual.
Mental Focus- (Passive Ability, Mentalist) All Psychic Power spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance
Mentalist- (Passive Ability, Mentalist) +500 Damage to all damage dealing Psychic Power spells, MIN may be used instead of SPI as the relevant stat for magical attacks involving Psychic Power spells, All Psychic Power spells cost 30 less MP, +25 additional damage per possessor level
Mind-Grab- (Passive Ability, Mentalist) Whenever possessor conducts a 'Meditate' action, possessor may obtain one item from a willing ally
Oneironaut- (Passive Ability, Mentalist) Possessor gains +500 to all stats if in a Zone of Magic & Psychic or a Zone of Dream. Possessor gains +2% Dodge if in a Zone of Magic & Psychic or a Zone of Dream.
Psychic Power Casting I- (Passive Ability, Mentalist) Psychic Power spells cost possessor 20 less MP to cast
Psychic Power Casting II- (Passive Ability, Mentalist) Psychic Power spells cost possessor 200 less MP to cast
Psychokineticist- (Passive Ability, Mentalist) Physical-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Psychometrist- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +200, Possessor counts as 2 Levels higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Pull Beasts From Dreams- (Passive Ability, Mentalist) If possessor is in the same battlespace as an individual afflicted with Fatigued: Asleep whose stats have been scanned by possessor, possessor may, at the start of each round, summon 1 entity from the Enemy List that is below said individual's Level, below Level 60, and 10 or more Levels lower than possessor. Max 30 summoned.
Pyrokineticist- (Passive Ability, Mentalist) Fire-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Spoon Bending- (Passive Ability, Mentalist) At the beginning of each round, possessor may destroy any one item that possessor has equipped that is non-unique and worth under 10,000 Gold
Merchant
Gift Wrapper- (Passive Ability, Merchant) Possessor chooses on month of the year upon acquiring this ability; possessor's per-item half-price sell cap is increased by 5,000 Gold during that month (October)
Metamorph
Form of Moving Light- (Stance Ability, Metamorph) Possessor gains +7,500 AGI while in this stance, Possessor gains 30% Light Resistance, 10% Fire Resistance, and 10% Ice Resistance while in this stance, Possessor becomes Light element while in this stance
Mind Lord
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Basic Acceleration Within Psychic's Dominion- (Passive Ability, Mind Lord) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Psychic
Basic Affinity to Healing Via Psychic- (Passive Ability, Mind Lord) Whenever possessor obtains Psychic element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +50 to all stats
Basic Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +50 Defense against Psychic
Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Understanding of the Heart of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element allies gain +10 to all stats
Basic Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +50 to all stats while in a Zone of Psychic
Mind Lord- (Passive Ability, Mind Lord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Psychic Resistance, Possessor ignores Psychic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Puzzlepiece Aura- (Passive Ability, Mind Lord) Possessor's opponents with less MIN than possessor's MIN who are below Level 40 may not act on during first two rounds of battle, with things that would occur before and after skipped actions still occurring, and with this ability stopping a max of 40 actions per battle
Monk
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Attack-Deflection Training- (Passive Ability, Monk) Possessor gains a 1% chance of Reflecting Physical element attacks from sources below Level 4
Awareness of Energy Chakras- (Passive Ability, Monk) Possessor gains +100 STR, +100 AGI, +100 CON, +100 MIN, and +200 SPI
Basic Gymnastics Skills- (Passive Ability, Monk) Possessor gains +20 AGI
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Clown Flashstep- (Passive Ability, Monk) If possessor is in Clown Mode, possessor gains 80% Dodge
Contortionist- (Passive Ability, Monk) Possessor gains +1% Dodge against individuals below Level 45
Controlled Breathing- (Passive Ability, Monk) Possessor gains 1% Suffocation Resistance
Flexible- (Passive Ability, Monk) Possessor gains +200 AGI and +2% Dodge against individuals below Level 60
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
Still Heartbeat- (Passive Ability, Monk) Each thread, possessor ignores the first number of rounds equal to possessor's Level worth of effects that possessor would suffer from Poison and its sub-status effects or rounds worth of Damage that possessor would take from any minor negative status effects or sub-status effects
Mountain King
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Basic Acceleration Within Earth's Dominion- (Passive Ability, Mountain King) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Earth
Basic Affinity to Healing Via Earth- (Passive Ability, Mountain King) Whenever possessor obtains Earth element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +50 to all stats
Basic Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +50 Defense against Earth
Basic Understanding of the Heart of Earth- (Passive Ability, Mountain King) Possessor's Earth element allies gain +10 to all stats
Basic Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 50 points
Basic Earth Resistance- (Passive Ability, Mountain King) Possessor gains 1% Earth Resistance
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +50 to all stats while in a Zone of Earth
Mountain King- (Passive Ability, Mountain King) Possessor ignores (1 * (Possessor Level/5), rounded down)% Earth Resistance, Possessor ignores Earth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Nemesis
Basic Dark Transformation User- (Passive Ability, Nemesis)- All Dark Transformation transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Ocean Prince
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Basic Acceleration Within Water's Dominion- (Passive Ability, Ocean Prince) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Water
Basic Affinity to Healing Via Water- (Passive Ability, Ocean Prince) Whenever possessor obtains Water element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Defenses Against Water- (Passive Ability, Ocean Prince) Possessor gains +50 Defense against Water
Basic Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +10 to all stats
Basic Water Resistance- (Passive Ability, Ocean Prince) Possessor gains 1% Water Resistance
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Ocean Prince- (Passive Ability, Ocean Prince) Possessor ignores (1 * (Possessor Level/5), rounded down)% Water Resistance, Possessor ignores Water Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Pactmaker
Adept Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Devil summon, Possessor's unmodified stats increase by 200 points if possessor is a Devil.
Apprentice Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Basic Knowledge of Devil Names- (Passive Ability, Pactmaker) Possessor counts as one Level greater for stat-scanning purposes when scanning the stats of Devils, to a max of Level 20
Basic Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
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'
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
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
Devil Calling I- (Passive Ability, Pactmaker) Possessor's Devil summons gain +20 to all stats
Devil Calling II- (Passive Ability, Pactmaker) Possessor's Devil summons gain +200 HP
Devil Calling III- (Passive Ability, Pactmaker) Possessor's Devil summons gain +500 MP
Devil Calling IV- (Passive Ability, Pactmaker) Possessor's Devil summons gain +2,000 HP and +4,000 MP
Devil Calling V- (Passive Ability, Pactmaker) Possessor's Devil summons may not be unsummoned by sources below Level 5
Devil Instruction I- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +20 to all stats
Devil Instruction II- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 to all stats
Devilish Negotiator- (Passive Ability, Pactmaker) Possessor's actions which inflict Charm may, should possessor desire such, have said chance increase by 5%, to a max of 20%
Empowered By Greed- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has dealt Gold Drain during said battle
Empowered By Gluttony- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has used two or more different Food consumables on itself during said battle
Empowered By Lust- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Charm: Lust
Empowered By Envy- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has performed an action of the same name as an action performed by a different individual earlier in the same round during same battle
Empowered By Sloth- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has passed an action during said battle
Empowered By Wrath- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Berserk
Empowered By Pride- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor refuses a buff from an ally
Empowered By Sorrow- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Depression
Envy Strike- (Technique Ability, Pactmaker) Possessor may use 'Envy Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action becomes solely any combination of base elements that its target is.
Greed Strike- (Technique Ability, Pactmaker) Possessor may use 'Greed Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action deals Gold Damage instead of HP Damage.
Gluttony Strike- (Technique Ability, Pactmaker) Possessor may use 'Gluttony Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action deals 1/2 Damage and deals HP Drain instead of HP Damage.
Improved Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Improved Devil Form-Binding- (Passive Ability, Pactmaker) Possessor may possess two Bound Devil Buffs instead of one.
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
Lust Strike- (Technique Ability, Pactmaker) Possessor may use 'Lust Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Charm: Lust'.
Mystic Sacrifice- (Passive Ability, Pactmaker) Possessor may also apply Perform Sacrifice to Magical Attacks
Natural Devil Mind Vampire- (Passive Ability, Pactmaker) Possessor deals an additional 5,000 points of HP Drain or MP Drain whenever possessor would deal HP Drain or MP Drain, Possessor may transform into and out of transformations in possessor's Vampiric Form Transformation Record as though they were equipped
Negotiate for Cheaper Summons- (Passive Ability, Pactmaker) Spells that summon Devils cost possessor 2,500 less MP to cast
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
Pride Strike- (Technique Ability, Pactmaker) Possessor may use 'Pride Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action may not be countered by individuals below its performer's Level who are below Level 60.
Sacrificial Ritual Leader- (Passive Ability, Pactmaker) On rounds in which possessor uses Perform Sacrifice as part of at least one action, kills made by possessor's pets and summons count as having been killed by an action including Perform Sacrifice, to a max of 200 such occurrences per round
Sacrificially Empowered Caster- (Passive Ability, Pactmaker) Possessor gains +250 Magical Attack as a buff and possessor's spells cost 150 MP less on turns following possessor's successful use of Perform Sacrifice as part of an attack that killed at least one target that provided possessor with MP via Perform Sacrifice, does not stack, with this effect lasting (1 + (Possessor Level / 5, rounded down)) rounds.
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
Sloth Strike- (Technique Ability, Pactmaker) Possessor may use 'Sloth Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Fatigued'.
Sorrow Strike- (Technique Ability, Pactmaker) Possessor may use 'Sorrow Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Confusion: Depression'.
Speed-Focused Devil Instruction I- (Passive Ability, Pactmaker) Possessor's Devil pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Unfair Negotiator- (Passive Ability, Pactmaker) Whenever an individual transfers HP or MP to possessor, possessor may choose to have an additional 5,000 points be transferred
Wrath Strike- (Technique Ability, Pactmaker) Possessor may use 'Wrath Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains +100 Melee Attack, +100 Magical Attack, +100 Ranged Attack, and gains '30% inflicts Confusion: Berserk'.
Write With the Blood of a Nearby Individual- (Passive Ability, Pactmaker) Whenever possessor casts a spell, possessor may deal 500 Flat Darkness element Damage to any individual in the same battle to make said spell cost 500 less MP
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
Has Meditated Upon Virtue- (Passive Ability, Paladin) Possessor gains +100 to all stats for each positive status effect possessor possesses
Inner-Light-Nimbus Form- (Stance Ability, Paladin) Possessor gains +300 uncapped points to all stats (to a max of +3,000) for each positive status effect possessor possesses, Possessor's allies gain +200 to all stats (to a max of +2,000 points across all sources) for each positive status effect possessor possesses
Merciful- (Passive Ability, Paladin) Whenever possessor would kill an opponent with a 'Melee Attack' action through HP Damage, possessor may choose to reduce it to 1 HP instead
Noble Soul- (Passive Ability, Paladin) Possessor gains +200 Defense against SPI Damage, Possessor gains Stat Drain: SPI Drain Immunity if possessor is not afflicted with Hexed, Possessor obtains Charm Immunity against Demons, Devils, and Daemons below Level 40
Noble Purpose- (Passive Ability, Paladin) Possessor may not Damage allies (not counting healing) unless an individual of Level 60 or greater objects to said Damage-prevention
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
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
Redeem- (Active Ability, Paladin) Possessor may spend an action to cause an opposing non-unique enemy that is normally fightable for drops, is 5 or more Levels lower than the action's user, and that is afflicted with Charm to switch to said action's user's side of battle, with Demons affected by this effect optionally being able to have their subtype changed to Deva, with Devils affected by this effect optionally able to have their subtype changed to Angel, and with Daemons affected by this effect optionally able to have their subtype changed to Celestial, with the effect causing this counting as a debuff and not being removable by sources below Level 30 that are not 10 or more Levels greater than this action's performer, Has RP effects
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
Spiritual Strength through Purity of Body, Mind, and Spirit- (Passive Ability, Paladin) Possessor gains +1 Base SPI while possessor is not afflicted with any negative status effects
Understanding of Mercy- (Passive Ability, Paladin) Possessor may choose to count opponents who are non-unique and 20 Levels or lower below possessor who are below Level 20 who are afflicted with Charm or Fatigued: Knocked Out as defeated
Wise Paladin's Measured Judgment- (Passive Ability, Paladin) Possessor is informed upon scanning a target's stats if said target is both below Level 40 and possesses any Constant Effects, Boss Effects, Abilities, equipped items, buffs or debuffs that would alter the scan's results to somehow be false or incomplete
Wreathed In Grace- (Passive Ability, Paladin) Possessor gains +300 AGI if not afflicted with Hexed, Possessor gains 20% Dodge if not afflicted with Hexed
Permanent Item Effect
Has Consumed 1 of the Permanent Consumable "Holy Festival Snack Mix"- (Passive Ability, Permanent Item Effect) +10 HP, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Holy Festival Bundt Cake"- (Passive Ability, Permanent Item Effect) +25 to all stats, Cannot be used in combos
Has Consumed X = 22 of the Permanent Consumable "Premier Health Supplement"- (Passive Ability, Permanent Item Effect) +(100 * X) MP, Cannot be used in combos
Has Consumed X = 6 of the Permanent Consumable "Premier Mana Supplement"- (Passive Ability, Permanent Item Effect) +(100 * X) MP, Cannot be used in combos
Partook of the Candied Wish-Stars- (Active Ability, Permanent Item Effect) Possessor may spend an action to replicate an action performable by any entity on the Enemy List of Level 80 or Lower that is of equal Level to or lower Level than possessor that is normally fightable for drops as though an instance of said entity were performing said action, This ability may not be used in combos
Power Trooper
Basic Power Armor Mastery- (Passive Ability, Power Trooper) All Power Armor worn by possessor provide +20 additional Defense
Hazmat Suit Proficiency- (Passive Ability, Power Trooper) Possessor gains +15% Poison Resistance and +30% Diseased Resistance if possessor is wearing a Power Armor
Priest
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher,to a max of Level 20, for purposes of worshipper benefits
Basic Channeling of Divine Mercy- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack and Heal bonus gain +50 additional Magical Attack for purposes of non-offensive actions
Basic Channeling of Divine Wrath- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Bearer of Religious Vestments- (Passive Ability, Priest) Possessor gains +80 to all stats and Divine Magic spells cost possessor 400 MP less to cast when possessor has an Armor that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Channel Divine Magic through Holy Symbol- (Passive Ability, Priest) Possessor gains +50 Magical Attack and +50 SPI if possessor has a Holy Symbol equipped
Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect
Divine Magic Casting I- (Passive Ability, Priest) Divine Magic spells cost possessor 20 less MP to cast
Divine Magic Casting II- (Passive Ability, Priest) Divine Magic spells cost possessor 200 less MP to cast
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Protector-
Forehead Trained To Be Resistant To Too Much Facepalming- (Passive Ability, Protector) Possessor gains 75% Confusion: Facepalming Too Hard Resistance
Puppetmaster-
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
Arch-Daemon's Immortal Superiority- (Passive Ability, Puppet Master) Possessor (is Immune to entities below Level 40, gains Fatigued Immunity, and gains an uncapped +20,000 to all stats) if possessor is Level 40 or greater and is an Arch-Daemon who is a deity
Archdaemon's Standard Deific Domain Compatibility- (Passive Ability, Other: Worldbound God) Possessor gains +10 to all stats if possessor is a Planetary, Possessor may gain Worldbound-God-related domains despite being an Archdaemon as an RP power
Archdaemonic Domain: Agriculture- (Passive Ability, Other: Puppet Master) Possessor may, for each Daemon or Golem summon possessor possessor, at the start of each round, to a max of 200 times per round, create a Temporary Food or Drink consumable or Plant, Animal, or Human pet from the Shop that is in stock and worth under 10,000,000 Gold, Possessor has RP powers connected to this divine domain
Archdaemonic Domain: Clowns- (Passive Ability, Puppet Master) Possessor may choose to inflict Confusion: Overwhelmed by Laughter on any number of individuals at the start of each round, Possessor ignores the status effect Immunities of individuals of lower Level in regards to inflicting Confusion: Overwhelmed by Laughter, Possessor has RP powers connected to this divine domain
Archdaemonic Domain: Contracts- (Passive Ability, Puppet Master) Possessor's summons that are lower Level than possessor may not be uncontrolled, Buffs and debuffs with possessor as a source may not be removed by sources more than 10 Levels below possessor, Possessor has RP powers connected to this divine domain
Archdaemonic Domain: Control- (Passive Ability, Puppet Master) Possessor gains a (Possessor Level / 5, rounded up)% chance of inflicting Dominion on targets of lower Level, Possessor gains Dominion Immunity against lower-Level individuals, Possessor has RP powers connected to this divine domain
Archdaemonic Domain: Foreknowledge- (Passive Ability, Puppet Master) Possessor's stat-scanning attempts are automatically successful against targets that are not 20 or more Levels greater than possessor, At the start of each round, each of possessor's opponents of lower Level must declare the name of the ability it will use for the first action of that round, and, if it does not use said action as its first action of said round, then said first action has a 35% chance of failing, Possessor has RP powers connected to this divine domain
Archdaemonic Domain: Infestation- (Passive Ability, Other: Puppet Master) Possessor gains +500 to all unmodified stats if an individual in the same battle as possessor who is not possessor possesses an Insect as a passenger, Possessor has RP powers connected to this divine domain
Archdaemonic Domain: Puppet-Crafting- (Passive Ability, Puppet Master) Items created by possessor gain the Smithing Technique 'Divinely Crafted' in addition to other smithing techniques they might obtain, using possessor's Level as the listed Crafter Level, Possessor's Golem summons gain +(Possessor Level * 50) to all stats, Possessor's Rune Magic summons gain +(Possessor Level * 50) to all stats, Possessor's summons whose name includes 'Puppet' gain +(Possessor Level * 50) to all stats), Individuals below possessor's Level may not summon Golems whose name includes 'Puppet' without possessor's permission, Possessor has RP powers connected to this divine domain
Divinely Crafted- This item is worth an additional (Crafter Level * 100,000 Gold) and provides an additional (Crafter Level * 100) to all stats it provides a bonus to, Smithing Technique
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 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
Daemonic Demigoddess- (Passive Ability, Puppet Master) Possessor is a deity and possesses a deity profile.
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 Irrindil- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 SPI and Fatigued: Elderly Immunity
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
Hear Prayers (Archdaemonic Variant)- (Passive Ability, Puppet Master) Possessor's allies who are devout worshippers of possessor gains +300 Defense, Possessor may, as an RP power, hear prayers from devout worshippers in the same general area as possessor and may also hear prayers relating to possessor's archdaemonic domains in said same area
Plush Toy Affinity- (Passive Ability, Puppet Master) Possessor's Darkness-element Golems that have Rune in the name or are summoned through Rune Magic count as Daemons for purposes of Puppet Master abilities, ) Possessor's Darkness-element Golems that have Rune in the name or are summoned through Rune Magic gain +30 to all stats
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
Prophet of the Darkest Abysses
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
Radiant Hierophant
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Apprentice 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 Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +100 to all stats
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
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 Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +250 to all stats
Meditative Assumption of Light- (Passive Ability, Radiant Hierophant) Possessor may choose, at the beginning of a thread, to become solely Light element
Radiant Hierophant- (Passive Ability, Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Ravager
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Axe Wielding I- (Passive Ability, Ravager) +5 to all stats when a Axe is equipped
Axe Wielding II- (Passive Ability, Ravager) +25 to all stats when a Axe is equipped, +50 Melee Attack when a Axe is equipped
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Bloody Hacking- (Active Ability, Ravager) +35 Melee Attack, 5% inflicts Wounded, this ability may be used in conjunction with a Melee Attack if an Axe is equipped so long as no other technique is used
Dual Axe-Wielding- (Passive Ability, Ravager) Possessor gains +50 Melee Attack if possessor has two Axes or a Axe that is a Weaponx2 equipped
Font of Rage- (Active Ability, Ravager) Possessor may inflict Berserk on self an additional 5 times per thread
Flame Chop- (Technique Ability, Ravager) Possessor may use 'Flame Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
Ritualist
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Ritual Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
Craft Ritual Circles from Blood- (Passive Ability, Ritualist) Possessor may pay 100 HP when casting a Ritual Magic spell that creates a Circle Effect to have said spell cost 100 less MP, Ritual Magic spells that create Circle Effects cost possessor 100 less MP on rounds after rounds during which at least 2,000 HP worth of Damage was taken from attacks across all individuals in the battle that possessor is currently present in
Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast
Ritualist's Mana-Channeling Stance- (Stance Ability, Ritualist) Each turn possessor spends casting Ritual Magic spells counts as 2, but it cost 25 XP per turn casting until the number of turns required to cast the spell is reached
Ritual Summoning through Blood Circles- (Passive Ability, Ritualist) All of possessor's Ritual Magic summons that are summoned while possessor possesses a Ritual Magic Circle Effect that benefitted from the MP-cost-reduction of possessor's 'Craft Ritual Circles from Blood' ability gain +50 to all stats
Roboticist
Robotic Animal Developer- (Passive Ability, Roboticist) Whenever possessor summons an Animal, possessor may summon an instance of that Animal that naturally has 'Robotic ' appended before its name that naturally also possesses the subtype Robot and naturally possesses Immunity to Fatigued, Poison, and Diseased
Rune Mage
Adept Rune Magic Attunement- (Passive Ability, Rune Mage) Possessor's Rune Magic spells cost 10,000 less MP, Possessor's Rune Magic spells 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 Rune Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Acclimated to Runic Magic Energies- (Passive Ability, Rune Mage) Possessor gains 5% Rune Magic Resistance
Apprentice Rune Magic Attunement- (Passive Ability, Rune Mage) +250 Damage to all damage dealing Rune Magic spells, All Rune Magic spells cost 30 less MP, All Rune Magic summons gain +50 to all stats
Assume Puppet's Element- (Passive Ability, Rune Mage) Possessor may, at the start of any round, become the natural element of any of possessor's Rune Magic summons that are Golems
Basic Puppet Strings Training- (Passive Ability, Rune Mage) This character gains +12 Magical Attack when a Puppet Strings or the item "Puppet Strings" is equipped.
Basic Knowledge of Defensive Runes- (Passive Ability, Rune Mage) Rune Magic spells cast by possessor that buff Defense do so by an additional 20 points as an effect that stacks 100 times across all buffs
Basic Rune Magic Attunement- (Passive Ability, Rune Mage) All Rune Magic spells gain +10 Magical Attack, boost stats of those other than caster by 10 more points, and cost 10 less MP
Basic Runic Enslavement Capability- (Passive Ability, Rune Mage) Possessor's infliction chances of Charm against targets below Level 20 that come from Rune Magic spells or Rune accessories are increased by 5%
Basic Runic Hexproofing- (Passive Ability, Rune Mage) Individuals possessing buffs with possessor as their source that come from Rune Magic spells gain 15% Hexed Resistance
Basic Runic Summon Bolstering- (Passive Ability, Rune Mage) Possessor's Rune Magic summons gain +20 to all stats
Basic Runic Summon Power-Linking- (Passive Ability, Rune Mage) Possessor gains +40 to all stats if possessor has any Rune Magic summons, Possessor's Rune Magic summons gain +40 to all stats
Bound to Runes- (Passive Ability, Rune Mage) Possessor gains +25 to all stats for each Rune equipped, to a max of +5,500, Possessor counts as having 1 additional Rune equipped for purposes of Runes, Rune Magic spells, Rune Magic summons, and Rune Mage abilities
Can Sap Power Through Slave Runes- (Passive Ability, Rune Mage) Whenever possessor inflicts Charm through a Rune Magic spell, possessor may place a non-stacking debuff on the recipient of said affliction that provides said individual with -200 to all stats, Possessor gains +200 to all stats as a non-stacking effect that is not capped while any individual in the same battle as possessor possesses said effect
Can Store Power in Runes- (Passive Ability, Rune Mage) Whenever possessor applies a buff that comes from a Rune Magic spell that possessor casts, possessor may pay 50 MP, and, if possessor does so, possessor may choose to recover 50 MP when said buff either has its duration end or is voluntarily dropped, provided that possessor is alive and in the same battle as said buff at some time
Chain Cast Rune Magic (Minor)- (Active Ability, Rune Mage) Possessor and an ally with at least one Rune Magic spell equipped, no Glyph Magic spells equipped, and at least two Rune Mage abilities may both use their 1 turn to cast a Rune Magic spell using their combined stats, which costs them both MP and summons twice the normal number of Rune Magic Golem or Daemon summons if up to its normal max if it summons such creatures, said summons and any other effects of the spell may be tied to either caster
Create Runic Linkage- (Active Ability, Rune Mage) Possessor may skip an action to establish a Runic Linkage between possessor and any number of allies, All members of said linkage gain 50 MP and 5 points to all stats for each Rune accessory or Rune Magic spell that any member of the linkage has equipped to a max of 200 items granting bonuses total, if at least 5 members of the linkage possess Apprentice Rune Magic Attunement and Basic Chain Casting Attunement, all members of the linkage may use up to 2,000 MP from other members of the linkage per action, If possessor loses the buff effect that incorporates the linkage, then all members of the linkage lose its benefits, as the linkage is destroyed unless another member of the linkage also possesses Create Runic Linkage, in which case said individual may expend 500 MP to become the focus of the linkage
Creator of Shadow-Explosion Puppets- (Passive Ability, Rune Mage) Possessor's 'Exploding Puppets' ability may deal Darkness element damage instead of Fire element damage
Demonic Weaving- (Passive Ability, Rune Mage) Possessor's Darkness-element Golems that have Rune in the name or are summoned through Rune Magic have 150 more Defense, Possessor's Robes and Clothing that provide benefits to Rune Magic gain +50 Defense
♢Dynamically-Expanding Imagination-Fueled Runetheory- (Passive Ability, Rune Mage) Possessor gains +200 unmodified MIN, Possessor gains 2 Rune Mage bonus weeks at the start of each month (Current as of 5/2017)
♢Empire of Puppets- (Passive Ability, Rune Mage) Possessor's Rune Magic summons and Golem pets gain +(50 * Possessor Level) to all stats and to Defense while in the same battlespace as possessor, Possessor's Rune Magic summons and Golem pets gain Charm Immunity while in the same battlespace as possessor, Possessor's Charm infliction chances are increased by (Possessor Level / 2)% against Rune Magic summons
Empowered by Runic Circles- (Passive Ability, Rune Mage) Possessor gains +200 to all stats if possessor possesses a Circle Effect that was created through a Rune Magic spell
Establish Puppet Link- (Passive Ability, Rune Mage) Possessor's pets and summons whose abilities require 'Establish Puppet Link' to activate are considered activated
<Expert Rune Mage>
Exploding Puppets- (Passive Ability, Rune Mage) Whenever one of possessor's Rune Magic summons that is a Golem dies, to a max of 50 times per round, possessor may deal 5,000 Flat Fire element damage to one chosen target
Fast Inscription- (Passive Ability, Rune Mage) Once per round, when possessor casts a Rune Magic spell as part of a 'Cast a Spell' action that has no opposing targets and is part of a non-offensive action, possessor, provided that possessor's turn-order-determining stat sum is at least twice that of any opponent, has a 20% chance of gaining an additional action with which possessor is only able to make a non-offensive 'Cast a Spell' action that must include a Rune Magic spell and cannot target opponents
Fell Seamstress (Apprentice)- (Passive Ability, Rune Mage) Possesso's Darkness-element Golems that have Rune in the name or are summoned through Rune Magic regenerate 250 HP and 100 MP per round
Focused Rune Magic Casting- (Passive Ability, Rune Mage) Rune Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Rune Magic
Glyph Resistance- (Passive Ability, Rune Mage) Possessor gains 15% Glyph Magic Resistance
Improved Puppet Explosion Radius- (Passive Ability, Rune Mage) Possessor's 'Exploding Puppets' ability may damage three targets when it triggers instead of one
Improved Runic Enslavement Capability- (Passive Ability, Rune Mage) Possessor's infliction chances of Charm against targets below Level 40 that come from Rune Magic spells or Rune accessories are increased by 5%
Improved Runic Stability- (Passive Ability, Rune Mage) Buffs and debuffs with possessor as a source that come from Rune Magic spells be altered or dispelled by sources below Level 40 that are below possessor's Level
Improved Runic Status Infliction- (Passive Ability, Rune Mage) Status effects with possessor as a source that come from Rune Magic spells may not be cured by sources below Level 40 that are below possessor's Level, excluding through per-round auto-recovery
Improved Runic Summon Bolstering- (Passive Ability, Rune Mage) Possessor's Rune Magic summons gain +100 to all stats
Improved Slave Rune Stability- (Passive Ability, Rune Mage) Possessor's infliction instances of Charm against targets below Level 20 that come from Rune Magic spells or Rune accessories possessor no per-round auto recover chance, Possessor's infliction instances of Charm that come from Rune Magic spells or Rune accessories cannot be cured or auto-recovered from by sources below Level 20
Increased Runic Power Storage Capacity- (Passive Ability, Rune Mage) Possessor may pay 500 MP instead of 50 when paying MP for the 'Can Store Power in Runes' ability and, should possessor do so, possessor recovered 500 MP instead of 50 MP when said ability would cause possessor to recover MP for conditions relating to said MP expenditure
Fell Seamstress (Apprentice)- (Passive Ability, Rune Mage) Possessor's Darkness-element Golems that have Rune in the name or are summoned through Rune Magic regenerate 250 HP and 100 MP per round
Infuse Runebomb: Minor- (Passive Ability, Rune Mage) Possessor may, upon summoning a Golem using Rune Magic, elect to infuse said Golem with a Minor Runebomb that does not stack with other Runebombs and deals 1,500 Flat Darkness element damage to up to one target upon said summon's death
Instant Puppets!- (Passive Ability, Rune Mage) Whenever possessor summons 1 or more Rune Magic summons that are Golems that are below Level 40, possessor instead summons a number equal to the summon cap for said summon
Internalized the Rune of Auto-Dismissal- (Active Ability, Rune Mage) Possessor may, as a pre-emptive counter, to a max of 5 times per round, choose, when one of possessor's summons is targetted by an individual below Level 60, provided none of possessor's opponents are Level 60 or greater, dis-summon possessor's summon that was targetted
Knowledge of Advanced Rune Inscription Techniques- (Passive Ability, Rune Mage) Buffs and debuffs created by Rune Magic spells cast by possessor cannot be altered or dispelled by sources below Level 15 without possessor's consent
Knowledge of Common Rune Inscription Techniques- (Passive Ability, Rune Mage) Buffs and debuffs created by Rune Magic spells cast by possessor cannot be altered or dispelled by sources below Level 5 without possessor's consent
Knowledge of Runes- (Passive Ability, Rune Mage) Possessor gains +200 MIN if possessor has a Rune equipped and at least 2 Rune Magic spells equipped
Linked Glyph Resistance- (Passive Ability, Rune Mage) Possessor's Rune Magic summons gain 15% Glyph Magic Resistance
Loyal Puppets- (Passive Ability, Rune Mage) Possessor's Rune Magic summons that are Golems cannot be afflicted with Charm by sources below Level 40 who are below one half possessor Level, rounded up, Constant effect
♢Power of the First Runes- (Passive Ability, Rune Mage) Possessor may equip unique Rune Magic Spell Aspects of Artifacts as though they were Spellx0 items and may equip unique Rune Accessory Aspects of Artifacts as though they were Accessoryx0 items, Rune Magic spells cast by possessor gain +(100 * Possessor Level * The number of Artifacts with Rune or Rune Magic Aspects possessor has equipped) additional Magical Attack, Possessor gains +(50 * Possessor Level * The number of Artifacts with Rune or Rune Magic Aspects possessor has equipped) to all stats
Puppeteer's Magical Damage Redirection- (Passive Ability, Rune Mage) Possessor may redirect up to 12,000 points of damage that possessor sustains from any one action or attack to one of possessor's controlled Rune Magic summons, to a max number of points equal to said summon's current HP, with said redirected damage not being reducible by individuals below Level 80, provided that they are individuals who are capable of having said damage redirected to them normally by this ability
Puppets Don't Need to Breathe!- (Passive Ability, Rune Mage) Possessor's Rune Magic summons that are Golems gain Drowning Immunity and Suffocation Immunity against sources below Level 40
Rejection of Glyphs- (Passive Ability, Rune Mage) Possessor's Darkness-element Golems that have Rune in the name or are summoned through Rune Magic have 200 more Defense, +50 to all stats, and deal 60 more damage with all damage-dealing attacks, possessor takes 100 damage per round if anyone in battle has Glyph Mage abilities or has Glyph Magic equipped with a 10% chance that this damage inflicts pain, this damage ignores 3,000 Defense, possessor cannot use Glyph Magic and must forfeit all Glyph Mage abilities possessor would otherwise acquire
Rune-Channeled Casting- (Passive Ability, Rune Mage) Possessor's Rune Magic spells that provide a Magical Attack bonus provide an additional +50, to a max of +1,000, per Rune that possessor has equipped and cost 100 MP less, to a max of 10,000 MP less, per Rune that possessor has equipped. Possessor's Rune Magic summons have a 5% lower chance of being uncontrolled, to a minimum of 0%.
♢Rune Control- (Passive Ability, Rune Mage) Rune Magic spells cast by possessor gain +(100 * Possessor Level) additional Magical Attack, Possessor gains Rune Magic Immunity against non-unique opponents of lower Level below Level 100
Rune Mage- (Passive Ability, Rune Mage) +500 Damage to all damage dealing Rune Magic spells, All Rune Magic spells cost 50 less MP per possessor level, +50 additional damage to damage-dealing Rune Magic spells per possessor level, The abilities of Rune Magic summons cost 10 less MP per possessor level, and +40 HP to Rune Magic summons per possessor level
Rune Mage of Naria- (Passive Ability, Rune Mage) Possessor's bonuses to Divine Magic also apply to Rune Magic spells, Divine Magic spells cost 40 less MP to cast, Possessor's Rune Magic summons gain +150 to all stats, Possessor gains +50 to all uncapped stats for each Artifact owned or donated to Naria, whether equipped or not, Possessor must be a devout follower of Naria for this ability to take effect and cannot cease being so
Rune Mage's Potency- (Passive Ability, Rune Mage) Possessor may choose to make possessor's Rune Magic summons count as being X Levels higher, with X not being able to be greater than possessor's Level, with this effect not being able to raise the Level that said summons count as above Level 21
Rune Maker- (Passive Ability, Rune Mage) Possessor gains +20 to all stats for each Rune possessor has equipped
Rune Magic Casting I- (Passive Ability, Rune Mage) Rune Magic spells cost possessor 20 less MP to cast
Rune Magic Casting II- (Passive Ability, Rune Mage) Rune Magic spells cost possessor 200 less MP to cast
Runic Summon Condition-Proofing- (Passive Ability, Rune Mage) Possessor's Rune Magic summons gain 15% Minor Negative Status Effect Resistance against sources below Level 60
Runic Summon-Based Field Control- (Passive Ability, Rune Mage) If at least 40 of possessor's Rune Magic summons are present in the same battle as possessor, individuals below possessor's Level that are below Level 40 may not create, remove, add effects to, remove effects from, or alter effects on Zones without possessor's permission
Runic Summon Darkness-Proofing- (Passive Ability, Rune Mage) Possessor's Rune Magic summons gain 5% Darkness Resistance against sources below Level 60
Runic Summon Hexproofing- (Passive Ability, Rune Mage) Possessor's Rune Magic summons gain 30% Hexed Resistance
♢Runic Vengeance- (Passive Ability, Rune Mage) Whenever an individual conducts an offensive action that targets possessor or deals Damage to possessor outside of an action, at the end of said action or Damage-dealing, possessor may gain a (Possessor Level * 2)% chance of inflicting Hexed on said individual
See Through Puppet Eyes- (Passive Ability, Rune Mage) If possessor desires such, individuals below Level 40 treat possessor as having acted if any of possessor's Rune Magic summons that are Golems have acted, Has RP effects
Shielded By Runic Circles- (Passive Ability, Rune Magic) Possessor gains +1,000 Defense if possessor possesses a Circle Effect that was created through a Rune Magic spell
Skilled at Slave Rune Application- (Passive Ability, Rune Mage) Enemies below Level 10 may not choose to auto-recover from inflictions of Charm with possessor as a choice through use of the ability of enemies to auto-recover from status effects at the start of their actions
Understanding of Common Practices of Theoretical Rune Magic- (Passive Ability, Rune Mage) Possessor gains +500 MIN, Possessor gains an additional +300 MIN if possessor has at least two Rune Magic spells equipped
♢Whee! Puppets Everywhere!- (Passive Ability, Rune Mage) Possessor's Rune Magic summons that are Golems may not count towards the number of individuals present in each row of a row-order formation if at least one individual who does count is present in said row, Possessor may summon Rune Magic summons who are Golems into the rows of opposing formations populated solely by lower-Level non-unique opponents
Sage
Apprentice Staff Training- (Passive Ability, Sage) Possessor gains +50 Magical Attack and +25 Melee Attack if possessor has a Staff equipped, Possessor gains +20 to all stats if possessor has a Staff equipped
Basic Staff Training- (Passive Ability, Sage) This character gains +6 Melee Attack and +3 Magical Attack when a Staff is equipped
Empower Staff- (Active Ability, Sage) Possessor may use an action to make it so that one Staff equipped by user gains +50 Melee Attack, +50 Magical Attack, +50 Defense, or +50 to any stat, stacks twice regardless of effects chosen
Noggin Thwack- (Active Ability, Sage) Possessor may use Noggin Thwack in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +45 Melee Attack has a 5% chance of inflicting Confusion, has a 5% chance of inflicting Stun, and has a 50% chance of dealing 5 MIN damage.
Old Man's Head Bonker- (Active Ability, Sage) Possessor may use Old Man's Head Bonker in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +35 Melee Attack and has a 5% chance of inflicting Confusion.
Sage- (Passive Ability, Sage) Possessor gains +(75 * Possessor Level) Magical Attack and +(25 * Possessor Level) Melee Attack if possessor has a Staff equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Staff equipped
Staff Wielding I- (Passive Ability, Sage) +5 to all stats when a Staff is equipped
Staff Wielding II- (Passive Ability, Sage) +25 to all stats when a Staff is equipped, +25 Melee Attack and +25 Magical Attack when a Staff is equipped
Strike Which Brings Water from Rocks- (Active Ability, Sage) Possessor may use Strike Which Brings Water from Rocks in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +70 Melee Attack against Earth element targets, and, if this attack deals damage to an Earth element target, then user may immediately deal 2,000 flat Water element damage to up to 5 targets.
Transform Staff (Elements)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a cloud of elements that acts on its creator's first action each turn, the cloud of elements, as an action, may initiate a Magical Attack that is solely Air, Earth, Fire, or Water element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and having its ultimate damage result halved, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the cloud of elements is destroyed, the staff is removed from the thread, The cloud of elements' creator may spend an action to turn it back into a staff and re-equip it, A cloud of elements thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread
Transform Staff (Serpents)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a group of serpents that acts on its creator's first action each turn, the group of serpents, as an action, may initiate a Magical Attack that is solely Acid element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and both having its ultimate damage result halved and having a 10% chance of inflicting Poison, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the group of serpents is destroyed, the staff is removed from the thread, The group of serpents' creator may spend an action to turn it back into a staff and re-equip it, A group of serpents thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread
Scholar
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Asterismic-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Asterismic-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Asterismics and gains +5% To Hit against Asterismics.
Astral Being-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Astral Being-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Dream Realms- (Passive Ability, Scholar) Possessor gains +300 MIN if in a Zone of Magic & Psychic or a Zone of Dream
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN
General Knowledge of Primitive Societies that Include Dinosaurs- (Passive Ability, Scholar) Possessor gains +25 MIN
Basic Understanding of the Essence of Dreams- (Passive Ability, Scholar) Possessor gains +200 MIN during actions that target one or more individuals afflicted with Fatigued: Asleep
Celestial-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Celestial-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.
Dud Passage- (Technique Ability, Scholar) Possessor may use 'Dud Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Scholar equipped. Said attack gains -1,000 Magical Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Charming Passage- (Technique Ability, Scholar) Possessor may use 'Charming Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Charm.
Daemon-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Daemon-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Daemons and gains +5% To Hit against Daemons.
Darkspawn-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Darkspawn-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Debilitating Passage- (Technique Ability, Scholar) Possessor may use 'Debilitating Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Stat Drain.
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 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 the Ryathic Planes- (Passive Ability, Scholar) Possessor obtains +5,000 MIN and +5% To Hit against Outsiders
Passage Mastery- (Passive Ability, Scholar) Technique Abilities from the Scholar class whose name includes 'Passage' 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.
Reader of Lunatic Script- (Passive Ability, Scholar) +55 Magical Attack if a Book is equipped for magical attacks that use Forbidden Magic. Forbidden Magic negative effects that hit their caster or their caster's allies and have more than a 5% chance of occurring have a 5% less chance of occurring.
Reader of Runes- (Passive Ability, Scholar) This character gains +50 Magical Attack when a Book that provides bonuses to Rune Magic is equipped. Rune Magic spells cost 150 less MP and take 1 less turn to cast if they are summoning spells that take multiple turns.
Reader of Sigils- (Passive Ability, Scholar) This character gains +50 Magical Attack when a Book that provides bonuses to Sigil Magic is equipped. Sigil Magic spells cost 150 less MP and take 1 less turn to cast if they are self-buffing spells that take multiple turns.
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Dimensions- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 500 less MP to cast
Scholar of Monsters- (Passive Ability, Scholar) Possessor treats all opponents that are on the Enemy List, are non-unique, and are below Level 40 as having had their stats scanned by possessor if possessor has a Book equipped
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Understanding of the Essence of Dreams- (Passive Ability, Scholar) Possessor gains +500 MIN during actions that target one or more individuals afflicted with Fatigued: Asleep
Scientist
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells gain +10 Magical Attack and cost 10 less MP
Mathematical Knowledge- (Passive Ability, Scientist) +150 MIN that is counted as unmodified for capping purposes
Seakeeper
Basic Starkeeper Knowledge- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Seer
Apprentice Robe Mastery- (Passive Ability, Seer) Possessor gains +50 Defense if possessor has a Robe equipped
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Bearer of Basic Mystic Vestments- (Passive Ability, Seer) All Robes worn by possessor provide +30 MIN and SPI
Good at Keeping Robes Clean- (Passive Ability, Seer) Possessor gains 25% Paralyzed: Sticky Resistance if possessor is wearing a Robe
Has Studied Magic Practices- (Passive Ability, Seer) Possessor gains +15 MIN and +15 SPI
Mystical Infliction- (Passive Ability, Seer) Possessor's chances of inflicting minor and moderate status effects increase by 1% if possessor has a Robe equipped
Predict Direction of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +50 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Direction of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +250 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Direction of Attack (Greater)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +1,000 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Elemental Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one base element and gain +50 Defense against said element as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Robed Spellcaster- (Passive Ability, Seer) Possessor gains +30 Magical Attack, +30 MIN, and +30 SPI if possessor is wearing a Robe
Robe Wearer I- (Passive Ability, Seer) Possessor gains +5 to all stats when possessor has a Robe equipped
Robe Wearer II- (Passive Ability, Seer) Possessor gains +25 to all stats when possessor has a Robe equipped, Possessor gains +50 Defense when possessor has a Robe equipped
Seer- (Passive Ability, Seer) Possessor gains +(50 * Possessor Level) Defense and +(1,000 * Possessor Level) MP if possessor has a Robe equipped
Seer's Vision- (Passive Ability, Seer) Individuals below Level 15 may not counter possessor's actions that scan stats if possessor is wearing a Robe
Wreath of Magic- (Stance Ability, Seer) All Robes worn by possessor provide +80 MIN, SPI, and Magical Attack
Sigil Tracer
Basic Sigil Magic Attunement- (Passive Ability, Sigil Tracer) All Sigil Magic spells cast by possessor that buff stats of individuals other than possessor do so by 10 more points per each such stat, and all Sigil Magic spells cast by possessor take take 1 less action to cast, to a minimum of 1 action
Basic Sigil-Based Agility Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Agility do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Basic Sigil-Based Constitution Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Constitution do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Basic Sigil-Based Mind Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Mind do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Basic Sigil-Based Spirit Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Spirit do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Basic Sigil-Based Strength Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Strength do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Slayer
And With This, I Will Burn You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Fire element may gain '5% inflicts Burning'
And With This, I Will Bury You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Earth element may gain '5% inflicts Entombed'
And With This, I Will Cast You Into Void!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Darkness element may gain '5% inflicts Voidstruck'
And With This, I Will Drown You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Water element may gain '5% inflicts Drowning'
And With This, I Will Strangle You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Air element may gain '5% inflicts Suffocation'
And With This, I Will Melt You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Acid element may gain '5% inflicts Dissolving'
And With This, I Will Freeze You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Ice element may gain '5% inflicts Frozen'
Any Object Is Deadly In My Hands- (Passive Ability, Slayer) Possessor may choose to count Antiquities equipped through possessor's Slayer abilities as weapons as Deadly Items
Apprentice 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
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
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 Acceleration Within Ice's Dominion- (Passive Ability, Snow Queen) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ice
Basic Affinity to Healing Via Ice- (Passive Ability, Snow Queen) Whenever possessor obtains Ice element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
Basic Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +50 Defense against Ice
Basic Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 1% Ice Resistance
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +10 to all stats
Basic Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +50 to all stats while in a Zone of Ice
Sorceress
Apprentice Wand Training- (Passive Ability, Sorceress) Possessor gains +50 Magical Attack if possessor has a Wand equipped, Possessor gains +20 to all stats if possessor has a Wand equipped
Attunement of the Faintly Drifting Clouds- (Passive Ability, Sorceress) This character gains +2% Dodge when an Air element Wand is equipped
Basic Wand Training- (Passive Ability, Sorceress) This character gains +6 Magical Attack when a Wand is equipped
♢Eternal Youth and Vigor- (Passive Ability, Sorceress) Possessor gains Fatigued Immunity, Possessor regenerates (Possessor Level * 1,000) MP at the start of each round
Flame Zapping- (Passive Ability, Sorceress) This character gains +25 Magical Attack when a Fire element Wand is equipped
Hand of the Sparkling Wand- (Passive Ability, Sorceress) This character gains +25 Magical Attack when an multi-element Wand is equipped
Ice Zapping- (Passive Ability, Sorceress) This character gains +25 Magical Attack when an Ice element Wand is equipped
Painter (2)- (Passive Ability, Sorceress) Items that possessor creates obtain a non-stacking buff that causes SPI bonuses they provide to be increased by 150 points
Post-Strike CUTE POSE AND CATCHPHRASE- (Passive Ability, Sorceress) Possessor may choose to have a 60% chance of inflicting Charm on up to 15 targets at the end of each of possessor's actions that involved an attack that successfully inflicted Fatigued: Stun on at least on target
Sorceress- (Passive Ability, Sorceress) Possessor gains +700 Magical Attack and +50 to all stats when a Wand is equipped plus an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats if a Wand is equipped.
Thunder Zapping- (Passive Ability, Sorceress) This character gains +25 Magical Attack when an Electrical element Wand is equipped
♢Wand Burst- (Passive Ability, Sorceress) If possessor has a Wand weapon equipped that shares the exact same combination of elements as a spell that possessor has equipped, possessor gains +300 Magical Attack
Wand Wielding I- (Passive Ability, Sorceress) +5 to all stats when a Wand is equipped
Wand Wielding II- (Passive Ability, Sorceress) +25 to all stats when a Wand is equipped, +50 Magical Attack when a Wand is equipped
Soldreidrethanoi
Apprentice Bailartix Training- (Passive Ability, Soldreidrethanoi) Possessor gains +50 Ranged Attack if possessor has a Bailartix equipped, Possessor gains +20 to all stats if possessor has a Bailartix equipped
Bailartix Wielding I- (Passive Ability, Soldreidrethanoi) +5 to all stats when a Bailartrix is equipped
Bailartix Wielding II- (Passive Ability, Soldreidrethanoi) +25 to all stats when a Bailartix is equipped, +50 Ranged Attack when a Bailartix is equipped
Basic Bailartix Training- (Passive Ability, Soldreidrethanoi) This character gains +6 Ranged Attack when a Bailartix is equipped.
Hunting Blade of Repitition- (Active Ability, Soldreidrethanoi) This character may use Hunting Blade of Repitition in conjunction with a Ranged Attack, so long as no other technique is used and a Bailartix is equipped. This attack repeats itself next turn, but any Bailartix involved in it cannot be used next turn for any other purpose.
Soldreidrethanoi- (Passive Ability, Soldreidrethanoi) Possessor gains +(100 * Possessor Level) Ranged Attack if possessor has a Bailartix equipped, Possessor gains +(50 * Possessor Level) MIN if possessor has a Bailartix equipped
Spy
Apprentice Disguise Mastery- (Passive Ability, Spy) Possessor gains +50 Defense if possessor has a Disguise equipped, Possessor gains +25 to all stats if possessor has a Disguise equipped
Basic Ability to Successfully Disguise Oneself as a Angel- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Angel and a Disguise equipped by possessor is changing possessor's subtype to Angel
Basic Ability to Successfully Disguise Oneself as a Astral Being- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Astral Being and a Disguise equipped by possessor is changing possessor's subtype to Astral Being
Basic Ability to Successfully Disguise Oneself as a Elemental- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Elemental and a Disguise equipped by possessor is changing possessor's subtype to Elemental
Basic Ability to Successfully Disguise Oneself as a Fae- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Fae and a Disguise equipped by possessor is changing possessor's subtype to Fae
Basic Ability to Successfully Disguise Oneself as a Golem- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Golem and a Disguise equipped by possessor is changing possessor's subtype to Golem
Basic Ability to Successfully Disguise Oneself as a Human- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Human and a Disguise equipped by possessor is changing possessor's subtype to Human
Basic Ability to Successfully Disguise Oneself as a Magic Being- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Magic Being and a Disguise equipped by possessor is changing possessor's subtype to Magic Being
Basic Disguise Mastery- (Passive Ability, Spy) All Disguises worn by possessor provide +10 additional Defense and +5 to all stats
Covert Stance- (Stance Ability, Spy) Possessor's actions may not be countered by individuals of lower Level than possessor who are below Level 80 while possessor is in the back row and has a Disguise equipped
Good at Playing Pretend- (Passive Ability, Spy) Possessor's transformations gain +50 to all stats, Possessor gains +50 to all stats while possessor has a Disguise equipped
Spy- (Passive Ability, Spy) Possessor gains +(250 + (25 * Possessor Level)) Defense and +(250 + (25 * Possessor Level)) to all stats, if possessor has a Disguise equipped
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
Integrated Summon: Dracubeer- (Passive Ability, Summoner) Once per thread, possessor may, at the start of a round, summon a copy of 'Count Dracubeer' from the boss list, with said summon being unable to inflict major status effects or debuffs on targets above Level 79
Knowledge of Basic Techniques in Summoning Acid-Element Entities- (Passive Ability, Summoner) Possessor's Acid-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Earth-Element Entities- (Passive Ability, Summoner) Possessor's Earth-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Electrical-Element Entities- (Passive Ability, Summoner) Possessor's Electrical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Energy-Element Entities- (Passive Ability, Summoner) Possessor's Energy-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Ice-Element Entities- (Passive Ability, Summoner) Possessor's Ice-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 Physical-Element Entities- (Passive Ability, Summoner) Possessor's Physical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Psychic-Element Entities- (Passive Ability, Summoner) Possessor's Psychic-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Spatial Element Entities- (Passive Ability, Summoner) Possessor's Spatial-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Technology-Element Entities- (Passive Ability, Summoner) Possessor's Technology-element summons gain +100 to all stats
Summoner Magic Casting I- (Passive Ability, Summoner) Summoner Magic spells cost possessor 20 less MP to cast
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Well-Versed in Traditional Summoning Techniques- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain +100 to all stats
Superhero
Can Make Beastmen Think You Look Like a Strangely-Sized Long-Eared Rabbit on Thursdays When There is a Full Moon- (Passive Ability, Superhero) Possessor gains 15% Dodge against individuals whose name includes 'Beastman' if it is the fourth round of battle and if possessor is in a Chronogeomantic Zone of Night and (a Zone of Light or a Zone of Magic)
Swordsman
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.
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.
Thief
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Item Theivery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Steal- (Active Ability, Thief) Possessor may spend an action and select a target. Possessor has a percent chance equal to (Poessessor's Level - Target's Level) of stealing a random item from said target's list of drops if said target would normally be able to provide drops, with said target no longer providing drops as it otherwise would. This ability may only steal one item per target per thread. This ability may not steal items from targets that are not normally fightable for drops on the enemy list. This ability may not steal items from targets that are higher level than its possessor or user. This ability may not steal items from targets that are Level 20 or greater.
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%
Thunder Czar
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Basic Acceleration Within Electrical's Dominion- (Passive Ability, Thunder Czar) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Electrical
Basic 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 Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 Defense against Electrical
Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats while 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
Transmuter
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Polymorph Expert- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' may affect willing allies of higher level than caster
Polymorphic Body- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Polymorph:' 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
Polymorphic Power Equalization Capability- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' ignore the section 'Does not work on targets above Level X' when targeting willing allies who allow said section to be ignored
Quantifiable Uniqueness-Overriding Equation- (Passive Ability, Transmuter) Possessor and possessor's willing allies may be affected by possessor's spells that being with 'Polymorph' despite being unique if they are unique
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Self-Polymorphing Expertise- (Passive Ability, Transmuter) Possessor is treated as one of possessor's allies for purposes of Polymorph Expert and Polymorphic Power Equalization Capability
Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Transmuter
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance
Vermin Lord
Arachne- (Passive Ability, Vermin Lord) Possessor gains +5,000 to all stats if possessor is an Insect, Shoes, Boots, Hat, Scarf, Gloves, Cloak, and Belt items created or equipped by possessor provide an additional +2,000 to all stats they provide bonuses to and an additional +5,000 Defense if they possess a bonus to Defense if possessor is an Insect
Apprentice Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Carry Insects- (Passive Ability, Vermin Lord) Possessor may carry up to 3 unequipped Insect pets into threads
Durant Insect- (Passive Ability, Vermin Lord) Possessor ignores the natural negative effects of the ability 'Insect Traits'
Form of Spider- (Stance Ability, Vermin Master) If possessor is an Insect, possessor gains 5% inflicts Poison and +50 AGI
Insect Traits- (Passive Ability, Vermin Master) If possessor is an Insect, possessor's HP is multiplied by .75, and all listed Damage values possessed by possessor, as well as all of possessor's attack bonus values, are multiplied by 1.25 as an effect that does not stack with other attack bonus multiplying effects for purposes of multiplying attack bonuses or with other damage value multiplying effects for purposes of multiplying listed Damage values. 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.
Locust Maw- (Passive Ability, Vermin Master) If possessor is an Insect, possessor's first Damage-dealing attack to each Plant each round deals 2,500 additional Damage
Mosquito Proboscis- (Passive Ability, Vermin Master) If possessor is an Insect, possessor's 'Attack with Finesse' actions gain 'Deals HP Drain'
Vermin Master- (Passive Ability, Vermin 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 Insect pet only, This ability provides +50 HP and +10 to all stats of possessor's Insect pets and summons per Level of possessor
Veilwalker
Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Ethereal Magic Casting I- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 20 less MP to cast
Ethereal Magic Casting II- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast
Focused Ethereal Magic Casting- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Ethereal Magic
Illusory Aether-Sculptor- (Passive Ability, Veilwalker) Possessor may cast Illusion Magic spells as though they were Ethereal Magic spells
Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Phantom Body- (Passive Ability, Veilwalker) Individuals below Level 15 cannot inflict minor status effects on possessor
Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast
Visualizer of Drifting Principles- (Passive Ability, Veilwalker) Possessor may claim Drifting Principles
Wanderer
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 35% Dodge
Defensive Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 70% Dodge on rounds during which possessor performs a Defend action if no opponent is either 20 Levels or more greater than possessor or is Spatial element
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Mid-Range (City-Ranged) Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round and to gain 40% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 80% against individuals below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Skilled Teleporter- (Passive Ability, Wanderer) Possessor gains +100 Melee Attack, 40% Dodge, and 140% To Hit on rounds after possessor used an active Wanderer ability whose name includes 'Teleportation'
Survived a Reality Glitch- (Passive Ability, Wanderer) Possessor gains Antimatter: Glitched Out Immunity, Possessor gains 30% Null Resistance and 30% Void Resistance
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Warlock
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Blasphemous Spell- (Technique Ability, Warlock) Possessor may use 'Blasphemous Spell' as part of a 'Magical Attack' or 'Cast a Spell' action. Any non-unique Divine Magic spell cast as part of said action is instead treated as a Dark Magic or Demon Magic spell for purposes of said action.
♢Hand of Absolute Darkness- (Active Ability, Warlock) Possessor may spend an action to change target individual of lower Level (to a max of 99)'s element to Darkness
♢Wicked Tyrant's Ink-Black Talons- (Passive Ability, Warlock) Possessor gains +(100 * Possessor Level) Melee Attack and +(50 * Possessor Level) Magical Attack, Possessor's Voidstruck infliction chances are increased by 20%, Possessor's Hexed and Pain infliction chances are increased by 30%, Possessor may choose to count as wielding up to 2 additional Fist Weapons
Warlord
Internal Essence Algorithm: Superior Self- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to gain the base stats: STR 15, CON 15, AGI 15, MIN 15, SPI 15
Warrior-
Accurate in a Crisis- (Passive Ability, Warrior) Posessor gains +1% To Hit while in a Crisis Zone
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
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
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
Darkness 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 Darkness 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 Darkness element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Darkness element, up to 10 times per round
Darkness Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Darkness element, up to 10 times per round
Feared by the Kobolds of Disc 58- (Passive Ability, Warrior) Possessor has a 30% chance of inflicting Confusion: Fear on each opponent below Level 20 whose name includes 'Kobold' at the start of each round
Parry- (Technique Ability, Warrior) Possessor may use 'Parry' in conjunction with a 'Melee Attack' action. The attack generated by said 'Melee Attack' action does not resolve normally. Said action causes its user to gain a buff that makes it so that the next time an offensive, damage-dealing, single-target attack is targeted at possessor, said attack is resolved against the entity performing the triggering action. The Damage from this attack is subtracted from the Damage of the first hit of the triggering attack, and can only reduce the damage to a minimum of zero. This technique can not be used more than once per round and the buff that it generates does not stack.
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Negaself Slayer- (Passive Ability, Warrior) Possessor may not be replicated by individuals below Level 60 without possessor's permission
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
Weirdworker
Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Magiconstruct Weaving- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +2,000 HP as a non-stacking buff when summoned
Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +20 to all stats
Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 to all stats
Has Wished for Boundless Agility- (Passive Ability, Weirdworker) +2,000 AGI
Has Wished for Boundless Constitution- (Passive Ability, Weirdworker) +2,000 CON
Has Wished for Boundless Mind- (Passive Ability, Weirdworker) +2,000 MIN
Has Wished for Boundless Spirit- (Passive Ability, Weirdworker) +2,000 SPI
Has Wished for Boundless Strength- (Passive Ability, Weirdworker) +2,000 STR
Weirdworker- (Passive Ability, Weirdworker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Magic Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Magic Being pets and summons per Level of possessor
Wind Duke
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Basic Acceleration Within Air's Dominion- (Passive Ability, Wind Duke) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Air
Basic Affinity to Healing Via Air- (Passive Ability, Wind Duke) Whenever possessor obtains Air element HP Healing or MP Healing, said amount is increased by 500 points
Basic Air Resistance- (Passive Ability, Wind Duke) Possessor gains 1% Air Resistance
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Basic Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +50 Defense against Air
Basic Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +10 to all stats
Basic Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while 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
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) +250 Damage to all damage dealing Wizard Magic spells, All Wizard Magic spells cost 50 less MP
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
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 Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Broaden Casting- (Active 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.
♢Crimson Magic- (Passive Ability, Wizard) Possessor gains +(100 * Possessor Level) Magical Attack, Possessor may change the elements of any non-unique spell that possessor casts to be possessor's element, Possessor may treat the value of a target's Magic Resistance as being equal to the value of its Fire Resistance and the value of its Fire Resistance as being equal to the value of its Magic Resistance
♢Dynamic Magery- (Passive Ability, Wizard) Possessor may change the subtype of any Wizard Magic, Enchantment, Transmutation, Summoner Magic, Necromancy, Dark Magic, Geomancy, Healer Magic, Divine Magic, Illusion Magic, Druid Magic, Channeling, Divining, Gate Magic, Golomancy, Artifice, Astral Magic, Elemental Magic, Force Magic, Alchemy, Protection Magic, Ritual Magic, Shaman Magic, Shadow Magic, Spirit Magic, or Libram Magic spell cast into any of the other aforementioned subtypes, Has RP effects
Infused Casting- (Active Ability, Wizard) This character may use Infused 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. +50 Magical Attack, this attack's element becomes any one base element
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Lengthen Casting- (Active Ability, Wizard) Possessor may use Lengthen 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 a buff or debuff that lasts 5 or more rounds, the number of rounds each such buff or debuff lasts increases by 2.
Maximal Casting- (Active Ability, Wizard) Possessor may use Masterful 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. This attack's random stat multiplier is maximized, and possessor's Max MP is reduced by 50% for the remainder of the thread.
Magical Broadening Mastery- (Active Ability, Wizard) Possessor's Broaden Casting ability increases the total number of targets by 5 if the number of targets being hit before its application was at least 10 already.
Magical Lengthening Mastery- (Active Ability, Wizard) Possessor's Broaden Casting ability increases the total number of rounds by 5 if the number of rounds of duration before its application was at least 10 already.
Mystic's Powers- (Passive Ability, Wizard) Possessor gains +800 Magical Attack and may, with the cost of lowering possessor's Max MP by 10% for the remainder of the thread, change any action that includes the element Magic to be solely the element Mystic
Powerful Casting- (Active Ability, Wizard) Possessor may use Powerful 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. This attack gains +150 Magical Attack
♢Pyroclasmic Farland Magic- (Passive Ability, Wizard) Possessor's actions that involve the casting of a Wizard Magic spell may exchange their chance of inflicting Manablasted for an equal chance of inflicting Burning or vice-versa, Possessor's Burning infliction chances are increased by 30%, Whenever an individual below Level 100 who is not 5 or more Levels greater than possessor who is not Resistant to Magic, is not Immune to Magic, does not Reflect Magic, and does not Absorb Magic is cured of or recovered from an instance of Burning with possessor as its source, there is a 25% chance that said instance is not cured or recovered from
Script Mage- (Passive Ability, Wizard) +25 Magical Attack for Wizard Magic if a Book is equipped
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
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) +500 Damage to all damage dealing Wizard Magic spells, All Wizard Magic spells cost 50 less MP, Provides an additional +50 Magical Attack and an additional 30 less MP per possessor Level
Aetheric Voyager
Aetheric Voyager- (Passive Ability, Other: Aetheric Voyager) Possessor ignores (1 * (Possessor Level/5), rounded down)% Aether Resistance, Possessor ignores Aether Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Apprentice Aether Synchronization- (Passive Ability, Aetheric Voyager) Possessor gains +50 to all stats for each Aether element item equipped, Possessor's Aether element pets and summons gain +250 to all stats
Basic Acceleration Within Aether's Dominion- (Passive Ability, Other: Aetheric Voyager) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Aether
Basic Affinity to Healing Via Aether- (Passive Ability, Other: Aetheric Voyager) Whenever possessor obtains Aether element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor's Aether element pets and summons gain +50 to all stats
Basic Defenses Against Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +50 Defense against Aether
Basic Aether Resistance- (Passive Ability, Other: Aetheric Voyager) Possessor gains 1% Aether Resistance
Basic Aether Synchronization- (Passive Ability, Other: Aetheric Voyager) Possessor gains +25 to all stats if Aether element
Basic Understanding of the Heart of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor's Aether element allies gain +10 to all stats
Basic Weaponization of Aether- (Passive Ability, Other: Aetheric Voyager) Quantities of Aether element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +50 to all stats while in a Zone of Aether
Other: Contingency Weaver
Basic Contingency Magic Attunement- (Passive Ability, Other: Contingency Weaver) All Contingency Magic spells possessor casts cannot have buffs or debuffs they apply be removed by entities below Level 20 without caster's permission, Contingency Magic spells cost possessor 10 less MP to cast
Other: Destiny Weaver
Absorb Fate- (Passive Ability, Other: Destiny Weaver) Possessor Absorbs Fate against sources below Level 20 if Level 20 or greater
Adept Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Amounts of Fate element Damage possessor deals are increased by 10,000 points, Fate element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Fate element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor obtains Fate element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate 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 Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +500 Defense against Fate
Apprentice Fate Resistance- (Passive Ability, Other: Destiny Weaver) Possessor gains 5% Fate Resistance
Apprentice Fate Synchronization- (Passive Ability, Destiny Weaver) Possessor gains +50 to all stats for each Fate element item equipped, Possessor's Fate element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element allies gain +100 to all stats
Apprentice Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +500 to all stats while in a Zone of Fate
Basic Acceleration Within Fate's Dominion- (Passive Ability, Other: Destiny Weaver) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fate
Basic Affinity to Healing Via Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor obtains Fate element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element pets and summons gain +50 to all stats
Basic Defenses Against Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +50 Defense against Fate
Basic Fate Resistance- (Passive Ability, Other: Destiny Weaver) Possessor gains 1% Fate Resistance
Basic Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Possessor gains +25 to all stats if Fate element
Basic Understanding of the Heart of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element allies gain +10 to all stats
Basic Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +50 to all stats while in a Zone of Fate
Control of Fate- (Passive Ability, Other: Destiny Weaver) Possessor has a 20% chance of being able to cancel the actions of Fate element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +500 Defense if possessor has any Fate-element items equipped that provide a Defense bonus
Destiny Weaver- (Passive Ability, Other: Destiny Weaver) Possessor ignores (1 * (Possessor Level/5), rounded down)%
Fate Resistance, Possessor ignores Fate Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Detect Fate- (Passive Ability, Destiny Weaver) Possessor gains +1% To Hit against Fate element targets
Elemental Attack-Conversion: Fate- (Technique Ability, Other: Destiny Weaver) Possessor may use 'Elemental Attack-Conversion: Fate' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Fate element and no other technique is used. Said action becomes solely the element Fate.
Empowered By Fate- (Passive Ability, Destiny Weaver) If possessor is Fate element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Fate
Fate Immunity- (Passive Ability, Other: Destiny Weaver) Possessor gains Fate Immunity against sources below Level 20 if Level 20 or greater
Fate Manipulation- (Passive Ability, Other: Destiny Weaver) Possessor may choose one of the following at the beginning of each round if Fate element: Create a Zone of Fate, Remove a Zone of Fate created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fate by either possessor or a source below Level 20, Add Fate to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fate element on a Fate element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fate, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fate, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fate element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fate to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fate, 5% Fate Resistance, or +50 Defense against Fate and 1% Fate Resistance until the end of the round as a non-stacking buff
Greater Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor obtains Fate element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate 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 Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +5,000 Defense against Fate
Improved Defenses that Utilize Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +2,000 Defense if possessor has any Fate-element items equipped that provide a Defense bonus
Improved Fate Resistance- (Passive Ability, Other: Destiny Weaver) Possessor gains 10% Fate Resistance
Improved Understanding of the Heart of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element allies gain +250 to all stats
Improved Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +1,000 to all stats while in a Zone of Fate
Manipulate Fate- (Active Ability, Other: Destiny Weaver) Possessor may spend an action to cause a target to obtain either +500 to all stats or -500 to all stats at the start of the round five rounds after said effect is applied as an effect that stacks 5 times
Manipulate Fate: A Curse Upon You- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may gain 100% inflicts Hexed
Manipulate Fate: Dark Destiny- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may gain 100% inflicts Hexed: Ill Fortune
Manipulate Fate: Destined to Miss- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may apply a non-stacking debuff that causes their target to gain -40% To Hit for its next action, with said penalty being increased to -80% against individuals below Level 20
Manipulate Fate: Destined to Strike True- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may apply a non-stacking buff that causes their target to gain +40% To Hit for its next action, with said bonus being increased to +80% against individuals below Level 20
Manipulate Fate: Not Luck But An Ill Destiny- (Passive Ability, Other: Destiny Weaver) Infliction instances of Hexed and Hexed: Ill Fortune afflicted by possessor's 'Manipulate Fate' ability possess no natural per-round recovery rate and may not be cured by sources of lower Level than possessor who are below Level 45
Manipulate Fate: Only One Of His Kind Shall Kill You- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may apply a non-stacking buff that causes their possessor to gain +3,000 Defense against all individuals who are do not possess any nonbase entity subtypes who are not a base entity subtype that is chosen by possessor at the time said effect is applied
Meditative Assumption of Fate- (Passive Ability, Other: Destiny Weaver) Possessor may choose, at the beginning of a thread, to become solely Fate element
Nourished By Fate- (Passive Ability, Destiny Weaver) If possessor is Fate element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Fate
Nullify Fate- (Passive Ability, Other: Destiny Weaver) Possessor may remove the element Fate from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Fate-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Fate-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Fate from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Project Fate- (Passive Ability, Other: Destiny Weaver) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Fate
Reflect Fate- (Passive Ability, Other: Destiny Weaver) Possessor Reflects Fate against sources below Level 20 if Level 20 or greater
Right Hand of Inevitability- (Passive Ability, Other: Destiny Weaver) Once per thread, possessor may inflict Instant Death: Doomed on any one target that is not 20 or more Levels greater than possessor
Stability Within Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains 25% minor negative status effect resistance while in a Zone of Fate
Uplifted By Fate- (Passive Ability, Destiny Weaver) If possessor is Fate element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Fate
Zonal Fate Control- (Passive Ability, Other: Destiny Weaver) Possessor may, at the start of each round, choose one Zone of Fate that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Other: Dreamshaper
Absorb Dream- (Passive Ability, Other: Dreamshaper) Possessor Absorbs Dream against sources below Level 20 if Level 20 or greater
Adept Dream Synchronization- (Passive Ability, Other: Dreamshaper) Amounts of Dream element Damage possessor deals are increased by 10,000 points, Dream 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 Dream element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Dream- (Passive Ability, Other: Dreamshaper) Whenever possessor obtains Dream element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Dream- (Passive Ability, Other: Dreamshaper) Possessor's Dream 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 Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +500 Defense against Dream
Apprentice Dream Resistance- (Passive Ability, Other: Dreamshaper) Possessor gains 5% Dream Resistance
Apprentice Dream Synchronization- (Passive Ability, Dreamshaper) Possessor gains +50 to all stats for each Dream element item equipped, Possessor's Dream element pets and summons gain +250 to all stats
Apprentice Relementalization of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 20 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, change the element of any individual who is below Level 30 or is willing to any combination of base elements
Apprentice Reshaping of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 20 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, exchange any individual of Level 20 or lower from the enemy list that is normally fightable for drops that is present for any other individual of Level 20 or lower from the enemy list that is normally fightable for drops
Apprentice Reshaping of Self- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 20 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, transform into any individual of Level 20 or lower from the enemy list that is normally fightable for drops that is present
Apprentice Understanding of the Heart of Dream- (Passive Ability, Other: Dreamshaper) Possessor's Dream element allies gain +100 to all stats
Apprentice Weaponization of Dream- (Passive Ability, Other: Dreamshaper) Quantities of Dream element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +500 to all stats while in a Zone of Dream
Basic Acceleration Within Dream's Dominion- (Passive Ability, Other: Dreamshaper) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Dream
Basic Affinity to Healing Via Dream- (Passive Ability, Other: Dreamshaper) Whenever possessor obtains Dream element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Dream- (Passive Ability, Other: Dreamshaper) Possessor's Dream element pets and summons gain +50 to all stats
Basic Control of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element and afflicted with Fatigued: Asleep, possessor may make the decisions for every individual below Level 20 in the same battle
Basic Defenses Against Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +50 Defense against Dream
Basic Dream Resistance- (Passive Ability, Other: Dreamshaper) Possessor gains 1% Dream Resistance
Basic Dream Synchronization- (Passive Ability, Dreamshaper) Possessor gains +25 to all stats if Dream element
Basic Relementalization of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element and afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, change the element of any individual who is below Level 20 or is willing to any combination of base elements
Basic Reshaping of Self- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 5 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, transform into any individual of Level 5 or lower from the enemy list that is normally fightable for drops that is present
Basic Reshaping of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element and afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, exchange any individual of Level 5 or lower from the enemy list that is normally fightable for drops that is present for any other individual of Level 5 or lower from the enemy list that is normally fightable for drops
Basic Understanding of the Heart of Dream- (Passive Ability, Other: Dreamshaper) Possessor's Dream element allies gain +10 to all stats
Basic Weaponization of Dream- (Passive Ability, Other: Dreamshaper) Quantities of Dream element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +50 to all stats while in a Zone of Dream
But the Candy Kingdoms MUST Contain the Birds of Living Fire- (Passive Ability, Other: Dreamshaper) Whenever possessor creates a Battlespace through the ability 'Dreaming of Distant Worlds' possessor may immediately summon up to 10 entities from the Enemy List that are normally fightable for drops and are below Level 60, with said summons appearing in said battlespace
Call Forth the Living Dream- (Active Ability, Other: Dreamshaper) Possessor may spend an action to summon 5 Elementals that are Dream element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Contageous Slumber- (Passive Ability, Other: Dreamshaper) At the start of each round that possessor is afflicted with Fatigued: Asleep, possessor may inflict Fatigued: Asleep on up to 5 other individuals in the same battlespace
Control of Dream- (Passive Ability, Other: Dreamshaper) Possessor has a 20% chance of being able to cancel the actions of Dream element individuals below Level 20, with things that would occur before and after said actions still occurring
Create Reality-Dreamworld Overlay- (Passive Ability, Dreamshaper) If possessor scans the stats of an individual afflicted with Fatigued: Asleep, possessor may create a phantom terrain of Dreaming Mind- (Passive Ability, Other: Daydreaming- (Passive Ability, Dreamshaper) Possessor may choose to count as afflicted with Fatigued: Asleep at any time
Dreamshaper) Possessor may, for prerequisite purposes, treat 'Dreamshaper' abilities as 'Mentalist' abilities and 'Mentalist' abilities as 'Dreamshaper' abilities
Defenses that Utilize Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +500 Defense if possessor has any Dreamscape and attach an effect to said phantom terrain that does not stack on the same phantom terrain or across different phantom terrains that provides possessor with +1,000 to all stats and possessor's allies with +500 to all stats.
Dream Battle-Aura- (Stance Ability, Other: Dreamshaper) Possessor deals 10,000 Flat Dream element Damage to each opponent at the start of each round
Dream Body Form- (Stance Ability, Other: Dreamshaper) Possessor gains +200 Defense against Dream, Possessor gains 15% Dream Resistance, Possessor may deal 5,000 Flat Dream element Damage to any individual who conducts an offensive action that targets possessor
Dream Manipulation- (Passive Ability, Other: Dreamshaper) Possessor may choose one of the following at the beginning of each round if Dream element: Create a Zone of Dream, Remove a Zone of Dream created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Dream by either possessor or a source below Level 20, Add Dream 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 Dream element on a Dream element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Dream, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Dream, 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 Dream element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Dream to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Dream, 5% Dream Resistance, or +50 Defense against Dream and 1% Dream Resistance until the end of the round as a non-stacking buff
Dream-element items equipped that provide a Defense bonus
Dream Immunity- (Passive Ability, Other: Dreamshaper) Possessor gains Dream Immunity against sources below Level 20 if Level 20 or greater
Dreamscape Sculpting- (Passive Ability, Other: Dreamshaper) Whenever possessor creates a Battlespace through the ability 'Dreaming of Distant Worlds' possessor may set the terrain of said battlespace to Dreamscape and, if possessor does so, may create up to 5 Phantom Terrains that possessor possesses Attuned to Terrain: <Terrain Name> abilities for and place them in said battlespace
Dreamflight- (Passive Ability, Dreamshaper) Possessor gains +300 AGI and 15% Earth Resistance while in a Zone of Dream
Dreamshaper- (Passive Ability, Other: Dreamshaper) Possessor ignores (1 * (Possessor Level/5), rounded down)% Dream Resistance, Possessor ignores Dream Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Detect Dream- (Passive Ability, Dreamshaper) Possessor gains +1% To Hit against Dream element targets
Distorting the Waking World- (Passive Ability, Other: Dreamshaper) At the start of each round, if possessor is Dream element, possessor may change any present Phantom Terrain that either comes from a source below Level 60 or that is of a type with a corresponding Square Mile in stock in the Shop into any type with a corresponding Square Mile in stock and may choose to change any Terrain present that is of a type with a a corresponding Square Mile in stock in the Shop into any type with a corresponding Square Mile in stock
Dreaming of Distant Worlds- (Passive Ability, Other: Dreamshaper) Possessor may, at the start of any round that possessor is Dream element and afflicted with Fatigued: Asleep, create another battlespace and place a Zone of Dream in it
Dreaming the Timeless Dream- (Passive Ability, Other: Dreamshaper) If possessor is Dream element and afflicted with Fatigued: Asleep, individuals below Level 80 who are not 10 or more Levels greater than possessor do not reset possessor unless possessor chooses such if they would otherwise reset possessor to a prior state (though all other things they would reset are still reset)
Elemental Attack-Conversion: Dream- (Technique Ability, Other: Dreamshaper) Possessor may use 'Elemental Attack-Conversion: Dream' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Dream element and no other technique is used. Said action becomes solely the element Dream.
Elemental Invocation of Dream- (Technique Ability, Other: Dreamshaper) Possessor may use 'Elemental Invocation of Dream' in conjunction with an 'Elemental Attack' action so long as possessor is Dream element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Dream- (Passive Ability, Other: Dreamshaper) Whenever possessor absorbs Damage that is Dream element Damage, Possessor may choose to deal 10,000 Flat Dream element Damage to up to 10 targets
Empowered By Dream- (Passive Ability, Dreamshaper) If possessor is Dream 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 Dream
Expert Dream Synchronization- (Passive Ability, Other: Dreamshaper) Dream element Damage dealt to possessor (not including healing) is halved, Dream element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Dream element accessories, and may not be converted into other types of slot by individuals below Level 100
Fling Into Dream- (Active Ability, Other: Dreamshaper) Possessor may spend an action to move an entity of Level 59 or Lower that is not 5 or more Levels greater than possessor from possessor's current battlespace into any other battlespace in the same battle so long as no individual of Level 60 or greater in either battlespace objects
Greater Weaponization of Dream- (Passive Ability, Other: Dreamshaper) Quantities of Dream element Damage dealt by possessor are increased by 25,000 points
Head-Is-A-Beehive Unexpected Defense Methodology- (Passive Ability, Other: Dreamshaper) Once per thread, if possessor is Dream element, when possessor is targeted by an attack coming from a source that is not either 5 or more Levels greater than possessor, Dream or Illusion element, or Level 80 or greater, possessor may choose to take 0 HP Damage from said attack, summon 15 Insects of lower Level than possessor that are below Level 60 that are normally fightable for drops on the Enemy List, and have a 100% chance of inflicting Confusion and Fatigued: Asleep on the source of said attack
I Can Hold Stuff With My Imagination!- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 40 or greater, and is afflicted with Fatigued: Asleep, possessor gains a Weapon slot.
Improved Affinity to Healing Via Dream- (Passive Ability, Other: Dreamshaper) Whenever possessor obtains Dream element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Dream- (Passive Ability, Other: Dreamshaper) Possessor's Dream 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 Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +5,000 Defense against Dream
Improved Defenses that Utilize Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +2,000 Defense if possessor has any Dream-element items equipped that provide a Defense bonus
Improved Dream Elemental Emanation- (Passive Ability, Other: Dreamshaper) Possessor's 'Call Forth the Living Dream' ability may summon entities up to Level 20
Improved Dream Resistance- (Passive Ability, Other: Dreamshaper) Possessor gains 10% Dream Resistance
Improved Relementalization of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 50 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, change the element of any individual who is below Level 50 or is willing to any combination of base elements
Improved Reshaping of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 50 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, exchange any individual of Level 50 or lower from the enemy list that is normally fightable for drops that is present for any other individual of Level 50 or lower from the enemy list that is normally fightable for drops
Improved Reshaping of Self- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 50 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, transform into any individual of Level 50 or lower from the enemy list that is normally fightable for drops that is present
Improved Understanding of the Heart of Dream- (Passive Ability, Other: Dreamshaper) Possessor's Dream element allies gain +250 to all stats
Improved Weaponization of Dream- (Passive Ability, Other: Dreamshaper) Quantities of Dream element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +1,000 to all stats while in a Zone of Dream
Improved Zonal Dream Empowerment- (Passive Ability, Other: Dreamshaper) Possessor gains +500 to all stats while in a Zone of Dream, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Dream
Infinite Assumption of Dream- (Passive Ability, Other: Dreamshaper) Possessor gains the element Dream while in Dreamshaper stances
Kaleidoscopic Slumbering Masquerade Raiment- (Passive Ability, Other: Dreamshaper) At the start of each round, if possessor is Dream element and afflicted with Fatigued: Asleep, possessor may change the elements of possessor's equipped or carried Armor items to any combination of base elements and may change the subtypes of said items to any combination of base Armor subtypes as a non-stacking buff present on the item it is affecting.
Meditative Assumption of Dream- (Passive Ability, Other: Dreamshaper) Possessor may choose, at the beginning of a thread, to become solely Dream element
Nonsynchronous Elemental Attack-Conversion: Dream- (Passive Ability, Other: Dreamshaper) Possessor may use the Technique 'Elemental Attack-Conversion: Dream' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Dream element.
Nourish Dream- (Passive Ability, Other: Dreamshaper) Whenever possessor deals HP or MP healing to an Dream element individual, possessor deals 300 additional points
Nourished By Dream- (Passive Ability, Dreamshaper) If possessor is Dream element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Dream
Nullify Dream- (Passive Ability, Other: Dreamshaper) Possessor may remove the element Dream from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Dream-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Dream-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Dream from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Numinous Item Acquisition- (Passive Ability, Other: Dreamshaper) At the start of each round, possessor may create up to 20 Temporary items that are in-stock in the shop and worth under 40,000,000 Gold
Optionally Imaginary- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, possessor gains +5% Dodge and may choose to not be targeted by individuals below Level 20
Predict the Flow of Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +5% Dodge against Dream element individuals
Project Dream- (Passive Ability, Other: Dreamshaper) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Dream
Prosperous Venting of Excess Dream- (Passive Ability, Other: Dreamshaper) If possessor is Dream element and performs an 'Elemental Attack' action that is solely Dream element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Reality's Paintbrush- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 40 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, change the element of up to ten individuals who are below Level 60 or is willing to any combination of base elements and may change the element of up to 5 Zones that are present that come from sources below Level 60 to any combination of base elements
Reconsume Dream Elemental Spawn- (Passive Ability, Other: Dreamshaper) Possessor may, at the start of any round, unsummon one of possessor's Dream element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Relementalization of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 40 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, change the element of any individual who is below Level 40 or is willing to any combination of base elements
Relentless Tempest of Dream- (Passive Ability, Other: Dreamshaper) If possessor's last action was solely Dream element either due to this ability or the technique 'Elemental Attack-Conversion: Dream', possessor may make any of possessor's offensive actions solely Dream element.
Reshaping of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 40 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, exchange any individual of Level 40 or lower from the enemy list that is normally fightable for drops that is present for any other individual of Level 40 or lower from the enemy list that is normally fightable for drops
Reshaping of Self- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 40 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, transform into any individual of Level 40 or lower from the enemy list that is normally fightable for drops that is present
Restful Sleeper- (Passive Ability, Other: Dreamshaper) Possessor regenerates 15,000 HP and 2,000 MP at the start of each round that possessor is afflicted with Fatigued: Asleep
Reflect Dream- (Passive Ability, Other: Dreamshaper) Possessor Reflects Dream against sources below Level 20 if Level 20 or greater
Soothing Dream Emanation- (Passive Ability, Other: Dreamshaper) Whenever possessor absorbs Damage that is Dream element Damage, Possessor may choose to deal 10,000 Flat Dream element HP Healing to up to 10 targets that are Dream element
Stability Within Dream- (Passive Ability, Other: Dreamshaper) Possessor gains 25% minor negative status effect resistance while in a Zone of Dream
Understanding of the Bonds of Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Dream element individual
Unreal Wounds- (Passive Ability, Other: Dreamshaper) If possessor is Dream element and afflicted with Fatigued: Asleep, possessor may choose to not take Damage from sources below Level 20 and may ignore the offensive actions of individuals below Level 20
Uplifted By Dream- (Passive Ability, Dreamshaper) If possessor is Dream element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Dream
Zonal Dream Control- (Passive Ability, Other: Dreamshaper) Possessor may, at the start of each round, choose one Zone of Dream that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Other: Elemental Researcher
Basic Formus Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +25 to all stats if possessor is Formus element
Other: Eschatologist
(Probably needs to be looked at later; wrong power curve) Adept Catstrophe Magic Attunement- (Passive Ability, Other: Eschatologist) Catastrophe Magic spells cost possessor 10,000 less MP to cast, Catastrophe 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 Catastrophe Magic Spells, and may not be converted into other types of slots by individuals below Level 100
And a Great Light Shone, Turning All Men To Stone- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it inflicts Petrified on every individual in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists) who is below Level 40, with a 15% chance of inflicting Petrified on other individuals.
And All Machines Shut Down- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it removes the text of all Gadgets an Inventions worth under 40,000,000 Gold in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), and has a 200% chance of inflicting Paralyzed and Fatigued: Knocked Out on all Machines, Robots, Mechs, and Clockworks in said battlespace.
And an Inescapable Darkness Descended- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it creates a Zone of Darkness in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), attaching an effect to said Zone of Darkness that provides -45% To Hit to every individual in it who is not Darkness element, attaching an effect to said Zone of Darkness that inflicts Impaired: Blind: Darkness on each individual in it at the start of every round, and attaching an effect to said Zone of Darkness that prevents individuals below Level 80 from leaving it during the current battle.
And the Fresh Waters Turned to Salt- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 275,801 Flat Water element Damage to every Aquatic in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), having a 100% chance of inflicting Drowning and Suffocation on every Aquatic individual in said battlespace.
And the Gates to the Demon Realm Opened- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it summons 20 Demons below Level 60 from the Enemy List in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), with said summons having an 80% chance of being uncontrolled, with said summoning repeating itself at the start of each round for the next 5 rounds and a max of 200 summons being summoned.
And the Great Floods Began- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 255,208 Flat Water element Damage to every individual in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), having a 100% chance of inflicting Drowning on every individual in said battlespace and creating 10 Zones of Water in said battlespace.
And the Kingdom Fell Into a Great Slumber- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it inflicts Fatigued: Asleep on every individual in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), with individuals below Level 40 being able to cure or auto-recover-from said status effect infliction.
And the Quakes Did Swallow Cities- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 278,505 Flat Earth element Damage to every individual in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), having a 100% chance of inflicting Entomed on every individual in said battlespace and inflicting Vanished on Large Structures below Level 40 in said battlespace.
And the Salt Waters Turned to Blood- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 300,000 Flat Blood element Damage to every Aquatic in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), having a 100% chance of inflicting Drowning and Suffocation on every Aquatic individual in said battlespace and turning every Zone of Water in said battlespace into a Zone of Blood.
And the Sky Rained Down Glass- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 260,921 Flat Physical & Ice element Damage to every individual in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), having a 100% chance of inflicting Wounded on every individual in said battlespace.
And the World Began Erupting- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 200,000 Flat Fire & Earth element Damage to every individual in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), with said Damage repeating at the start of each round for the next 5 rounds.
Apprentice Catastrophe Magic Attunement- (Passive Ability, Other: Eschatologist) All damage-dealing Catastrophe Magic spells that possessor casts deal 25,000 additional Damage, All Catastrophe Magic spells cost possessor 50,000 less MP to cast
Basic Catastrophe Magic Attunement- (Passive Ability, Other: Eschatologist) All Catastrophe Magic spells possessor casts that possess a Magical Attack bonus gain +1,000 additional Magical Attack; All Catastrophe Magic spells cost possessor 1,000 less MP to cast
Catastrophe Magic Casting I- (Passive Ability, Other: Eschatologist) Catastrophe Magic spells cost possessor 200 less MP to cast
Catastrophe Magic Casting II- (Passive Ability, Other: Eschatologist) Catastrophe Magic spells cost possessor 2000 less MP to cast
Eschatological Defense-Field- (Stance Ability, Other: Eschatologist) Eschatalogical Escalations with a Level requirement of 40 or lower or no Level requirement that have possessor as a source cannot place negative status effects on possessor, place debuffs on possessor, or deal Damage to possessor
Explosion-Hyperamplifying Presence- (Passive Ability, Other: Eschatologist) All Flat quantities of Fire and / or Energy element Damage dealt in battles where possessor is present are increased by 200,000 points
Focused Catastrophe Magic Casting- (Passive Ability, Other: Eschatologist) Catastrophe Magic spells cost possessor 2000 less MP to cast if the only subtype of spell possessor has equipped is Catastrophe Magic
Foundation of Eschatalogical Escalation- (Passive Ability, Other: Eschatologist) Whenever possessor casts a Catastrophe Magic spell, possessor may apply up to 5 different Escatological Escalations to it, with each one triggering at the start of a consecutive round after the round during which said spell was cast in the chosen order
And the World Dissolved Into Dream- (Passive Ability, Other: Eschatologist) Possessor may, if Level 60 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it destroys all zones that are not Zones of Dream in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), creates a Zone of Dream in said zone, may inflict Vanished on any number of non-unique entities below Level 60 in said battlespace, and may unsummon any number of summons below Level 80 that are present in said battlespace.
Eschatologist- (Passive Ability, Other: Eschatologist) Possessor's Damage-dealing actions that involve the casting of Catastrophe Magic spells deal (500,000 + 50,000 * Possessor Level) additional Damage, Catastrophe Magic spells cost possessor (50,000 + 30,000 * Possessor Level) less MP to cast
Escatological Escalation, it destroys all zones that are not Zones of Dream in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), creates a Zone of Dream in said zone, may inflict Vanished on any number of non-unique entities below Level 60 in said battlespace, and may unsummon any number of summons below Level 80 that are present in said battlespace
Other: Genesis Architect
Apprentice Life Synchronization- (Passive Ability, Genesis Architect) Possessor gains +50 to all stats for each Life element item equipped, Possessor's Life element pets and summons gain +250 to all stats
Basic Acceleration Within Life's Dominion- (Passive Ability, Other: Genesis Architect) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Life
Basic Affinity to Healing Via Life- (Passive Ability, Other: Genesis Architect) Whenever possessor obtains Life element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element pets and summons gain +50 to all stats
Basic Defenses Against Life- (Passive Ability, Other: Genesis Architect) Possessor gains +50 Defense against Life
Basic Life Resistance- (Passive Ability, Other: Genesis Architect) Possessor gains 1% Life Resistance
Basic Life Synchronization- (Passive Ability, Other: Genesis Architect) Possessor gains +25 to all stats if possessor is Life element
Basic Understanding of the Heart of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element allies gain +10 to all stats
Basic Weaponization of Life- (Passive Ability, Other: Genesis Architect) Quantities of Life element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Life- (Passive Ability, Other: Genesis Architect) Possessor gains +50 to all stats while in a Zone of Life
Genesis Architect- (Passive Ability, Other: Genesis Architect) Possessor ignores (1 * (Possessor Level/5), rounded down)% Life Resistance, Possessor ignores Life Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Other: Heir of Dust
Apprentice Affinity to Healing Via Destruction- (Passive Ability, Other: Heir of Dust) Whenever possessor obtains Destruction element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Destruction- (Passive Ability, Other: Heir of Dust) Possessor's Destruction 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 Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains +500 Defense against Destruction
Apprentice Destruction Resistance- (Passive Ability, Other: Heir of Dust) Possessor gains 5% Destruction Resistance
Apprentice Destruction Synchronization- (Passive Ability, Heir of Dust) Possessor gains +50 to all stats for each Destruction element item equipped, Possessor's Destruction element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Destruction- (Passive Ability, Other: Heir of Dust) Possessor's Destruction element allies gain +100 to all stats
Apprentice Weaponization of Destruction- (Passive Ability, Other: Heir of Dust) Quantities of Destruction element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains +500 to all stats while in a Zone of Destruction
Basic Acceleration Within Destruction's Dominion- (Passive Ability, Other: Heir of Dust) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Destruction
Basic Affinity to Healing Via Destruction- (Passive Ability, Other: Heir of Dust) Whenever possessor obtains Destruction element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Destruction- (Passive Ability, Other: Heir of Dust) Possessor's Destruction element pets and summons gain +50 to all stats
Basic Defenses Against Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains +50 Defense against Destruction
Basic Destruction Resistance- (Passive Ability, Other: Heir of Dust) Possessor gains 1% Destruction Resistance
Basic Destruction Synchronization- (Passive Ability, Other: Heir of Dust) Possessor gains +25 to all stats if possessor is Destruction element
Basic Understanding of the Heart of Destruction- (Passive Ability, Other: Heir of Dust) Possessor's Destruction element allies gain +10 to all stats
Basic Weaponization of Destruction- (Passive Ability, Other: Heir of Dust) Quantities of Destruction element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains +50 to all stats while in a Zone of Destruction
Control of Destruction- (Passive Ability, Other: Heir of Dust) Possessor has a 20% chance of being able to cancel the actions of Destruction element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains +500 Defense if possessor has any Destruction-element items equipped that provide a Defense bonus
Heir of Dust- (Passive Ability, Other: Heir of Dust) Possessor ignores (1 * (Possessor Level/5), rounded down)% Destruction Resistance, Possessor ignores Destruction Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Destruction Immunity- (Passive Ability, Other: Heir of Dust) Possessor gains Destruction Immunity against sources below Level 20 if Level 20 or greater
Destruction Manipulation- (Passive Ability, Other: Heir of Dust) Possessor may choose one of the following at the beginning of each round if Destruction element: Create a Zone of Destruction, Remove a Zone of Destruction created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Destruction by either possessor or a source below Level 20, Add Destruction 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 Destruction element on a Destruction element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Destruction, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Destruction, 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 Destruction element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Destruction to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Destruction, 5% Destruction Resistance, or +50 Defense against Destruction and 1% Destruction Resistance until the end of the round as a non-stacking buff
Empowered By Destruction- (Passive Ability, Heir of Dust) If possessor is Destruction 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 Destruction
Greater Weaponization of Destruction- (Passive Ability, Other: Heir of Dust) Quantities of Destruction element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Destruction- (Passive Ability, Other: Heir of Dust) Whenever possessor obtains Destruction element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Destruction- (Passive Ability, Other: Heir of Dust) Possessor's Destruction 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 Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains +5,000 Defense against Destruction
Improved Destruction Resistance- (Passive Ability, Other: Heir of Dust) Possessor gains 10% Destruction Resistance
Improved Weaponization of Destruction- (Passive Ability, Other: Heir of Dust) Quantities of Destruction element Damage dealt by possessor are increased by 5,000 points
Nourished By Destruction- (Passive Ability, Heir of Dust) If possessor is Destruction element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Destruction
Reflect Destruction- (Passive Ability, Other: Heir of Dust) Possessor Reflects Destruction against sources below Level 20 if Level 20 or greater
Uplifted By Destruction- (Passive Ability, Heir of Dust) If possessor is Destruction element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Destruction
Other: Kringlemaster
Sun Rage Hohohodoken- (Technique Ability, Other: Kringlemaster) Possessor may use 'Sun Rage Santa Hohohodoken' in conjunction with an 'Overdrive', 'Ranged Overdrive', or 'Ultimate Attack' action. Said action gains +60,000 Ranged Attack or Magical Attack, becomes solely the elements Fire & Energy & Light & Hope & Atomic & Glory, deals double Damage to targets below Level 80 (to a max of 30,000,000 additional Damage), and gains a 300% chance of inflicting Burning.
Other: Lady of the Exceptional Leaf
Peerless Understanding of the True Power of the Teapot- (Passive Ability, Other: Lady of the Exceptional Leaf) Possessor treats Teapot as a Tier 2 Weapon subtype. Other entities treat instances of Teapot wielded by possessor as a Tier 2 Weapon subtype.
Secret Ingredient: Demonic Tar- (Technique Ability, Other: Lady of the Exceptional Leaf) Possessor may use 'Secert Ingredient: Demonic Tar' in conjunction with a 'Melee Attack', 'Attack With Finesse', or 'Magical Attack' action so long as no other technique is used and possessor has a Teapot equipped. One hit of said action against each target gains +1,600 Magical Attack, gains +1,600 Melee Attack, deals 1,600 SPI Damage, gains 'may optionally not Heal, instead dealing non-Healing Damage (including stat point Damage and MP Damage)', counts as coming from a source with the subtype Demon, gains the elements Darkness, Earth, and Water, cannot be countered by individuals below Level 40 who are not Immune to Charm, and gains '80% inflicts Paralyzed'
Other: Noble
Lady of the Manor- (Passive Ability, Other: Noble) Possessor gains Charm Immunity (not including sub-status effects) and +500 to all stats if possessor is Nobility element and possesses a Large Structure ally
Other: Princess of Sweets-
Other: Princess of Sweets
Apprentice Candy Synchronization- (Passive Ability, Other: Princess of Sweets) Possessor gains +50 to all stats for each Candy element item equipped, Possessor's Candy element pets and summons gain +250 to all stats
Basic Acceleration Within Candy's Dominion- (Passive Ability, Other: Princess of Sweets) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Candy
Basic Affinity to Healing Via Candy- (Passive Ability, Other: Princess of Sweets) Whenever possessor obtains Candy element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Candy- (Passive Ability, Other: Princess of Sweets) Possessor's Candy element pets and summons gain +50 to all stats
Basic Defenses Against Candy- (Passive Ability, Other: Princess of Sweets) Possessor gains +50 Defense against Candy
Basic Candy Resistance- (Passive Ability, Other: Princess of Sweets) Possessor gains 1% Candy Resistance
Basic Candy Synchronization- (Passive Ability, Other: Princess of Sweets) Possessor gains +25 to all stats if Candy element
Basic Understanding of the Heart of Candy- (Passive Ability, Other: Princess of Sweets) Possessor's Candy element allies gain +10 to all stats
Basic Weaponization of Candy- (Passive Ability, Other: Princess of Sweets) Quantities of Candy element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Candy- (Passive Ability, Other: Princess of Sweets) Possessor gains +50 to all stats while in a Zone of Candy
Princess of Sweets- (Passive Ability, Other: Princess of Sweets) Possessor ignores (1 * (Possessor Level/5), rounded down)% Candy Resistance, Possessor ignores Candy Immunity of targets below (Possessor Level / 5, rounded down) Level, to
Sweets Warrior- (Passive Ability, Other: Princess of Sweets) Possessor gains +25 Melee Attack for every Food item equipped whose name includes 'Candy', 'Lollipop', 'Gumdrop', or 'Sugar'
Other: Puppeteer
Basic Puppet Strings Training (2)- (Passive Ability, Other: Puppeteer) Possessor gains +6 Magical Attack if possessor has a Puppet Strings equipped
♢High Puppeteer's Strings- (Passive Ability, Other: Puppeteer) Possessor's Rune Magic summons may not be controlled by opponents of equal Level to or lower Level than possessor, Individuals below possessor's Level must cure or auto-recover from instances of Charm infliction with possessor as their source that come from possessor's equipped Puppet Strings weapons twice to actually cure them (with the first such instance from such a source not counting towards said curing)
Other: Ruin Bringer
Apprentice Devastation Synchronization- (Passive Ability, Other: Ruin Bringer) Possessor gains +50 to all stats for each Devastation element item equipped, Possessor's Devastation element pets and summons gain +250 to all stats
Apprentice Zonal Acclimation of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +500 to all stats while in a Zone of Devastation
Basic Acceleration Within Devastation's Dominion- (Passive Ability, Other: Ruin Bringer) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Devastation
Basic Affinity to Healing Via Devastation- (Passive Ability, Other: Ruin Bringer) Whenever possessor obtains Devastation element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor's Devastation element pets and summons gain +50 to all stats
Basic Defenses Against Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +50 Defense against Devastation
Basic Devastation Resistance- (Passive Ability, Other: Ruin Bringer) Possessor gains 1% Devastation Resistance
Basic Devastation Synchronization- (Passive Ability, Other: Ruin Bringer) Possessor gains +25 to all stats if possessor is Devastation element
Basic Understanding of the Heart of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor's Devastation element allies gain +10 to all stats
Basic Weaponization of Devastation- (Passive Ability, Other: Ruin Bringer) Quantities of Devastation element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +50 to all stats while in a Zone of Devastation
Devastation Manipulation- (Passive Ability, Other: Ruin Bringer) Possessor may choose one of the following at the beginning of each round if Devastation element: Create a Zone of Devastation, Remove a Zone of Devastation created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Devastation by either possessor or a source below Level 20, Add Devastation 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 Devastation element on a Devastation element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Devastation, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Devastation, 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 Devastation element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Devastation to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Devastation, 5% Devastation Resistance, or +50 Defense against Devastation and 1% Devastation Resistance until the end of the round as a non-stacking buff
Ruin Bringer- (Passive Ability, Other: Ruin Bringer) Possessor ignores (1 * (Possessor Level/5), rounded down)% Devastation Resistance, Possessor ignores Devastation Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Other: Superhero
Super-Weaving- (Passive Ability, Superhero) Whenever possessor creates a 'Clothes' item through a combo or a Secret Formula, possessor may give it the Smithing Technique 'Super-Woven'
Super-Woven- +5,000 Defense, 50% Resilience, This item cannot be destroyed by individuals below Level 80, Smithing Technique
Other: 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
Other: Subspace Architect
Basic Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Basic Appreciation of Feng Shui- (Passive Ability, Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Apprentice Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Repair Large Structure- (Active Ability, Other: Subspace Architect) Possessor may spend an action to conduct an attack that only affects Large Structures, Heals, Includes Melee Attack, Magical Attack, and Ranged Attack bonuses that come from Tools or Subspace Architect abilities (but not other such bonuses, with such bonuses each being capped seperately at their normal caps) and that uses Mind as its Prime Attribute
Knowledge of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +200 MIN, Possessor's Large Structure pets and summons gain +100 CON
Basic Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 20
Basic Spatial Feng Shui Control- (Passive Ability, Subspace Architect) Whenever a Level 1 individual that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 20 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
Basic Spawn Table Design- (Passive Ability, Other: Subspace Architect) Possessor's summons gains +50 to all stats as a bonus that cannot take their stats above 2000% of their natural values
Basic Spawn Table Pruning- (Passive Ability, Other: Subspace Architect) When first entering a random dungeon, possessor may name an entity below Level 20 that is normally fightable for drops on the Enemy List; whenever that enemy would be encountered as a result of an encounter roll for the random dungeon, it instead is not 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
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Subspace Architect- (Passive Ability, Other: Subspace Architect) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Large Structure pet only, This ability provides +250 HP and +50 to all stats of possessor's Large Structure pets and summons per Level of possessor
Other: Temporal Primarch
Apprentice Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense against Time
Basic Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 Defense against Time
Unaging- (Passive Ability, Other: Temporal Primarch) Possessor gains Fatigued: Elderly Immunity
Other: Toymaker
Basic Toy Training- (Passive Ability, Other: Toymaker) Possessor gains +6 Melee Attack, +6 Ranged Attack, and +6 Magical Attack if possessor has a Toy equipped
♢Empire of Toys- (Passive Ability, Other: Toymaker) Possessor may equip Toy weapons in Pet slots (including pet slots that specifically can only contain Golems)
Infuse Toys With Hope- (Passive Ability, Toymaker) Possessor may, at the start of any round, give any of possessor's equipped or carried Toy weapons or Golem summons the element Hope as an additional element as a buff
♢Sacrificial Plushie-and-Golem Armada-Wall- (Passive Ability, Toymaker) If possessor is in the back row and possesses at least 5 Golem pets on summons in the front row, possessor's 'Toy-Animating Defensive Art' ability has its redirection chance increased to 50% and works against sources that are up to 10 Levels greater than possessor
♢Toy-Animating Defensive Art- (Passive Ability, Toymaker) Once per round when possessor is attacked by a source that is not 5 or more Levels greater than possessor, possessor may unequip an equipped Toy weapon, summon a Golem of lower Level than possessor that is normally fightable for drops on the Enemy List that is of a Level lower than (The unequipped Toy's value / 1,000,000), and, should possessor be the sole target on possessor's side of said attack, have a 25% chance of re-directing said attack from possessor to said summon, Max 4 summoned
Other: Vital Artisan
Basic Animae Synchronization- (Passive Ability, Other: Vital Artisan) Possessor gains +25 to all stats if possessor is Animae element
Other: Wardcrafter
Apprentice Warding Synchronization- (Passive Ability, Ward Crafter) Possessor gains +50 to all stats for each Warding element item equipped, Possessor's Warding element pets and summons gain +250 to all stats
Basic Acceleration Within Warding's Dominion- (Passive Ability, Other: Ward Crafter) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Warding
Basic Affinity to Healing Via Warding- (Passive Ability, Other: Ward Crafter) Whenever possessor obtains Warding element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Warding- (Passive Ability, Other: Ward Crafter) Possessor's Warding element pets and summons gain +50 to all stats
Basic Defenses Against Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +50 Defense against Warding
Basic Warding Resistance- (Passive Ability, Other: Ward Crafter) Possessor gains 1% Warding Resistance
Basic Warding Synchronization- (Passive Ability, Other: Ward Crafter) Possessor gains +25 to all stats if possessor is Warding element
Basic Understanding of the Heart of Warding- (Passive Ability, Other: Ward Crafter) Possessor's Warding element allies gain +10 to all stats
Basic Weaponization of Warding- (Passive Ability, Other: Ward Crafter) Quantities of Warding element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +50 to all stats while in a Zone of Warding
Defenses that Utilize Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +500 Defense if possessor has any Warding-element items equipped that provide a Defense bonus
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
Ward Crafter- (Passive Ability, Other: Ward Crafter) Possessor ignores (1 * (Possessor Level/5), rounded down)% Warding Resistance, Possessor ignores Warding Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Warding Manipulation- (Passive Ability, Other: Ward Crafter) Possessor may choose one of the following at the beginning of each round if Warding element: Create a Zone of Warding, Remove a Zone of Warding created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Warding by either possessor or a source below Level 20, Add Warding to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Warding element on a Warding element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Warding, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Warding, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Warding element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Warding to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Warding, 5% Warding Resistance, or +50 Defense against Warding and 1% Warding Resistance until the end of the round as a non-stacking buff
Other: Wonderworker
Apprentice Wonder Synchronization- (Passive Ability, Wonderworker) Possessor gains +50 to all stats for each Wonder element item equipped, Possessor's Wonder element pets and summons gain +250 to all stats
Basic Acceleration Within Wonder's Dominion- (Passive Ability, Other: Wonderworker) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Wonder
Basic Affinity to Healing Via Wonder- (Passive Ability, Other: Wonderworker) Whenever possessor obtains Wonder element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Wonder- (Passive Ability, Other: Wonderworker) Possessor's Wonder element pets and summons gain +50 to all stats
Basic Defenses Against Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +50 Defense against Wonder
Basic Wonder Resistance- (Passive Ability, Other: Wonderworker) Possessor gains 1% Wonder Resistance
Basic Wonder Synchronization- (Passive Ability, Other: Wonderworker) Possessor gains +25 to all stats if possessor is Wonder element
Basic Understanding of the Heart of Wonder- (Passive Ability, Other: Wonderworker) Possessor's Wonder element allies gain +10 to all stats
Basic Weaponization of Wonder- (Passive Ability, Other: Wonderworker) Quantities of Wonder element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +50 to all stats while in a Zone of Wonder
Wonderworker- (Passive Ability, Other: Wonderworker) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wonder Resistance, Possessor ignores Wonder Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Other: Worldbound God
Archdaemon's Standard Deific Domain Compatibility- (Passive Ability, Other: Worldbound God) Possessor gains +10 to all stats if possessor is a Planetary, Possessor may gain Worldbound-God-related domains despite being an Archdaemon as an RP power
Lesser Deific Domain: Love- (Passive Ability, Other: Worldbound God) Possessor's actions may gain (Possessor Level * 3)% Inflicts Charm: Lovestruck, Possessor has RP powers connected to this divine domain
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Attack With Finesse
Powerful Attack
Point Blank
Fortify Body
Overdrive
Possesses an Inherent Spell List- (Passive Ability, Attack) Possessor may cast spells on possessor's Inherent Spell List as though they were equipped
- Metal Crash- (Spell, Artifice, Metal, 500 MP, 410,000 Gold) +400 Magical Attack, 5% inflicts Entombed: Metallic Doom
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)
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
Craft- (Active Ability, Attack) User uses a secret formula
Mental Overdrive- (Active Ability, Attack) Based on MIN. Uses Magical Attack bonus. Costs 25% Max MP in addition to the costs of any spells used with it. Does double normal damage. Spells that give Magical Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Magical Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Magical Attack bonus.
Metacombine- (Active Ability, Attack) User uses three consumables in one turn. Only two of these, which are randomly determined, activate. All three consumables still lose charges.
Abjurer
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Protection Magic spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Apprentice Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Protection Magic spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Protection Magic spells cost 200 less MP
Aura of the Protector- (Stance Ability, Abjurer) All of possessor's allies gain +20 Defense for each Protection Magic spell possessor has equipped
Basic Defensive Arts Training- (Passive Ability, Abjurer) +20 Defense
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Focused Protection Magic Casting- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Protection Magic
Protection Magic Casting I- (Passive Ability, Abjurer) Protection Magic spells cost possessor 20 less MP to cast
Protection Magic Casting II- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast
Anarchomancer
Psycho Flux- (Passive Ability, Anarchomancer) Possessor gains +50 to a random unmodified stat, with said stat being randomly chosen at the beginning of each thread
Arcane Vizier
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Arcane Vizier- (Passive Ability, Arcane Vizier) Possessor ignores (1 * (Possessor Level/5), rounded down)% Magic Resistance, Possessor ignores Magic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Acceleration Within Magic's Dominion- (Passive Ability, Arcane Vizier) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Magic
Basic Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +50 to all stats
Basic Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 Defense against Magic
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +10 to all stats
Basic Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
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 Dissassembly- (Passive Ability, Architect) Possessor, when wielding a Tool, gains +50 Melee Attack against Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Build- (Active Ability, Architect) Possessor may spend an action to conduct an attack that has Mind as its Prime Attribute, that uses Melee Attack bonus, that is the user's element if none of the user's equipped items give a Melee Attack bonus (Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus), that only affects Large Structures, that Heals.
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
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
Dual Tool-Wielding- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has two Tools or a Tool that is a Weaponx2 equipped
Proper Tool Calibration- (Passive Ability, Architect) Possessor may remove any number of debuffs from Tool items that possessor is carrying that come from sources below Level 10 at the beginning of each round
Tool Wielding I- (Passive Ability, Architect) +5 to all stats when a Tool is equipped
Tool Wielding II- (Passive Ability, Architect) +25 to all stats when a Tool is equipped, +50 Melee Attack when a Tool is equipped
Artificer
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost 10 less MP, XP, and Gold
Astromancer
Apprentice Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, All Astral Magic spells cost possessor 50 less MP to cast
Attuned to Constellations- (Passive Ability, Astromancer) Possessor gains +50 to all stats while possessor has at least 1 Empowered Constellation set
Astral Magic Casting I- (Passive Ability, Astromancer) Astral Magic spells cost possessor 20 less MP to cast
Astral Magic Casting II- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast
Astromancer- (Passive Ability, Astromancer) Possessor's Damage-dealing actions that involve the casting of Astral Magic spells deal 500 additional Damage, Astral Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Astral Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Astral Magic spells cost possessor 10 less MP to cast
Beneath an Astral Sign- (Passive Ability, Astromancer) Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation
Focused Astral Magic Casting- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Astral Magic
Improved Constellation Empowerment: Mind- (Passive Ability, Astromancer) Non-stacking Mind increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Improved Constellation Empowerment: Spirit- (Passive Ability, Astromancer) Non-stacking Spirit increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Star Charter- (Passive Ability, Astromancer) Posessor gains +20 MIN while in a Zone of Darkness, a Zone of Light, or a Zone of Astral Magic or while possessor has at least one Empowered Constellation set
Auramancer
Auramancer- (Passive Ability, Auramancer) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(250 + (25* Possessor Level)) Mind and Spirit if possessor has an Aura equipped
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Attractive Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Charm on its source at the end of said action
Baleful Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Hexed on its source at the end of said action
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Blessed Aura- (Passive Ability, Auramancer) Possessor obtains 30% Hexed Resistance if possessor has an Aura equipped
Empathic Backlash I- (Passive Ability, Auramancer) If ability's possessor takes stat damage from a foe under level 10, said foe takes half said amount of damage to the same stat
Flame-Protection Aura-Alteration- (Technique Ability, Auramancer) Possessor may use 'Flame-Protection Aura-Alteration' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives '+300 Defense against Fire to wearer and wearer's allies' to one of its performer's equipped Auras as a non-stacking buff.
Flashing Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Impaired on its source at the end of said action
Healthy Aura- (Passive Ability, Auramancer) Possessor obtains 30% Diseased Resistance if possessor has an Aura equipped
Magic-Charge Aura- (Technique Ability, Auramancer) Possessor may use 'Magic-Charge Aura' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives the element Magic to one of its performer's equipped Auras.
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor
Bard-
Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Aura of Drifting Rose Petals- (Stance Ability, Bard) All Charm infliction chances (not including those of its sub-status effects) from all sources are raised by 5% as a non-stacking effect
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Basic 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
Clown (2)- (Passive Ability, Bard) Whenever possessor would be afflicted with a debuff, possessor may choose three targets and have a 30% chance of inflicting Confusion: Overwhelmed by Laughter on each selected target
Clown Flashstep- (Passive Ability, Monk) If possessor is in Clown Mode, possessor gains 80% Dodge
Creative- (Passive Ability, Bard) Possessor gains +100 unmodified MIN and +100 unmodified SPI
Funny Fake-Out- (Technique Ability, Bard) Possessor may use 'Funny Fake-Out' in conjunction with a 'Melee Attack' action. Said action gains a 60% chance of inflicting Confusion: Overwhelmed by Laughter and cannot reduce its targets' HP, MP, or stats below 1
Funny Jokester- (Passive Ability, Bard) Possessor's chances of inflicting Confusion: Overwhelmed by Laughter are increased by 5%
Funny Pratfalls- (Passive Ability, Bard) Whenever possessor misses and/or is dodged, or whenever possessor is afflicted with a debuff, possessor may choose five targets and have a 30% chance of inflicting Confusion: Overwhelmed by Laughter on each such target
Jocund Prankster- (Passive Ability, Bard) Possessor's chances of inflicting Confusion: Overwhelmed by Laughter are increased by 10%
Knows Half of a Joke So Deadly It Kills Anyone Who Hears It- (Passive Ability, Bard) If possessor conducts a Combo Move with another individual who possesses the ability 'Knows Half of a Joke So Deadly It Kills Anyone Who Hears It', said action may gain '30% inflicts Instant Death'
Memorably Funny- (Passive Ability, Bard) Instances of Confusion: Overwhelmed by Laughter with possessor as their source possess no automatic per-round recovery rate and may not be cured by individuals below level 30
Music of Fire- (Technique Ability, Bard) Possessor may use 'Music of Fire' in conjunction with a 'Cast a Spell' or 'Magical Attack' action so long as no other technique is used and a Bardic Music spell is equipped. Said action gains the element Fire.
Play the Flamesong- (Active Ability, Bard) Possessor may, if Fire element and wielding an Instrument worth at least 200,000,000 Gold, spend an action to place a non-stacking buff that provides +60,000 to all stats and +60% Critical on all Fire-element individuals in battle; said action may also resurrect any Fire element individual killed by a source below Level 80 once per thread per individual being resurrected
Remix: Fae Melody- (Technique Ability, Bard) Possessor may use 'Remix: Fae Melody' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used and a Bardic Music spell is cast as part of said action. Said action gains +7,000 additional Magical Attack, has its SPI buffs increased by 700 points (as an effect that stacks a max of 7 times across all applications) and counts as coming from a source whose sole entity subtype is Fae.
Sudden Joke- (Technique Ability, Bard) Possessor may use 'Sudden Joke' in conjunction with a 'Magical Attack' action so long as possessor casts a 'Thief Arts' spell, a 'Bardic Music' spell, or a 'Leadership' spell as part of said action. Said action gains a 40% chance of inflicting Confusion: Overwhelmed by Laughter
Trained In Clown Arts- (Passive Ability, Bard) Whenever possessor would be afflicted with a debuff, possessor may choose a target and have a 5% chance of inflicting Confusion: Overwhelmed by Laughter on said target
Wounding Puns- (Passive Ability, Bard) Possessor's Bardic Music spells may gain 5% inflicts Wounding
Binder
Apprentice Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Spirit Loyalty Communing- (Passive Ability, Binder) Possessor's Spirit pets and summons gain 20% Charm Resistance
Binder- (Passive Ability, Binder) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Spirit pet only, This ability provides +50 HP and +10 to all stats of possessor's Spirit pets and summons per Level of possessor
Crystallize Spirit (Basic)- (Passive Ability, Binder) Possessor may forfeit all XP gained from a defeated Spirit to instead gain 1 Crystallized Spirit Piece for every 100 XP forfeited, rounded up
Guider of Spirits- (Passive Ability, Binder) Possessor's Spirit allies gain +25 AGI and 4% Dodge, Possessor may skip an action to change the row an allied Spirit is in
Spirit Calling I- (Passive Ability, Binder) Possessor's Spirit summons gain +20 to all stats
Spirit Calling II- (Passive Ability, Binder) Possessor's Spirit summons gain +200 HP
Spirit Calling III- (Passive Ability, Binder) Possessor's Spirit summons gain +500 MP
Spirit Communing I- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +20 to all stats
Spirit Communing II- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 to all stats
Blazing Sultan
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +500 Defense against Fire
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Fire's Dominion- (Passive Ability, Blazing Sultan) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Defense against Fire
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
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
Blessing
Black Star Vaccine- (Passive Ability, Blessing) +450 SPI, +350 Magical Attack to Darkness element Magical Attacks, +50 to all stats if possessor is Darkness element, 10% Fire Resistance, 10% Light Resistance, 10% Darkness Resistance, 15% Burning Resistance, Possessor may exist on suns/stars without penalty
Fifteen Percent Insect Resistance- (Passive Ability, Blessing) 15% Insect Resistance
Grandmother's Blessing- (Passive Ability, Blessing) Possessor gains 'Reflects Good and Evil' against sources that are not 20 or more Levels greater than possessor
Mana Spark Blessing 1- (Passive Ability, Blessing) +400 Max HP
Seirudiel's Grace- (Passive Ability, Blessing) Possessor gains 15% Dodge, +300 AGI, and has a 30% chance of inflicting Charm on any individual whose action was Dodged by possessor
Understands Truth through Mystery- (Passive Ability, Blessing) Possessor gains 1 Base MIN and 1 Base SPI if Mystery element, Possessor may change the element Mystery in any possessor's attacks into the element Knowledge
Botanist
Basic Evergarden Gardening Techniques- (Passive Ability, Botanist) Possessor's Plant pets gain +3% Resilience
Took An Evergarden Plant-Idenfitication Course- (Passive Ability, Botanist) Possessor's chances of successfully scanning the stats of Plants increase by 5% if already at least 1%
Calif of Corrosion
Apprentice Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats for each Acid element item equipped, Possessor's Acid element pets and summons gain +250 to all stats
Basic Acceleration Within Acid's Dominion- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Acid
Basic Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 1% Acid Resistance
Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Basic Affinity to Healing Via Acid- (Passive Ability, Caliph of Corrosion) Whenever possessor obtains Acid element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element pets and summons gain +50 to all stats
Basic Defenses Against Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 Defense against Acid
Basic Understanding of the Heart of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element allies gain +10 to all stats
Basic Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats while in a Zone of Acid
Caliph of Corrosion- (Passive Ability, Caliph of Corrosion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Acid Resistance, Possessor ignores Acid Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Channeler
Adept Channeling Attunement- (Passive Ability, Channeler) Channeling spells cost possessor 10,000 less MP to cast, Whenever possessor deals Drain as part of actions that involve Channeling spells, said quantities are increased by 5,000 points, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Channeling Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Assert Effect Ownership- (Active Ability, Channeler) Possessor may spend an action to become the source of a buff whose source is 10 Levels or lower than possessor and that is below Level 20
Assumption of the Colors of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base elements of one an unequipped pet that possessor is carrying, with this ability not changing possessor's element if the chosen pet is not any base elements
Assumption of the Shapes of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base subtypes of one an unequipped pet that possessor is carrying, with this ability not changing possessor's subtype if the chosen pet is not any base subtypes
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Empathic Backlash- (Passive Ability, Channeler) Whenever possessor is dealt Damage, possessor may deal 500 Flat Psychic element Damage to the source of said Damage provided said source is below Level 40 and not more than 10 Levels greater than possessor
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Supernatural Empathy- (Passive Ability, Channeler) Possessor counts as 1 Level higher, to a max of Level 30, for stat-scanning purposes as an effect that does not bypass 'Immune to Below Level X' effects
Basic Transferal of Good Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor negative status effect from a source below Level 20 that said ally is afflicted with that possessor is not afflicted with, with a 5% chance of curing this selected effect
Basic Transferal of Superior Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor positive status effect that said ally is not afflicted with that possessor is afflicted with, with a 5% chance of inflicting this selected effect
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Transfer Mastery of Stats- (Passive Ability, Channeler) Whenever possessor transfers stat points from on source to another, possessor may transfer an additional 100 points
Basic Understanding of Theoretical Mana Pattern Copying- (Passive Ability, Channeler) Possessor gains +50 to all stats if possessor is not the only individual in battle
Channeled Power of Bound Hearts- (Passive Ability, Channeler) Possessor gains +200 to all stats for each unequipped pet that possessor is carrying, to a max of +1,000
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Co-Opt Hostile Essence- (Active Ability, Channeler) Possessor may spend an action to become the source of a debuff whose source is 10 Levels or lower than possessor and that is below Level 20
Devour Buff- (Active Ability, Channeler) Possessor may spend an action to destroy a buff whose source is 10 Levels or lower than possessor and that is below Level 20 and then regenerate ((Said buff's source's Level) *1,000) MP
Devour Debuff- (Active Ability, Channeler) Possessor may spend an action to destroy a debuff whose source is 10 Levels or lower than possessor and that is below Level 20 and then regenerate ((Said debuff's source's Level) *1,000) MP
Devour Zone- (Active Ability, Channeler) Possessor may spend an action to destroy a zone whose source is 10 Levels or lower than possessor and that is below Level 20 that does not have any effects attached to it by sources of Level 20 or greater and then regenerate ((Said zone's source's Level) *1,000) MP
Empathic Resonance: Fear- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Fear, possessor may choose to be afflicted with Confusion: Fear. Whenever possessor is afflicted with Confusion: Fear, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Fear
Empathic Resonance: Hope- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: High Morale, possessor may choose to be afflicted with Invigorated: High Morale. Whenever possessor is afflicted with Invigorated: High Morale, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: High Morale
Empathic Resonance: Joy- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: Zesty, possessor may choose to be afflicted with Invigorated: Zesty. Whenever possessor is afflicted with Invigorated: Zesty, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: Zesty
Empathic Resonance: Love- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lovestruck, possessor may choose to be afflicted with Charm: Lovestruck. Whenever possessor is afflicted with Charm: Lovestruck, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lovestruck
Empathic Resonance: Lust- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lust, possessor may choose to be afflicted with Charm: Lust. Whenever possessor is afflicted with Charm: Lust, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lust
Empathic Resonance: Rage- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Enraged or Confusion: Berserk, possessor may choose to be afflicted with Confusion: Enraged or Confusion: Berserk, Whenever possessor is afflicted with Confusion: Enraged or Confusion: Berserk, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Enraged or Confusion: Berserk
Empathic Healing Resonance- (Passive Ability, Channeler) Whenever possessor heals an ally's HP, possessor deals possessor 500 points of Flat Psychic or Light element HP Healing
Empathy for Enemies- (Passive Ability, Channeler) Possessor's Channeler abilities whose name includes 'Empathic Resonance' that have triggers that activate when an ally is afflicted with a specific minor negative status effect may also trigger if an opponent is afflicted with such a status effect.
Improved Chain Casting Attunement- (Passive Ability, Channeler) Spells possessor casts through 'Basic Chain Casting Attunement' cost possessor 500 less MP to cast
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Improved Magic Retention- (Passive Ability, Channeler) Spells cost possessor 100 less MP to cast
Improved Positive Status Channeling- (Passive Ability, Channeler) Possessor's chances of inflicting minor positive status effects through Channeler abilities are increased by 10%
Improved Supernatural Empathy- (Passive Ability, Channeler) Possessor gain +50 to all stats for each ally afflicted with one or more positive status effects, to a max of +500
Improved Transferal of Health- (Passive Ability, Channeler) Whenever possessor transfers HP from one source to another, possessor may transfer an additional 2,500 points
Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Mystic Gerymandering- (Active Ability, Channeler) Possessor may spend an action to become the source of a terrain or phantom terrain whose source is 10 Levels or lower than possessor and that is below Level 20
Positive Status Anchoring- (Passive Ability, Channeler) If possessor is afflicted with a minor positive status effect and at least one of possessor's allies is afflicted with said same minor positive status effect, possessor possesses no natural per-round auto-loss chance for said status effect
Offensively Channel Spells- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used.
Radiant Channeling: Augmented- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Augmented, possessor may choose to have a 30% chance of inflicting Augmented on up to 30 willing targets
Radiant Channeling: Elevated- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Elevated, possessor may choose to have a 30% chance of inflicting Elevated on up to 30 willing targets
Radiant Channeling: Favored- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Favored, possessor may choose to have a 30% chance of inflicting Favored on up to 30 willing targets
Radiant Channeling: Fortified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Fortified, possessor may choose to have a 30% chance of inflicting Fortified on up to 30 willing targets
Radiant Channeling: Imbued- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Imbued, possessor may choose to have a 30% chance of inflicting Imbued on up to 30 willing targets
Radiant Channeling: Invigorated- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Invigorated, possessor may choose to have a 30% chance of inflicting Invigorated on up to 30 willing targets
Radiant Channeling: Mind Restore- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Mind Restore, possessor may choose to have a 30% chance of inflicting Mind Restore on up to 30 willing targets
Radiant Channeling: Purified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Purified, possessor may choose to have a 30% chance of inflicting Purified on up to 30 willing targets
Radiant Channeling: Rejuvenation- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Rejuvenation, possessor may choose to have a 30% chance of inflicting Rejuvenation on up to 30 willing targets
Radiant Channeling: Stat Boost- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Stat Boost, possessor may choose to have a 30% chance of inflicting Stat Boost on up to 30 willing targets
Seize Zone- (Active Ability, Channeler) Possessor may spend an action to become the source of a zone whose source is 10 Levels or lower than possessor and that is below Level 20
Voluntary Essence Handoff- (Active Ability, Channeler) Possessor may spend an action to make target willing ally the source of a buff that possessor is the source of instead of possessor
Chef
Evergarden Food Preservation Techniques- (Passive Ability, Chef) Effects attached to Zones that come from sources below Level 60 cannot destroy Food consumables equipped by possessor
Clearance
Has a Basic Permit to Battle Bacchalamus- (Passive Ability, Clearance) Possessor may fight the monster 'Bacchalamus' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Mirage Dragon Czar- (Passive Ability, Clearance) Possessor may fight the monster 'Mirage Dragon Czar' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' for drops, This ability cannot be used in combos
Clothier
Apprentice Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +50 to all stats for each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Arachne Weaving- (Passive Ability, Clothier) Shoes, Boots, Hat, Scarf, Gloves, Cloak, and Belt items created or equipped by possessor provide an additional +2,000 to all stats they provide bonuses to and an additional +5,000 Defense if they possess a bonus to Defense, The Defense of items created or equipped by possessor is doubled (to a max of 100,000 additional points) against Planetaries, Possessor may choose to inflict Charm: Impressed on all opponents as an effect that bypasses the Immunities of individuals below Level 80 whenever possessor creates an item, but, should possessor chose to do so, possessor is afflicted with Smitten if possessor is not a Planetary
Basic Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +3 to all stats for each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Belt Crafting- (Passive Ability, Clothier) Possessor gains +12 to all stats and +5 Defense for each Belt equipped
Boot Crafting- (Passive Ability, Clothier) Possessor gains +5 to all stats and +50 Defense for each Boots equipped
Cloak Crafting- (Passive Ability, Clothier) Possessor gains +15 to all stats for each Cloak equipped
Clothier- (Passive Ability, Clothier) Possessor gains +(50 * Possessor Level) to all stats for each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Dress Crafter- (Passive Ability, Clothier) +60 to all stats when a Clothing item with the word 'Dress' or 'Skirt' is equipped
Glove Crafting- (Passive Ability, Clothier) Possessor gains +10 to all stats and +20 Defense for each Gloves equipped
Gnomish Hatmaking- (Passive Ability, Clothier) If possessor is in 'Form of Gnome' stance, possessor gains +20 to all stats if possessor has a Hat equipped
Hat Crafting- (Passive Ability, Clothier) Possessor gains +15 to all stats for each Hat equipped
Scarf Crafting- (Passive Ability, Clothier) Possessor gains +12 to all stats and +5 Defense for each Scarf equipped
Shoe Crafting- (Passive Ability, Clothier) Possessor gains +10 to all stats and +20 Defense for each Shoes equipped
<Motherfuckin> Clown
Clown (2)- (Passive Ability, Bard) Whenever possessor would be afflicted with a debuff, possessor may choose three targets and have a 30% chance of inflicting Confusion: Overwhelmed by Laughter on each selected target
Clown Mode- (Stance Ability, Spy) Possessor's offensive actions gain '5% inflicts Confusion: Overwhelmed by Laughter'
Clown-Car Contortonism- (Passive Ability, Driver) Possessor does not count towards the maximum number of passengers in Vehicles that possessor is a passenger in
Clown-Shoe Spring-Back- (Passive Ability, Thief) Whenever possessor would be afflicted with Fatigued: Stun, to a max of once per round, possessor is immediately cured if possessor is either in 'Clown Mode' stance or has an item with the words 'Clown Shoes' in its name equipped
Contortionist- (Passive Ability, Monk) Possessor gains +1% Dodge against individuals below Level 45
Flexible- (Passive Ability, Monk) Possessor gains +200 AGI and +2% Dodge against individuals below Level 60
Funny Fake-Out- (Technique Ability, Bard) Possessor may use 'Funny Fake-Out' in conjunction with a 'Melee Attack' action. Said action gains a 60% chance of inflicting Confusion: Overwhelmed by Laughter and cannot reduce its targets' HP, MP, or stats below 1
Funny Jokester- (Passive Ability, Bard) Possessor's chances of inflicting Confusion: Overwhelmed by Laughter are increased by 5%
Funny Pratfalls- (Passive Ability, Bard) Whenever possessor misses and/or is dodged, or whenever possessor is afflicted with a debuff, possessor may choose five targets and have a 30% chance of inflicting Confusion: Overwhelmed by Laughter on each such target
Jocund Prankster- (Passive Ability, Bard) Possessor's chances of inflicting Confusion: Overwhelmed by Laughter are increased by 10%
Makeup Artist- (Passive Ability, Crafter) Disguises equipped by possessor and possessor's allies that provide a Defense or stat bonus provide an additional +5 points as an effect that does not stack across multiple instances of this ability and that does stack across 200 Disguises on the same wearer
Pie-to-the-Face Maneuver- (Technique Ability, Assassin) Possessor may use 'Pie-to-the-Face Maneuver' in conjunction with a 'Melee Attack' or 'Ranged Attack' action so long as possessor has a Deadly Item or Throwing Weapon equipped. Said action gains a 40% chance of inflicting Confusion: Overwhelmed by Laughter
Trained In Clown Arts- (Passive Ability, Bard) Whenever possessor would be afflicted with a debuff, possessor may choose a target and have a 5% chance of inflicting Confusion: Overwhelmed by Laughter on said target
Scary Clown- (Passive Ability, Doombringer) Whenever possessor would inflict Confusion: Overwhelmed by Laughter, possessor may instead inflict Confusion: Fear or Confusion: Fear: Disconcerted
Sudden Joke- (Technique Ability, Bard) Possessor may use 'Sudden Joke' in conjunction with a 'Magical Attack' action so long as possessor casts a 'Thief Arts' spell, a 'Bardic Music' spell, or a 'Leadership' spell as part of said action. Said action gains a 40% chance of inflicting Confusion: Overwhelmed by Laughter
Horrifying Selective Clown Invisibility- (Passive Ability, Doombringer) At the start of each round that possessor is in 'Clown Mode' stance, possessor may choose any number of individuals below Level 60, Possessor may not target said individuals during the round that possessor chooses them, but possessor gains +100% Dodge against said individuals during said round; Possessor's offensive actions against individuals not chosen in said manner may gain '50% inflicts Confusion: Fear' or '50% inflicts Confusion: Fear: Disconcerted'
Commander
'Follow Me!' Stance- (Stance Ability, Commander) Whenever possessor performs a 'Switch Rows' action while in this stance, each of possessor's allies may move to the row that possessor entered if it is either the front row of the back row
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Aura of Inspiration- (Passive Ability, Commander) Possessor's allies gain +200 to all stats as a non-stacking bonus and have a 15% chance of being afflicted with Invigorated: High Morale at the start of each round
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Comforting Message- (Passive Ability, Commander) Possessor's actions that involve the casting of a Leadership spell that are not offensive may cure Confusion: Fear
Commander- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Cunning Land Developer- (Passive Ability, Commander) Possessor may destroy any one zone, terrain, or phantom terrain created by a lower-Level source below Level 60 at the start of each round, Possessor may chance the element of any one Zone created by a lower-Level source below Level 60 into any combination of base elements at the start of each round, Possessor may change the type of any one terrain created by a lower-Level source below Level 60 into solely any one terrain that possesses a corresponding square mile for sale in the shop at the start of each round
Focused Leadership Casting- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Leadership
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Issue Imperial Decree- (Active Ability, Commander) Possessor may spend an action to name an ability, Any individual who performs an action with that ability's name during the remainder of the round gains +500 to all stats as a buff that stacks 4 times
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
♢Tyrant's Command- (Active Ability, Commander) Possessor may spend an action to give one of its pets or summons an action, during said action, said pet or summon obtains +(100 * possessor Level) to all stats as a non-stacking buff, after said action, if said summon is not Darkness element as is not a Demon, Devil, Daemon, or Fiend, it obtains -(100 * possessor Level) to all stats as a debuff that stacks 3 times
Conjuror
Passthrough Aqua-Body- (Passive Ability, Conjuror) If possessor is a Water element Elemental, possessor gains 60% Dodge and has a 50% chance of being able to ignore the offensive actions of individuals below Level 40
Wings of Midnight- (Passive Ability, Conjurer) Possessor gains +40,000 AGI, gains +40,000 SPI, and may choose to count as being in an additional Zone of Darkness and/or Chronogomatic Zone of Night
Controller-
<Adept Force Training>
Abstract-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Abstracts and gains +25% Critical against Abstracts.
Abstract-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Abstracts and gains +5% To Hit against Abstracts.
Abstract-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack Attack against Abstracts, gains +25% Critical against Abstracts, gains +5% To Hit against Abstracts, and gains 5% inflicts Instant Death against Abstracts.
And Build Me Up <An Invisible> Pyre- (Passive Ability, Controller) If possessor has an Aspect of the artifact 'The Eternal Pyre' equipped and has its stats scanned by an opposing entity, possessor may deal (Possessor's Level*500) Flat Mystery & Psychic element MIN Damage to said individual and may obtain a non-stacking buff that makes its possessor gain the element Mystery
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Soul equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Bascaradine Soulsculpture-Variant Tsayyikproofing- (Passive Ability, Controller) Possessor may use SPI in place of SAN, INF, and RES and may choose to take SPI Damage instead of SAN Damage, INF Damage, or RES Damage
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Angel-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Angels and gains +25% Critical against Angels.
Angel-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Angel-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Angels, gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Asterismic-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Asterismics and gains +25% Critical against Asterismics.
Asterismic-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Asterismics and gains +5% To Hit against Asterismics.
Astral Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Astral Beings and gains +25% Critical against Astral Beings.
Astral Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Astral Being-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Astral Beings, gains +25% Critical against Astral Beings, gains +5% To Hit against Astral Beings, and gains 5% inflicts Instant Death against Astral Beings.
Asterismic-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Asterismics, gains +25% Critical against Asterismics, gains +5% To Hit against Asterismics, and gains 5% inflicts Instant Death against Asterismics.
Banishing Impulse- (Technique Ability, Controller) Possessor may use 'Banishing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack 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.
Brainblank Impulse- (Technique Ability, Controller) Possessor may use 'Brainblank Impulse' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor is wielding a Force. Said action deals 500 MIN Damage.
Celestial-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Celestials and gains +25% Critical against Celestials.
Celestial-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Celestial-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Celestials, gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Crisis Overcrash: Convergence of Self- (Technique Ability, Controller) Possessor may use 'Crisis Overcrash: Convergence of Self' in conjunction with an 'Overdrive', '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 Force equipped. Said action gains +10,000 Magical Attack, +10,000 Melee Attack, +10,000 Ranged Attack, and a Prime Attribute of 'All Stats'. Said action sets its user's MP to 0 for the remainder of the thread.
Controlled Self- (Passive Ability, Controller) This character may, at the start of a thread, if this character has a force that alters the basis of anything non-typical stats, choose one of those stats, and, as a buff, increase said stat by 10%, to a max of 10,000 added points, at the cost of reducing all but one other stats by 20%
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Daemon-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Daemons and gains +25% Critical against Daemons.
Daemon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Daemon-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Daemons, gains +25% Critical against Daemons, gains +5% To Hit against Daemons, and gains 5% inflicts Instant Death against Daemons.
Dangerous Force Use- (Passive Ability, Controller) Possessor gains +1% Critical when a Force is equipped
Darkspawn-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Darkspawn and gains +25% Critical against Darkspawn.
Darkspawn-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Darkspawn-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Darkspawn, gains +25% Critical against Darkspawn, gains +5% To Hit against Darkspawn, and gains 5% inflicts Instant Death against Darkspawn.
Demon-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Demons and gains +25% Critical against Demons.
Demon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Demons and gains +5% To Hit against Demons.
Demon-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Demons, gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Deva-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Devas and gains +25% Critical against Devas.
Deva-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devas and gains +5% To Hit against Devas.
Deva-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Devas, gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Devil-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Devils and gains +25% Critical against Devils.
Devil-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devils and gains +5% To Hit against Devils.
Devil-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Devils, gains +25% Critical against Devils, gains +5% To Hit against Devils, and gains 5% inflicts Instant Death against Devils.
Dud Impulse- (Technique Ability, Controller) Possessor may use 'Dud Stab' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains -1,000 Melee Attack, -1,000 Magical Attack, and -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Elemental-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Elementals and gains +25% Critical against Elementals.
Elemental-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Elementals and gains +5% To Hit against Elementals.
Elemental-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Elementals, gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Empower Emotion: Rage- (Technique Ability, Controller) Possessor may use 'Empower Emotion: Rage' in conjunction with a 'Cast a Spell' action so long as no other technique is used and a Force is equipped. Said action gains either 'target acquires a non-stacking buff that provides +7,000 STR' or '60% inflicts Confusion: Berserk and Confusion: Enraged'
Eternal Flame, Take Me Higher- (Passive Ability, Controller) If possessor has an Aspect of the artifact 'The Eternal Pyre' equipped and has its stats scanned by an opposing entity, possessor's base stats are increased by 2 while said entity is present
Erasure Impulse- (Technique Ability, Controller) Possessor may use 'Erasure Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Exert Control: Earth Elementals- (Technique Ability, Controller) Possessor may use 'Exert Control: Earth Elementals' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Earth-element Force equipped. Said action gains a 75% chance of inflicting Charm on targets that are Earth-element Elementals.
Expert Force Training- (Passive Ability, Controller) The Melee Attack bonus, Ranged Attack bonus, or Magical Attack bonus granted by up to one Force 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 Force)
Fae-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Fae and gains +5% To Hit against Fae.
Fae-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Fae, gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Force-Distributed Ailment- (Technique Ability, Controller) Possessor may use 'Force-Distributed Ailment' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains a 60% chance of inflicting any one minor status effect that possessor is afflicted with (not counting sub-status effects) and subsequently curing possessor of said effect if said infliction is successful on at least one target (with said effect not curing sub-status effects).
Force-Lock Debuff- (Technique Ability, Controller) Possessor may use 'Force-Lock Debuff' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has a Force equipped. Said action changes the text of all stacked instances of one debuff with said action's performer as a source, adding the text 'the first time this debuff would be removed by a source below Level 20 due to a reason other than its duration running out, it is instead not removed'
Fate Ripple- (Technique Ability, Controller) Possessor may use 'Fate Ripple' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor is wielding a Force. Said action becomes solely the element Fate and gains a 30% chance of inflicting Voidstruck: Marked for Demise.
Force Wielding I- (Passive Ability, Controller) +5 to all stats when a Force is equipped
Force Wielding II- (Passive Ability, Controller) +25 to all stats when a Force is equipped, +25 Magical Attack, Melee Attack, and Ranged Attack when a Force is equipped
Force Wielding III- (Passive Ability, Controller) Possessor gains +200 to all stats when a Force is equipped and +200 Melee Attack, Magical Attack, and Ranged Attack when a Force is equipped
Foretold Barrage- (Technique Ability, Controller) Possessor may use 'Strike Within the Wind of Destiny' in conjunction with a 'Ranged Attack' or 'Snipe' action so long as no other technique is used and possessor is wielding a Fate element Force. Said action gains +1,000 Ranged Attack, and is delayed 1-5 rounds (chosen by caster).
Golem-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Golem-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Golems and gains +25% Critical against Golems.
Golem-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Golem-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Golems and gains +5% To Hit against Golems.
Golem-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Golem-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Golems, gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Good at Video Games- (Passive Ability, Controller) Possessor gains 115% To Hit against Machines and Coded Beings if possessor has a Gadget equipped
Greater Banishing Impulse- (Technique Ability, Controller) Possessor may use 'Greater Banishing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack 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 Impulse- (Technique Ability, Controller) Possessor may use 'Erasure Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack 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 Force- (Passive Ability, Controller) Individuals below Level 20 may not unequip or steal possessor's equipped Forces without possessor's permission
Horror-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Horror-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Horrors, gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.Requires: Horror-Bane Impulse, Adept Force Training, Level 40
Illuminated-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Illuminated and gains +25% Critical against Illuminated.
Illuminated-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Illuminated and gains +5% To Hit against Illuminated.
Illuminated-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Illuminated, gains +25% Critical against Illuminated, gains +5% To Hit against Illuminated, and gains 5% inflicts Instant Death against Illuminated.
Impulse Mastery- (Passive Ability, Controller) Technique Abilities from the Controller class whose name includes 'Impulse' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Light Ripple- (Technique Ability, Controller) Possessor may use 'Light Ripple' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor is wielding a Force. Said action becomes solely the element Light and gains a 30% chance of inflicting Awestruck.
Magic Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Magic Beings and gains +25% Critical against Magic Beings.
Magic Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Magic Being-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged 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.
Monster-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Monsters and gains +25% Critical against Monsters.
Monster-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Monsters and gains +5% To Hit against Monsters.
Monster-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Monsters, gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Patterned Impulse- (Technique Ability, Controller) Possessor may use 'Patterned Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Mystic element, and gains '15% inflicts Manablasted: Mystic Devastation', deals 1/4 Damage, and gains '1 hit against 10'.
Pitch Force- (Technique Ability, Forceworker) Possessor may use 'Pitch Force' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Force equipped. Said action gains +15 Ranged Attack and +10% To Hit as a non-stacking effect.
Postal Service Improvement Expert- (Passive Ability, Controller) Whenever a source prevents possessor or one of possessor's allies from trading an item, purchasing an item, or moving a buff or debuff from one allied source to another, possessor obtains a Postal Improvement Point, which lasts the duration of the thread. Sources below the lower of possessor's Level and possessor's number of Postal Improvement Points cannot prevent possessor or one of possessor's allies from trading an item, purchasing an item, or moving a buff or debuff from one allied source to another.
Prime-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Primes, gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Prime-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Primes and gains +25% Critical against Primes.
Prime-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Primes and gains +5% To Hit against Primes.
Puzzle Blast- (Technique Ability, Controller) Possessor may use 'Puzzle Blast' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor is wielding a Fate element Force. Said action gains +1,000 Magical Attack, and 'target's next attack uses MIN as its Prime Attribute if target is below Level 60 and not 20 or more Levels above caster'.
Solar Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Solar Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Solar Beings and gains +25% Critical against Solar Beings.
Solar Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Solar Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Solar Being-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Solar Being-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged 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 Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Spirits and gains +25% Critical against Spirits.
Spirit-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Spirits and gains +5% To Hit against Spirits.
Spirit-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Spirits, gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Story-Erasing Flameblast- (Technique Ability, Controller) Possessor may use 'Story-Erasing Flameblast' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as the item '*Flame that Burns All Wisdom' is equipped and no other technique is used. Said action gains +75,000 Magical Attack and removes up to 5 Wonder, Whimsy, Knowledge, Magic, or Fate element buffs from sources below Level 80 from its target.
Strike Within the Wind of Destiny- (Technique Ability, Controller) Possessor may use 'Strike Within the Wind of Destiny' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Fate element Force. Said action gains +1,000 Magical Attack, and uses (Caster's Dodge + 100%) as its To Hit value.
Superior Piercing Force-Blast- (Technique Ability, Controller) Possessor may use 'Superior Piercing Force-Blast' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Magical Overdrive' action. Said action gains +1,000 Melee Attack, Magical Attack, and Ranged Attack and pierces 1,000 points of Defense
Umbral-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Umbral-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Umbrals and gains +25% Critical against Umbrals.
Undead-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Undead-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Undead and gains +5% To Hit against Undead.
Umbral-Slaying Impulse- (Technique Ability, Controller) Possessor may use 'Umbral-Slaying Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +1,000 Melee Attack, +1,000 Magical Attack, and +1,000 Ranged Attack against Umbrals, gains +25% Critical against Umbrals, gains +5% To Hit against Umbrals, and gains 5% inflicts Instant Death against Umbrals.
Counselor of Faerie
Form of Gnome- (Stance Ability, Counselor of Faerie) If possessor is a Fae, possessor gains +100 MIN and +100 SPI
Gnome Essence- (Passive Ability, Counselor of Faerie) If possessor is a Fae, possessor may choose to count as being in the 'Form of Gnome' stance when not in said stance
Gnomish Hatmaking- (Passive Ability, Clothier) If possessor is in 'Form of Gnome' stance, possessor gains +20 to all stats if possessor has a Hat equipped
Gnomish Prestidigitation- (Passive Ability, Illusionist) If possessor is in 'Form of Gnome' stance, possessor gains +5 MIN, +5 SPI, and 2% Dodge
Countess of Power
Apprentice Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +50 to all stats for each Energy element item equipped, Possessor's Energy element pets and summons gain +250 to all stats
Basic Acceleration Within Energy's Dominion- (Passive Ability, Countess of Power) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Energy
Basic Affinity to Healing Via Energy- (Passive Ability, Countess of Power) Whenever possessor obtains Energy element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +50 to all stats
Basic Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +50 Defense against Energy
Basic Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 1% Energy Resistance
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Understanding of the Heart of Energy- (Passive Ability, Countess of Power) Possessor's Energy element allies gain +10 to all stats
Basic Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +50 to all stats while in a Zone of Energy
Countess of Power- (Passive Ability, Countess of Power) Possessor ignores (1 * (Possessor Level/5), rounded down)% Energy Resistance, Possessor ignores Energy Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Crafter
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Artisan- (Passive Ability, Crafter) Items possessor creates are worth 5,000 additional Gold as a buff, Possessor's half-price per-item sell cap is increased by 2,000 Gold
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables, though not permanent consumables, character uses have a 1% chance of not expending a charge
Basic Stored Spell Charge Preservation- (Passive Ability, Crafter) Stored Spell Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Summoning Stone Charge Preservation- (Passive Ability, Crafter) Summoning Stone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Trap Charge Preservation- (Passive Ability, Crafter) Trap Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points
Diabolical Quilter- (Passive Ability, Crafter) Possessor gains +200 AGI, +200 MIN, and +200 SPI, Buffs possessor applies that come from Darkness-element spells that buff Defense do so by an additional 200 points, to a max of 1,000 points per individual across all buffs
Inventor- (Passive Ability, Crafter) Possessor's Invention consumables deal 500 additional Damage
Makeup Artist- (Passive Ability, Crafter) Disguises equipped by possessor and possessor's allies that provide a Defense or stat bonus provide an additional +5 points as an effect that does not stack across multiple instances of this ability and that does stack across 200 Disguises on the same wearer
Polar Elven Toymaking Skill- (Passive Ability, Crafter) Possessor's Golem, Clockwork, Robot, and Machine pets and summons gain +200 to all stats as a bonus that cannot increase their stats to above 1000% of their natural values, Temporary items created by possessor are considered to be worth 5,000 additional Gold
Crafter
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Artisan- (Passive Ability, Crafter) Items possessor creates are worth 5,000 additional Gold as a buff, Possessor's half-price per-item sell cap is increased by 2,000 Gold
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables, though not permanent consumables, character uses have a 1% chance of not expending a charge
Basic Stored Spell Charge Preservation- (Passive Ability, Crafter) Stored Spell Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Summoning Stone Charge Preservation- (Passive Ability, Crafter) Summoning Stone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Trap Charge Preservation- (Passive Ability, Crafter) Trap Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points
Inventor- (Passive Ability, Crafter) Possessor's Invention consumables deal 500 additional Damage
Makeup Artist- (Passive Ability, Crafter) Disguises equipped by possessor and possessor's allies that provide a Defense or stat bonus provide an additional +5 points as an effect that does not stack across multiple instances of this ability and that does stack across 200 Disguises on the same wearer
Polar Elven Toymaking Skill- (Passive Ability, Crafter) Possessor's Golem, Clockwork, Robot, and Machine pets and summons gain +200 to all stats as a bonus that cannot increase their stats to above 1000% of their natural values, Temporary items created by possessor are considered to be worth 5,000 additional Gold
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.
Bolt Smash- (Technique Ability, Crusher) Possessor may use 'Bolt 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 Electricity element.
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.
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
Impact Smash- (Technique Ability, Crusher) Possessor may use 'Impact 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 Physical element.
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.
Dancer
Apprentice Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 250 less MP to cast
Basic Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 10 less MP to cast
Dance Casting I- (Passive Ability, Dancer) Dance spells cost possessor 20 less MP to cast
Dance Casting II- (Passive Ability, Dancer) Dance spells cost possessor 200 less MP to cast
Dancer- (Passive Ability, Dancer) All Dance spells cast by possessor with a per-round MP cost last (Possessor Level / 2, rounded up) rounds longer at no extra cost, All Dance spells cost possessor (50 * Possessor Level) less MP to cast
Fancy Dodging- (Passive Ability, Dancer) Up to 20 times per round, whenever possessor Dodges an attack, possessor may have a 20% chance of inflicting Charm: Impressed on any one target
Fast Footwork- (Passive Ability, Dancer) Possessor gains +50 AGI and 10% Dodge
Good at Footwork- (Passive Ability, Dancer) Possessor gains 5% Dodge
Knowledge of Ballet- (Passive Ability, Dancer) Possessor gains +25 AGI and +50 MIN
Sexy Dance Moves- (Passive Ability, Dancer) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Dance spell
Swift Dodging- (Passive Ability, Dancer) Possessor gains +50 AGI and 15% Dodge
Defender
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Defensive Stance- (Stance Ability, Defender) +50 Defense
Shield Other- (Technique Ability, Defender) Possessor may use 'Shield Other' in conjunction with a 'Guard Other' or 'Guard Back Rank' action if possessor has a Shield equipped and no other technique is used. Defense buffs applied by said action are increased by 25 points as a non-stacking effect.
Shield of Purity- (Technique Ability, Defender) Possessor may use 'Shield Of Purity' in conjunction with a 'Guard Other' or 'Guard Back Rank' action if possessor has a Shield equipped and no other technique is used. Said action grants its targets 35% Disease Resistance, 35% Poison Resistance, and 35% Hexed Resistance for 1 round.
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Diabolist
Basic Demon Magic Attunement- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +10 to all stats, all Demon Magic spells cast by possessor that possess a Magical Attack bonus gain +10 Magical Attack, and all Demon Magic spells cost possessor 10 less MP to cast
Diplomat
Cute While Sleeping- (Passive Ability, Diplomat) If possessor is afflicted with Fatigued: Asleep, possessor has a 5% chance of cancelling the actions of individuals below Level 20 with a lower MIN that possessor's SPI that are not Immune to Charm that target possessor offensively, inflicting Charm on said individuals instead.
Diviner
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
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-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 Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
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
Cracked the Enigmatic Python- (Passive Ability, Diviner) Possessor may, at the start of any action, round, or battle, scan the stats of any number of individuals below Level 80; said stat scanning is automatically successful and cannot be blocked by sources below Level 80, Possessor gains 30% Illusion Resistance, As an RP effect, possessor ignores The Enigmatic Python's divination blocking and invisibility
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
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
Dreamsense- (Passive Ability, Diviner) At the start of each round, possessor is informed of how many individuals in the same battlespace as possessor are afflicted with Fatigued: Asleep.
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
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
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
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 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
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
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
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 a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb 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
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
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
View Dreams- (Passive Ability, Diviner) If possessor scans the stats of an individual afflicted with Fatigued: Asleep, possessor may choose to obtain copies of the stats of all of said individual's allies' stats who are not 20 or more Levels greater than possessor or than said individual if said individual possesses knowledge of those individuals' stats (which defaults to yes unless otherwise specified); this does not cause possessor to count as having scanned the stats of said individuals
Vision Screen- (Passive Ability, Diviner) Once per thread when possessor is afflicted with a debuff by a source below Level 80 because possessor scanned said source's stats, possessor instead does not acquire said debuff
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Doombringer
Eyes of the Owl- (Passive Ability, Doombringer) Possessor gains +25% To Hit against targets afflicted with Instant Death: Doomed, Possessor gains the RP power to see those soon to die and view the world through their eyes
Ebon Chancellor
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
Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Basic Affinity to Healing Via Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor obtains Darkness element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
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
♢Create Pool of Absolute Darkness- (Active Ability, Ebon Chancellor) Possessor may spend an action to create a Zone of Darkness and attach a non-stacking effect (that does not stack on the same zone or across zones) to that Zone that cancels the Darkness-element actions of non-unique individuals of lower Level than its creator that are below Level 99 that cost more than 0 MP, with its creator regenerating (its creator's Level *1,000) HP each time an effect is cancelled in said manner, to a max of 12 times per round, with its creator being able to select not to cancel particular actions
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
♢Reach Through Shadow- (Passive Ability, Ebon Chancellor) Possessor may target individuals in other battlespace so long as a Zone of Darkness is present in both battlespaces and no individual who is either (20 or more Levels greater than possessor or greater than Level 99) in either battlespace objects
Elemental Researcher-
Holds the Last Bit of Grandeur Mana- (Passive Ability, Other: Elemental Researcher) Possessor gains +1 SPI
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 10 less XP and MP to cast, All Enchantment spells last 1 turn longer if they already last over 1 turn
Flawless Twin-Essence-Binding Technique- (Passive Ability, Enchanter) This ability may be used to use two different abilities, not including itself, together in a single combo. The format such a combo should follow is: Normal Format = ??? (Ability 1) (Ability 2) (Two Abilities Used Through Flawless Twin-Essence-Binding Technique)
Enchanter (2)- (Passive Ability, Enchanter) Enchantment spells cost possessor (50 + 30 * Possessor Level) less XP and MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack, All buffs and debuffs from Enchantment spells cast by possessor last (Possessor Level / 5) rounds longer if they possess a natural duration of 2 rounds or greater
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
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: Darkness- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Darkness 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: Earth- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Earth to a spell instead of Magic
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: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Infuse Spell Essence: Essence Replacement (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions replace the elements of the Spell they are targetting instead of merely adding new elements
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Infuse Spell Essence: Ice- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Ice to a spell instead of Magic
Infuse Spell Essence: Light- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Light to a spell instead of Magic
Infuse Spell Essence: Multiple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add any number of elements that they could otherwise singularly add to a Spell (provided said number is at least one) instead of one element
Infuse Spell Essence: Triple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add three elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Water- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Water to a spell instead of Magic
Engineer
Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Invention Charge Preservation- (Passive Ability, Engineer) Invention Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Spaceship Construction Techniques- (Passive Ability, Engineer) Possessor's Vessel summons and transformations whose name includes 'Star', 'Space', 'Astral', or 'Rocket' obtain +50 to all stats
Bioaugmentation Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Bioaugmentation possessor has equipped
Engineer- (Passive Ability, Engineer) Possessor gains +(50 * Possessor Level) to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Gnomish Tinker- (Passive Ability, Engineer) If possessor is in 'Form of Gnome' stance, possessor gains +80 MIN, and possessor's Inventions deal 5,000 additional Damage
Knowledge of Basic Timecraft Design- (Passive Ability, Engineer) Possessor's Time element Vehicle transformations gain +100 to all stats
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Oswall the Crafter's Cloud-Layer-Piercing Rocket-Construction Technique- (Passive Ability, Engineer) If possessor creates a Vessel transformation or summons a Vessel, said Vessel obtains a buff that makes effects attached to Zones of Air by sources below Level 70 unable to stop it from leaving battlespaces
Tinker (2)- (Active Ability, Engineer) Character may change (10 x possessor level) points of bonus to any one stat provided by an Upgrade, Bioaugmentation, or Gadget to a bonus to any one other stat as an action, this may not be done before threads, this may only be done once per thread per item
Upgrade Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Upgrade possessor has equipped
Eternal Champion
Apprentice Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats for each Hope element item equipped, Possessor's Hope element pets and summons gain +250 to all stats
Basic Acceleration Within Hope's Dominion- (Passive Ability, Eternal Champion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Hope
Basic Affinity to Healing Via Hope- (Passive Ability, Eternal Champion) Whenever possessor obtains Hope element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +50 to all stats
Basic Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +50 Defense against Hope
Basic Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +10 to all stats
Basic Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats while in a Zone of Hope
Eternal Champion- (Passive Ability, Eternal Champion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Hope Resistance, Possessor ignores Hope Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Elementalist
Envoy of Winter- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Winter
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Enigmatic Stranger
Basic Mystery Synchronization- (Passive Ability, Other: Enigmatic Stranger) Possessor gains +125 to all stats if possessor is Mystery element
Enslaver-
Apprentice Soul Training- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has a Soul equipped, Possessor gains +20 to all stats if possessor has a Soul equipped
Basic Soul Manipulation- (Passive Ability, Enslaver) Possessor may, at the beginning of any round, give up to one Soul that possessor has equipped, as a non-stacking effect that may only be present on one item at a time, either +40 additional Magical Attack (if it already possesses a Magical Attack bonus), +20 to any one stat (out of STR, AGI, CON, MIN, and SPI), +30 Defense, +20 Defense against Stat Damage, or '5% inflicts Charm'
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Classical Training in Standard Combat Utilizing the Soul- (Passive Ability, Enslaver) Possessor may treat Soul as a Base Weapon subtype
Core Essence Grab- (Technique Ability, Enslaver) Possessor may use 'Core Essence Grab' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Possessor may choose to become solely any one base entity subtype (that is not a base Transformation subtype) of any entity that was killed by said action.
Enslaver- (Passive Ability, Enslaver) Possessor gains +(500 + 10 * Possessor Level) Magical Attack and +(50 + 10 * Possessor Level) to all stats if possessor has a Soul equipped
Enslaving Force- (Technique Ability, Enslaver) Possessor may use 'Enslaving Force' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Said action gains 30% inflicts Charm.
Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped
Minor Offensive Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose HP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Offensive Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose MP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the start of each round that possessor has a Soul equipped
Minor Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the start of each round that possessor has a Soul equipped
Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Soul Wielding II- (Passive Ability, Enslaver) +25 to all stats when a Soul is equipped, +50 Magical Attack when a Soul is equipped
Spiritual Mana Leeching- (Passive Ability, Enslaver) You gain an additional 5 XP per (enemy level / 5 rounded up) of each enemy you deal the killing blow to with a Soul.
Evermason
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
♢Holding the Strings to All the Toys- (Passive Ability, Evermason) At the end of any round, if possessor possesses no opponents who are Golems and no allies who are afflicted with Charm or Dominion from opposing sources, possessor may choose to obtain a non-stacking buff that lasts until the end of battle that allows possessor to inflict Charm on any summoned Golem at the time of its summoning and that gives possessor's Golem allies 100% Charm Resistance
Innovative Puppet Development: So Fluffybouncy That They Fluffybounce Off The Attacks- (Passive Ability, Evermason) Possessor's Golem summons, may, at the time of their summoning, obtain a buff that grants them the following Constant Effect:
Fluffybouncy- Possessor obtains +20,000 Defense, Possessor gains a 25% chance of Reflecting Physical element attacks from sources below Level 60
Innovative Puppet Development: Swashbuckling Swordsmanship- (Passive Ability, Evermason) Possessor's Golem summons, may, at the time of their summoning, obtain a buff that grants them the following Ability:
Toy Swashbuckling- 33,000 Damage, this action obtains +40% To Hit and counts as involving a Sword, Physical or Physical & Air, 0 MP
Flux Baron
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
Situationally-Adaptive Wonder Body- (Passive Ability, Flux Baron) At the start of each thread, possessor may, as a non-stacking buff, replace its base stat points with a set of 60 points distributed between its posessor's stats as its possessor chooses (with a minimum of 1 point in each stat), replace its subtype with any one BA-member-PC-selectable base subtype, and replace its element with either any one base element or Wonder
Friendship
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
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
Black Covenant Devil Mind Vampire- (Passive Ability, Friendship) Possessor deals an additional 40,000 points of HP Drain or MP Drain whenever possessor would deal HP Drain or MP Drain if possessor has an ally who is Undead
Fan of Lili- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lili Von'Mion', Possessor suffers -200 to all stats if one of possessor's opponents is named 'Lili Von'Mion', Individuals named 'Lili Von'Mion' may add '30% inflicts Charm: Impressed' to hits of their actions that target possessor
Friend of Edwin Cloremontt- (Passive Ability, Friendship) Possessor gains +500 Defense if any of possessor's allies is named Edwin Cloremontt
Good Friend of Darston Candata'chagin'heldelu- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Darston Candata'chagin'heldelu', Whenever possessor heals an individual named 'Darston Candata'chagin'heldelu' possessor deals an additional 5,000 points of HP Healing or MP Healing,, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Darston Candata'chagin'heldelu'
Known In Nexus- (Passive Ability, Friendship) Possessor obtains +1 Fame
Likes Herself- (Passive Ability, Friendship) Possessor is afflicted with Elevated at the start of each round that one of possessor's allies is a copy of possessor or has the same name as possessor
Member of the Multi-Lili Mind Network- (Passive Ability, Friendship) Possessor gains +200 MIN as a buff for each ally who possesses an ability called 'Member of the Multi-Lili Mind Network', to a max of 5 such allies, Has RP effects
Worshipped by Caroline the Clown- (Passive Ability, Friendship) Possessor counts as possessing 1 additional worshipper, If any of possessor's unique allies are named 'Caroline the Clown', they count as Devout Worshippers of possessor (but do not increase the count of the number of worshippers that possessor possesses on top of the previously-mentioned increase) and gain +250 to all stats, Possessor gains +250 to all stats if possessor possesses any such allies
Geomancer
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Abyss - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Abyss
Attuned to Terrain: Abyss of Time - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Abyss of Time
Attuned to Terrain: Alien Domain - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Alien Domain
Attuned to Terrain: Astral Void - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Astral Void
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Attuned to Terrain: Beach - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Beach
Attuned to Terrain: Boneyard- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard
Attuned to Terrain: Bubble Cosmos - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Bubble Cosmos
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Gatekeeper
Base Outsider Synchronicity- (Passive Ability, Gatekeeper) Possessor may treat Outsider as a base subtype
Basic Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
General
Apprentice General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Human- (Passive Ability, General) Possessor may, at the beginning of a thread, choose to become the subtype Human
Adaptable Nature- (Passive Ability, General) Possessor, if Human, may choose at the beginning of a thread to count as possessing one more ability of any standard subtype that is not in the General / Other abilities category
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Formshift: Human- (Stance Ability, General) Possessor's subtype becomes Human
Human Traits- (Passive Ability, General) Possessor gains +1 to all stats so long as possessor is a Human
Versatile Style- (Passive Ability, General) Possessor, if Human, may choose at the beginning of every round to count as possessing one more ability of any standard subtype that is not in the General / Other abilities category as a non-stacking effect
Golomancer
Animate Talking Puppets- (Passive Ability, Golomancer) Possessor's Golem summons gain +200 MIN
♢Mistress of Runepuppets- (Passive Ability, Golomancer) Possessor obtains (Possessor Level / 25, rounded up, max 5) Pet slots that may only contain Golems, Possessor may use these pet slots as summon slots to hold Rune Magic summons that are Golems
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
Armored Guardian Stance- (Stance Ability, Guardian) Possessor's allies gain +300 Defense if possessor is wearing a Heavy Armor
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Can Wear Heavy Armor Without Tiring- (Passive Ability, Guardian) Possessor gains 10% Fatigued Resistance while possessor has a Heavy Armor equipped
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
Iron Body- (Passive Ability, Guardian) +500 HP for each 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
Prepare to Intercept Blows- (Technique Ability, Guardian) Possessor may use 'Prepare to Intercept Blows' in conjunction with a 'Guard Other' or 'Guard Back Rank' action if possessor has a Heavy Armor equipped and no other technique is used. Defense buffs applied by said action are increased by 25 points as a non-stacking effect.
Security of Iron- (Passive Ability, Guardian) Possessor gains 15% Fear resistance while wearing Heavy Armor
Well-Paid Bodyguard- (Passive Ability, Guardian) The Gold cap on Bodyguard is increased by 100,000 and possessor gains 15% of the money spent on said ability
Gunner
Accurate Shots- (Passive Ability, Gunslinger) Possessor gains +5% to Hit when a Gun is equipped
Apprentice Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack and all Gunslinging spells cost possessor 50 less MP to cast
Basic Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack and all Gunslinging spells cost possessor 10 less MP to cast
Bullet Trajectory Expert- (Passive Ability, Gunslinger) In the (1/X) portion of the spell Trick Shot: Ricochet Bullet and the spell Trick Shot: Magic Gunman, X is considered to be 2 lower, to a minimum of 1
Close Shooting- (Passive Ability, Gunslinger) Possessor's 'Ranged Attack' actions deal full Damage to targets in the front row that are not higher Level than possessor if possessor has a Gun equipped and has either at least 5 Gunslinging spells equipped or no non-Gunslinging spells equipped
Fast Draw- (Passive Ability, Gunslinger) Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of combat if at least one Gun is equipped
Fast Reload- (Passive Ability, Gunslinger) Whenever possessor performs a Ranged Attack action, possessor may unequip an Ammo Accessory, and, following such option (regardless of whether or not it was taken), possessor may equip an Ammo Accessory
Focused Gunslinging Casting- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Gunslinging
Gunslinger- (Passive Ability, Gunslinger) +400 Damage when using a ranged attack with a gun equipped, Gunslinging spells cost 50 less MP to cast, +50 additional damage and -5 additional MP per level of possessor
Gunslinging Casting I- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 20 less MP to cast
Gunslinging Casting II- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast
Heir to the Future
Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Basic Acceleration Within Technology's Dominion- (Passive Ability, Heir to the Future) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Technology
Basic Affinity to Healing Via Technology- (Passive Ability, Heir to the Future) Whenever possessor obtains Technology element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
Basic Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +50 Defense against Technology
Basic Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 1% Technology Resistance
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats
Basic Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats while in a Zone of Technology
Heir to the Future- (Passive Ability, Heir to the Future) Possessor ignores (1 * (Possessor Level/5), rounded down)% Technology Resistance, Possessor ignores Technology Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
High Judge
Kept the Mail Mostly Running During a Breakdown of Reality- (Passive Ability, Other: High Judge) Possessor gains 40% Rust Resistance, 40% Rot Resistance, 40% Flesh Resistance, 30% Chaos Resistance, and 30% Null Resistance; Rust, Rot, Flesh, Chaos, and Null element sources below Level 80 cannot prevent possessor or one of possessor's allies from trading an item, purchasing an item, or moving a buff or debuff from one allied source to another.
Illusionist
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Basic Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 1,000 more HP, 100 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Can Delude Self About Health Conditions- (Passive Ability, Illusionist) Possessor has a 50% chance per effect of suffering no negative effects from minor negative status effects from sources below Level 10
Can Make Things Up On the Fly- (Passive Ability, Illusionist) Possessor gains +200 MIN while performing counters
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Create Illusion- (Active Ability, Illusionist) Possessor may spend an action to create an Illusonary Thing. Said Illusionary Thing has 500 HP, may be targetted with attacks, is destroyed if it reaches 0 HP, and may be destroyed if an individual with 200 or more MIN or an individual who is Level 5 or greater spends an action to do so. A max of 5 Illusionary Things may be created at once, and Illusionary Things created by possessor last 5 rounds.
False Kindness- (Passive Ability, Illusionist) Possessor may choose for individuals below Level 20 to treat possessor's offensive actions as being non-offensive actions
Gnomish Prestidigitation- (Passive Ability, Illusionist) If possessor is in 'Form of Gnome' stance, possessor gains +5 MIN, +5 SPI, and 2% Dodge
Honeyed Words- (Passive Ability, Illusionist) Possessor's Magical Attack actions may gain 15% inflicts Charm if possessor's stats have not been scanned by an opponent
Illusion Magic Casting I- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 20 less MP to cast
Illusionist- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have (500 * Possessor Level) more HP, (50 * Possessor Level) more of each stat, last (Possessor Level) rounds longer if they last over 1 round already, and require (50 * Possessor Level) more of the relevant stats to dispel
Skilled at Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 5,000 more HP, 200 more of each stat, last 1 round longer if they last over 1 round already, and require 500 more of the relevant stats to dispel
Inscriber
Apprentice Ward Mastery- (Passive Ability, Inscriber) Possessor gains +50 Defense if possessor has a Ward equipped
Basic Ward Mastery- (Passive Ability, Inscriber) All Wards equipped by possessor provide +10 additional Defense
Inscribe Complex Ward Symbols- (Passive Ability, Inscriber) Possessor's Resistances, Immunities, Reflection, and Absorption may not be ignored or bypassed by sources below Level 20
Inscriber- (Passive Ability, Inscriber) Possessor's existing Resistances to base elements are increased by 1% if possessor has a Ward equipped, to a max of 50%, Possessor gains +(100 * Possessor Level) Defense if possessor has a Ward equipped
Inscriber of the Wards Which Protect against Angels- (Passive Ability, Inscriber) Possessor gains +1% Angel Resistance if possessor has a Ward equipped, to a max of 30%
Inscriber of the Wards Which Protect against Glyph Magic- (Passive Ability, Inscriber) Possessor gains +1% Glyph Magic Resistance if possessor has a Ward equipped, to a max of 30%
Inscriber of the Wards Which Protect against Guns- (Passive Ability, Inscriber) Possessor gains +1% Gun Resistance if possessor has a Ward equipped, to a max of 30%
Inscriber of the Wards Which Protect against Healer Magic- (Passive Ability, Inscriber) Possessor gains +1% Healer Magic Resistance if possessor has a Ward equipped, to a max of 30%
Inscriber of the Wards Which Protect against Hexes- (Passive Ability, Inscriber) Possessor gains +5% Hexed Resistance if possessor has a Ward equipped, to a max of 200%
Inscriber of the Wards Which Protect against Magic- (Passive Ability, Inscriber) Possessor gains +1% Magic Resistance if possessor has a Ward equipped, to a max of 50%
Inscriber of the Wards Which Protect against Spells- (Passive Ability, Inscriber) Possessor's existing Resistances to base spell subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%
Inscriber of the Wards Which Protect against Swords- (Passive Ability, Inscriber) Possessor gains +1% Sword Resistance if possessor has a Ward equipped, to a max of 30%
Inscriber of the Wards Which Protect against Technology- (Passive Ability, Inscriber) Possessor gains +1% Technology Resistance if possessor has a Ward equipped, to a max of 50%
Inscriber of the Wards Which Protect against War- (Passive Ability, Inscriber) Possessor gains +1% War Resistance if possessor has a Ward equipped, to a max of 50%
Ioun Master
Basic Stone Training- (Passive Ability, Ioun Master) This character gains +6 Magical Attack when a Stone is equipped.
Elemental Scorn- (Technique Ability, Ioun Master) Possessor may use Elemental Scorn in conjunction with a Magical Attack, so long as no other technique is used and a Stone is equipped. Said Magical Attack action gains a 5% chance of inflicting Burning if a Fire element Stone is equipped, a 5% chance of inflicting Suffocation if an Air element Stone is equipped, a 5% chance of inflicting Drowning if a Water element Stone is equipped, a 5% chance of inflicting Entombed if an Earth element Stone is equipped, a 5% chance of inflicting Awestruck if a Light element Stone is equipped, a 5% chance of inflicting Voidstruck if a Darkness element Stone is equipped, a 5% chance of inflicting Antimatter if a Technology element Stone is equipped, a 5% chance of inflicting Manablasted if a Magic element Stone is equipped, a 5% chance of inflicting Wounded if a Physical element Stone is equipped, a 5% chance of inflicting Mindblasted if a Psychic element stone is equipped, a 5% chance of inflicting Dissolving if an Acid element Stone is equipped, a 5% chance of inflicting Frozen if an Ice element Stone is equipped, or a 5% chance of inflicting Electrocuted if an Electrical element Stone is equipped
Focused Burst- (Technique Ability, Ioun Master) Possessor may use Focused Burst in conjunction with a Magical Attack, so long as no other technique is used and a Stone is equipped. Said Magical Attack action gains +90 Magical Attack
Greater Elemental Scorn- (Technique Ability, Ioun Master) Possessor may use Elemental Scorn in conjunction with a Magical Attack, so long as no other technique is used and a Stone is equipped. Said Magical Attack action gains a 5% chance of inflicting Burning if a Fire element Stone is equipped, a 5% chance of inflicting Suffocation if an Air element Stone is equipped, a 5% chance of inflicting Drowning if a Water element Stone is equipped, a 5% chance of inflicting Entombed if an Earth element Stone is equipped, a 5% chance of inflicting Awestruck if a Light element Stone is equipped, a 5% chance of inflicting Voidstruck if a Darkness element Stone is equipped, a 5% chance of inflicting Antimatter if a Technology element Stone is equipped, a 5% chance of inflicting Manablasted if a Magic element Stone is equipped, a 5% chance of inflicting Wounded if a Physical element Stone is equipped, a 5% chance of inflicting Mindblasted if a Psychic element stone is equipped, a 5% chance of inflicting Dissolving if an Acid element Stone is equipped, a 5% chance of inflicting Frozen if an Ice element Stone is equipped, and a 5% chance of inflicting Electrocuted if an Electrical element Stone is equipped
Item Effect
Has Consumed 1 of the Permanent Consumable "Holy Festival Snack Mix"- (Passive Ability, Permanent Item Effect) +10 HP, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Holy Festival Bundt Cake"- (Passive Ability, Permanent Item Effect) +25 to all stats, Cannot be used in combos
Jeweler
Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
Justicar
Basic Justicar Knowledge- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Kinetic Emperor
Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Basic Acceleration Within Physical's Dominion- (Passive Ability, Kinetic Emperor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Physical
Basic Affinity to Healing Via Physical- (Passive Ability, Kinetic Emperor) Whenever possessor obtains Physical element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +50 to all stats
Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Basic Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 1% Physical Resistance
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Understanding of the Heart of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element allies gain +10 to all stats
Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats while in a Zone of Physical
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
Lawbringer
Apprentice Mace Training- (Passive Ability, Lawbringer) This character gains +50 Melee Attack and +500 HP when a Mace is equipped.
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack when a Mace is equipped.
Blasphemy Strike- (Technique Ability, Lawbringer) Possessor may use 'Heresy Strike' in conjunction with a 'Melee Attack' action if a Mace is equipped and no other technique is used. Said action gains +400 Melee Attack, and a Divine Magic spell with a Magical Attack bonus may be cast as part of it, with said action obtaining a Melee Attack bonus equal to said spell's Magical Attack bonus and said spell counting as a Dark Magic, Rune Magic, or Demon Magic spell for purposes of said action.
Lawbringer- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack and Magical attack if possessor has a Mace equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Mace equipped
Mace Wielding I- (Passive Ability, Lawbringer) +5 to all stats when a Mace is equipped
Mace Wielding II- (Passive Ability, Lawbringer) +25 to all stats when a Mace is equipped, +50 Melee Attack when a Mace is equipped
Heresy Strike- (Technique Ability, Lawbringer) Possessor may use 'Heresy Strike' in conjunction with a 'Melee Attack' action if a Mace is equipped and no other technique is used. Said action gains +300 Melee Attack, and its targets cannot cast Divine Magic spells for 6 rounds if below Level 80.
Infuse Mace With Dark Energies- (Passive Ability, Lawbringer) At the beginning of each round, if possessor is wielding a Mace, possessor may deal 50 Flat Darkness element MP drain to an allied pet or summon Daemon, Devil, or Demon, gaining +50 Melee Attack as a non-stacking buff until the end of the round if possessor does so
JUSTICE HAMMAH- (Technique Ability, Lawbringer) Possessor may use 'JUSTICE HAMMAH' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Mace. Said action gains +2,000 Melee Attack and gains a 50% chance of inflicting Entombed: Incarcerated.
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Mace of Law- (Passive Ability, Lawbringer) Possessor gains +80 to all stats when opposing Devas, Abstracts, or Demons so long as possessor has a Mace equipped; possessor gains +100 Melee Attack against Devas, Abstracts, and Demons so long as possessor has a Mace equipped
Lightbringer
Half-Risen Daemon- (Passive Ability, Lightbearer) Possessor may choose to not count as an Illuminated instead of a Daemon for purposes of effects from lower-Level sources (or willing sources)
Kinetic Emperor
Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Basic Acceleration Within Physical's Dominion- (Passive Ability, Kinetic Emperor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Physical
Basic Affinity to Healing Via Physical- (Passive Ability, Kinetic Emperor) Whenever possessor obtains Physical element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +50 to all stats
Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Basic Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 1% Physical Resistance
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Understanding of the Heart of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element allies gain +10 to all stats
Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats while in a Zone of Physical
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
Mage-Archivist
♢Achivist's Metacasting- (Passive Ability, Other: Mage-Archivist) If possessor has a spell equipped that is also present on possessor's Inherent Spell list, said spell's Magical Attack bonus is increased by (Possessor's Level * 100) points when it is cast; if possessor casts a Libram Magic spell that shares the exact same combination of elements as a Book or Tome that possessor has equipped, possessor gains +300 Magical Attack, said spell's Magical Attack bonus is increased by (Possessor's Level * 100) points when it is cast; if possessor casts a Libram Magic spell that shares both the exact same combination of elements as a Wand or Staff that possessor has equipped and the exact same combination of elements as a Book or Tome that possessor has equipped, possessor gains +300 Magical Attack, said spell's Magical Attack bonus is increased by (Possessor's Level * 100) points when it is cast
♢Infinite Archive- (Passive Ability, Other: Mage-Archivist) Possessor may equip a number of additional Wizard Magic, Enchantment, Transmutation, Summoner Magic, Necromancy, Dark Magic, Geomancy, Healer Magic, Dvine Magic, Illusion Magic, Druid Magic, Channeling, Divining, Gate Magic, Golomancy, Artifice, Astral Magic, Elemental Magic, Force Magic, Alchemy, Protection Magic, Ritual Magic, Shaman Magic, Shadow Magic, Spirit Magic, or Libram Magic spells equal to possessor's Level
Matrix Keeper
Apprentice Assault Matrix Training- (Passive Ability, Matrix Keeper) Possessor gains +50 Ranged Attack and +50 Magical Attack if possessor has an Assault Matrix equipped, Possessor gains +20 to all stats if possessor has an Assault Matrix equipped
Assault Matrix Wielding I- (Passive Ability, Matrix Keeper) +5 to all stats when a Assault Matrix is equipped
Assault Matrix Wielding II- (Passive Ability, Matrix Keeper) +25 to all stats when a Assault Matrix is equipped, +25 Ranged Attack and +25 Magical Attack when a Assault Matrix is equipped
Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Beam Net- (Technique Ability, Matrix Keeper) Possessor may use 'Beam Net' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and an Assault Matrix is equipped. Said action may not be Dodged by or Miss any target that is below Level 15.
Classical Training in Standard Combat Utilizing the Assault Matrix- (Passive Ability, Matrix Keeper) Possessor may treat Assault Matrix as a Base Weapon subtype
*Matrix Keeper- (Passive Ability, Matrix Keeper) Possessor gains +(700 + 50 * Possessor Level) Ranged Attack, +(700 + 50 * Possessor Level) Magical Attack, and + (50 + 10 * Possessor Level) to all stats if possessor has an Assault Matrix equipped
Somewhat Good At Pinball- (Passive Ability, Matrix Keeper) +4 AGI
Magewright
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
♢Artifact Collector- (Passive Ability, Magewright) Possessor's Base Stats are increased by 1 for each different Artifact that possessor is carrying at least one Aspect of, This instead works off of artifact ownership in RP threads
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Basic Magewright Proficiency- (Passive Ability, Magewright) Character gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune equipped.
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Ioun Stone Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Ioun Stone possessor has equipped
Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Pattern-Bearing Feet- (Passive Ability, Magewright) Possessor gains a Shoes slot (This is different from an Accessory slot that can only hold Shoes; this can hold Shoes of any type but doesn't count as an Accessory slot)
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Trinket Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Trinket possessor has equipped
Mechanist
Rapid Analysis- (Passive Ability, Mechanist) Possessor's actions that scan stats may not be countered by entities below Level 40
Necromancer
Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers
Mentalist
Adept Psychic Power Attunement- (Passive Ability, Mentalist) Psychic Power spells cost possessor 10,000 less MP to cast, Psychic Power 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 Psychic Power Spells, and may not be converted into other types of slots by individuals below Level 100
Alter Dream Content- (Passive Ability, Mentalist) If possessor scans the stats of an individual afflicted with Fatigued: Asleep, possessor may inflict Confusion, Confusion: Fear, Confusion: Depression, Confusion: Fear: Disconcerted, Confusion: Paranoia, Charm, Charm: Lovestruck, Charm: Lust, Charm: Wanderlust, Stat Drain: MIN Drain, Stat Drain: SPI Drain, Fatigued: Stress, Mind Restore, Stat Boost: MIN Boost, Stat Boost: SPI Boost, Invigorated, Invigorated: High Morale, or Invigorated: Zesty on said individual.
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Clairvoyance Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when using a Psychic Power spell to do said scanning
Basic Cryokinesis Powers- (Passive Ability, Mentalist) Possessor's Ice-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Dream Reading Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when scanning the stats of individuals afflicted with Fatigued: Asleep, to a max of Level 100, with said effect not bypassing 'Immune to under Level X' effects
Basic Electrokinesis Powers- (Passive Ability, Mentalist) Possessor's Electrical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychokinesis Powers- (Passive Ability, Mentalist) Possessor's Physical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Pyrokinesis Powers- (Passive Ability, Mentalist) Possessor's Fire-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Cryokineticist- (Passive Ability, Mentalist) Ice-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Dream Message- (Passive Ability, Mentalist) If possessor inflicts a buff on an individual afflicted with Fatigued: Asleep, possessor may inflict Mind Restore, Stat Boost: MIN Boost, Stat Boost: SPI Boost, Invigorated, Invigorated: High Morale, Invigorated: Zesty, or Invigorated: Alert on said individual.
Electrokineticist- (Passive Ability, Mentalist) Electrical-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Enter Dreams- (Passive Ability, Mentalist) If possessor scans the stats of an individual afflicted with Fatigued: Asleep, possessor may create a Zone of Psychic & Magic, or, if possessor is Dream element, may create a Zone of Dream. Possessor gains +5% Dodge if any individual in the same battlespace other than possessor is afflicted with Fatigued: Asleep.
<Expert Psychic Power Attunement>
Focused Psychic Power Casting- (Passive Ability, Mentalist) Psychic Power spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Psychic Power
Good Imagination- (Passive Ability, Mentalist) Possessor gains +50 unmodified MIN and +50 unmodified SPI
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
High Self-Confidence- (Passive Ability, Mentalist) Possessor gains 20% Confusion: Depression Resistance
Improved Cryokinesis Powers- (Passive Ability, Mentalist) Ice-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Improved Electrokinesis Powers- (Passive Ability, Mentalist) Electrical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Improved Psychokinesis Powers- (Passive Ability, Mentalist) Physical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Improved Psychometry Powers- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +50, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Improved Pyrokinesis Powers- (Passive Ability, Mentalist) Fire-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Induce Memory-Alterations Through Dreams- (Passive Ability, Mentalist) If possessor scans the stats of an individual afflicted with Fatigued: Asleep, possessor may remove 1 buff from a source below Level 60 that is not 20 or more Levels greater than possessor from said individual.
Mental Focus- (Passive Ability, Mentalist) All Psychic Power spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance
Mentalist- (Passive Ability, Mentalist) +500 Damage to all damage dealing Psychic Power spells, MIN may be used instead of SPI as the relevant stat for magical attacks involving Psychic Power spells, All Psychic Power spells cost 30 less MP, +25 additional damage per possessor level
Mind-Grab- (Passive Ability, Mentalist) Whenever possessor conducts a 'Meditate' action, possessor may obtain one item from a willing ally
Oneironaut- (Passive Ability, Mentalist) Possessor gains +500 to all stats if in a Zone of Magic & Psychic or a Zone of Dream. Possessor gains +2% Dodge if in a Zone of Magic & Psychic or a Zone of Dream.
Psychic Power Casting I- (Passive Ability, Mentalist) Psychic Power spells cost possessor 20 less MP to cast
Psychic Power Casting II- (Passive Ability, Mentalist) Psychic Power spells cost possessor 200 less MP to cast
Psychokineticist- (Passive Ability, Mentalist) Physical-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Psychometrist- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +200, Possessor counts as 2 Levels higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Pull Beasts From Dreams- (Passive Ability, Mentalist) If possessor is in the same battlespace as an individual afflicted with Fatigued: Asleep whose stats have been scanned by possessor, possessor may, at the start of each round, summon 1 entity from the Enemy List that is below said individual's Level, below Level 60, and 10 or more Levels lower than possessor. Max 30 summoned.
Pyrokineticist- (Passive Ability, Mentalist) Fire-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Spoon Bending- (Passive Ability, Mentalist) At the beginning of each round, possessor may destroy any one item that possessor has equipped that is non-unique and worth under 10,000 Gold
Merchant
Gift Wrapper- (Passive Ability, Merchant) Possessor chooses on month of the year upon acquiring this ability; possessor's per-item half-price sell cap is increased by 5,000 Gold during that month (October)
Metamorph
Form of Moving Light- (Stance Ability, Metamorph) Possessor gains +7,500 AGI while in this stance, Possessor gains 30% Light Resistance, 10% Fire Resistance, and 10% Ice Resistance while in this stance, Possessor becomes Light element while in this stance
Mind Lord
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Basic Acceleration Within Psychic's Dominion- (Passive Ability, Mind Lord) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Psychic
Basic Affinity to Healing Via Psychic- (Passive Ability, Mind Lord) Whenever possessor obtains Psychic element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +50 to all stats
Basic Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +50 Defense against Psychic
Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Understanding of the Heart of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element allies gain +10 to all stats
Basic Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +50 to all stats while in a Zone of Psychic
Mind Lord- (Passive Ability, Mind Lord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Psychic Resistance, Possessor ignores Psychic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Puzzlepiece Aura- (Passive Ability, Mind Lord) Possessor's opponents with less MIN than possessor's MIN who are below Level 40 may not act on during first two rounds of battle, with things that would occur before and after skipped actions still occurring, and with this ability stopping a max of 40 actions per battle
Monk
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Attack-Deflection Training- (Passive Ability, Monk) Possessor gains a 1% chance of Reflecting Physical element attacks from sources below Level 4
Awareness of Energy Chakras- (Passive Ability, Monk) Possessor gains +100 STR, +100 AGI, +100 CON, +100 MIN, and +200 SPI
Basic Gymnastics Skills- (Passive Ability, Monk) Possessor gains +20 AGI
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Clown Flashstep- (Passive Ability, Monk) If possessor is in Clown Mode, possessor gains 80% Dodge
Contortionist- (Passive Ability, Monk) Possessor gains +1% Dodge against individuals below Level 45
Controlled Breathing- (Passive Ability, Monk) Possessor gains 1% Suffocation Resistance
Flexible- (Passive Ability, Monk) Possessor gains +200 AGI and +2% Dodge against individuals below Level 60
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
Still Heartbeat- (Passive Ability, Monk) Each thread, possessor ignores the first number of rounds equal to possessor's Level worth of effects that possessor would suffer from Poison and its sub-status effects or rounds worth of Damage that possessor would take from any minor negative status effects or sub-status effects
Mountain King
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Basic Acceleration Within Earth's Dominion- (Passive Ability, Mountain King) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Earth
Basic Affinity to Healing Via Earth- (Passive Ability, Mountain King) Whenever possessor obtains Earth element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +50 to all stats
Basic Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +50 Defense against Earth
Basic Understanding of the Heart of Earth- (Passive Ability, Mountain King) Possessor's Earth element allies gain +10 to all stats
Basic Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 50 points
Basic Earth Resistance- (Passive Ability, Mountain King) Possessor gains 1% Earth Resistance
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +50 to all stats while in a Zone of Earth
Mountain King- (Passive Ability, Mountain King) Possessor ignores (1 * (Possessor Level/5), rounded down)% Earth Resistance, Possessor ignores Earth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Nemesis
Basic Dark Transformation User- (Passive Ability, Nemesis)- All Dark Transformation transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Ocean Prince
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Basic Acceleration Within Water's Dominion- (Passive Ability, Ocean Prince) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Water
Basic Affinity to Healing Via Water- (Passive Ability, Ocean Prince) Whenever possessor obtains Water element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Defenses Against Water- (Passive Ability, Ocean Prince) Possessor gains +50 Defense against Water
Basic Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +10 to all stats
Basic Water Resistance- (Passive Ability, Ocean Prince) Possessor gains 1% Water Resistance
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Ocean Prince- (Passive Ability, Ocean Prince) Possessor ignores (1 * (Possessor Level/5), rounded down)% Water Resistance, Possessor ignores Water Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Pactmaker
Adept Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Devil summon, Possessor's unmodified stats increase by 200 points if possessor is a Devil.
Apprentice Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Basic Knowledge of Devil Names- (Passive Ability, Pactmaker) Possessor counts as one Level greater for stat-scanning purposes when scanning the stats of Devils, to a max of Level 20
Basic Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
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'
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
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
Devil Calling I- (Passive Ability, Pactmaker) Possessor's Devil summons gain +20 to all stats
Devil Calling II- (Passive Ability, Pactmaker) Possessor's Devil summons gain +200 HP
Devil Calling III- (Passive Ability, Pactmaker) Possessor's Devil summons gain +500 MP
Devil Calling IV- (Passive Ability, Pactmaker) Possessor's Devil summons gain +2,000 HP and +4,000 MP
Devil Calling V- (Passive Ability, Pactmaker) Possessor's Devil summons may not be unsummoned by sources below Level 5
Devil Instruction I- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +20 to all stats
Devil Instruction II- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 to all stats
Devilish Negotiator- (Passive Ability, Pactmaker) Possessor's actions which inflict Charm may, should possessor desire such, have said chance increase by 5%, to a max of 20%
Empowered By Greed- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has dealt Gold Drain during said battle
Empowered By Gluttony- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has used two or more different Food consumables on itself during said battle
Empowered By Lust- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Charm: Lust
Empowered By Envy- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has performed an action of the same name as an action performed by a different individual earlier in the same round during same battle
Empowered By Sloth- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has passed an action during said battle
Empowered By Wrath- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Berserk
Empowered By Pride- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor refuses a buff from an ally
Empowered By Sorrow- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Depression
Envy Strike- (Technique Ability, Pactmaker) Possessor may use 'Envy Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action becomes solely any combination of base elements that its target is.
Greed Strike- (Technique Ability, Pactmaker) Possessor may use 'Greed Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action deals Gold Damage instead of HP Damage.
Gluttony Strike- (Technique Ability, Pactmaker) Possessor may use 'Gluttony Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action deals 1/2 Damage and deals HP Drain instead of HP Damage.
Improved Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Improved Devil Form-Binding- (Passive Ability, Pactmaker) Possessor may possess two Bound Devil Buffs instead of one.
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
Lust Strike- (Technique Ability, Pactmaker) Possessor may use 'Lust Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Charm: Lust'.
Mystic Sacrifice- (Passive Ability, Pactmaker) Possessor may also apply Perform Sacrifice to Magical Attacks
Natural Devil Mind Vampire- (Passive Ability, Pactmaker) Possessor deals an additional 5,000 points of HP Drain or MP Drain whenever possessor would deal HP Drain or MP Drain, Possessor may transform into and out of transformations in possessor's Vampiric Form Transformation Record as though they were equipped
Negotiate for Cheaper Summons- (Passive Ability, Pactmaker) Spells that summon Devils cost possessor 2,500 less MP to cast
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
Pride Strike- (Technique Ability, Pactmaker) Possessor may use 'Pride Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action may not be countered by individuals below its performer's Level who are below Level 60.
Sacrificial Ritual Leader- (Passive Ability, Pactmaker) On rounds in which possessor uses Perform Sacrifice as part of at least one action, kills made by possessor's pets and summons count as having been killed by an action including Perform Sacrifice, to a max of 200 such occurrences per round
Sacrificially Empowered Caster- (Passive Ability, Pactmaker) Possessor gains +250 Magical Attack as a buff and possessor's spells cost 150 MP less on turns following possessor's successful use of Perform Sacrifice as part of an attack that killed at least one target that provided possessor with MP via Perform Sacrifice, does not stack, with this effect lasting (1 + (Possessor Level / 5, rounded down)) rounds.
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
Sloth Strike- (Technique Ability, Pactmaker) Possessor may use 'Sloth Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Fatigued'.
Sorrow Strike- (Technique Ability, Pactmaker) Possessor may use 'Sorrow Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Confusion: Depression'.
Speed-Focused Devil Instruction I- (Passive Ability, Pactmaker) Possessor's Devil pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Unfair Negotiator- (Passive Ability, Pactmaker) Whenever an individual transfers HP or MP to possessor, possessor may choose to have an additional 5,000 points be transferred
Wrath Strike- (Technique Ability, Pactmaker) Possessor may use 'Wrath Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains +100 Melee Attack, +100 Magical Attack, +100 Ranged Attack, and gains '30% inflicts Confusion: Berserk'.
Write With the Blood of a Nearby Individual- (Passive Ability, Pactmaker) Whenever possessor casts a spell, possessor may deal 500 Flat Darkness element Damage to any individual in the same battle to make said spell cost 500 less MP
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
Has Meditated Upon Virtue- (Passive Ability, Paladin) Possessor gains +100 to all stats for each positive status effect possessor possesses
Inner-Light-Nimbus Form- (Stance Ability, Paladin) Possessor gains +300 uncapped points to all stats (to a max of +3,000) for each positive status effect possessor possesses, Possessor's allies gain +200 to all stats (to a max of +2,000 points across all sources) for each positive status effect possessor possesses
Merciful- (Passive Ability, Paladin) Whenever possessor would kill an opponent with a 'Melee Attack' action through HP Damage, possessor may choose to reduce it to 1 HP instead
Noble Soul- (Passive Ability, Paladin) Possessor gains +200 Defense against SPI Damage, Possessor gains Stat Drain: SPI Drain Immunity if possessor is not afflicted with Hexed, Possessor obtains Charm Immunity against Demons, Devils, and Daemons below Level 40
Noble Purpose- (Passive Ability, Paladin) Possessor may not Damage allies (not counting healing) unless an individual of Level 60 or greater objects to said Damage-prevention
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
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
Redeem- (Active Ability, Paladin) Possessor may spend an action to cause an opposing non-unique enemy that is normally fightable for drops, is 5 or more Levels lower than the action's user, and that is afflicted with Charm to switch to said action's user's side of battle, with Demons affected by this effect optionally being able to have their subtype changed to Deva, with Devils affected by this effect optionally able to have their subtype changed to Angel, and with Daemons affected by this effect optionally able to have their subtype changed to Celestial, with the effect causing this counting as a debuff and not being removable by sources below Level 30 that are not 10 or more Levels greater than this action's performer, Has RP effects
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
Spiritual Strength through Purity of Body, Mind, and Spirit- (Passive Ability, Paladin) Possessor gains +1 Base SPI while possessor is not afflicted with any negative status effects
Understanding of Mercy- (Passive Ability, Paladin) Possessor may choose to count opponents who are non-unique and 20 Levels or lower below possessor who are below Level 20 who are afflicted with Charm or Fatigued: Knocked Out as defeated
Wise Paladin's Measured Judgment- (Passive Ability, Paladin) Possessor is informed upon scanning a target's stats if said target is both below Level 40 and possesses any Constant Effects, Boss Effects, Abilities, equipped items, buffs or debuffs that would alter the scan's results to somehow be false or incomplete
Wreathed In Grace- (Passive Ability, Paladin) Possessor gains +300 AGI if not afflicted with Hexed, Possessor gains 20% Dodge if not afflicted with Hexed
Permanent Item Effect
Has Consumed 1 of the Permanent Consumable "Holy Festival Snack Mix"- (Passive Ability, Permanent Item Effect) +10 HP, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Holy Festival Bundt Cake"- (Passive Ability, Permanent Item Effect) +25 to all stats, Cannot be used in combos
Has Consumed X = 22 of the Permanent Consumable "Premier Health Supplement"- (Passive Ability, Permanent Item Effect) +(100 * X) MP, Cannot be used in combos
Has Consumed X = 6 of the Permanent Consumable "Premier Mana Supplement"- (Passive Ability, Permanent Item Effect) +(100 * X) MP, Cannot be used in combos
Partook of the Candied Wish-Stars- (Active Ability, Permanent Item Effect) Possessor may spend an action to replicate an action performable by any entity on the Enemy List of Level 80 or Lower that is of equal Level to or lower Level than possessor that is normally fightable for drops as though an instance of said entity were performing said action, This ability may not be used in combos
Power Trooper
Basic Power Armor Mastery- (Passive Ability, Power Trooper) All Power Armor worn by possessor provide +20 additional Defense
Hazmat Suit Proficiency- (Passive Ability, Power Trooper) Possessor gains +15% Poison Resistance and +30% Diseased Resistance if possessor is wearing a Power Armor
Priest
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher,to a max of Level 20, for purposes of worshipper benefits
Basic Channeling of Divine Mercy- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack and Heal bonus gain +50 additional Magical Attack for purposes of non-offensive actions
Basic Channeling of Divine Wrath- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Bearer of Religious Vestments- (Passive Ability, Priest) Possessor gains +80 to all stats and Divine Magic spells cost possessor 400 MP less to cast when possessor has an Armor that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Channel Divine Magic through Holy Symbol- (Passive Ability, Priest) Possessor gains +50 Magical Attack and +50 SPI if possessor has a Holy Symbol equipped
Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect
Divine Magic Casting I- (Passive Ability, Priest) Divine Magic spells cost possessor 20 less MP to cast
Divine Magic Casting II- (Passive Ability, Priest) Divine Magic spells cost possessor 200 less MP to cast
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Protector-
Forehead Trained To Be Resistant To Too Much Facepalming- (Passive Ability, Protector) Possessor gains 75% Confusion: Facepalming Too Hard Resistance
Puppetmaster-
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
Arch-Daemon's Immortal Superiority- (Passive Ability, Puppet Master) Possessor (is Immune to entities below Level 40, gains Fatigued Immunity, and gains an uncapped +20,000 to all stats) if possessor is Level 40 or greater and is an Arch-Daemon who is a deity
Archdaemon's Standard Deific Domain Compatibility- (Passive Ability, Other: Worldbound God) Possessor gains +10 to all stats if possessor is a Planetary, Possessor may gain Worldbound-God-related domains despite being an Archdaemon as an RP power
Archdaemonic Domain: Agriculture- (Passive Ability, Other: Puppet Master) Possessor may, for each Daemon or Golem summon possessor possessor, at the start of each round, to a max of 200 times per round, create a Temporary Food or Drink consumable or Plant, Animal, or Human pet from the Shop that is in stock and worth under 10,000,000 Gold, Possessor has RP powers connected to this divine domain
Archdaemonic Domain: Clowns- (Passive Ability, Puppet Master) Possessor may choose to inflict Confusion: Overwhelmed by Laughter on any number of individuals at the start of each round, Possessor ignores the status effect Immunities of individuals of lower Level in regards to inflicting Confusion: Overwhelmed by Laughter, Possessor has RP powers connected to this divine domain
Archdaemonic Domain: Contracts- (Passive Ability, Puppet Master) Possessor's summons that are lower Level than possessor may not be uncontrolled, Buffs and debuffs with possessor as a source may not be removed by sources more than 10 Levels below possessor, Possessor has RP powers connected to this divine domain
Archdaemonic Domain: Control- (Passive Ability, Puppet Master) Possessor gains a (Possessor Level / 5, rounded up)% chance of inflicting Dominion on targets of lower Level, Possessor gains Dominion Immunity against lower-Level individuals, Possessor has RP powers connected to this divine domain
Archdaemonic Domain: Foreknowledge- (Passive Ability, Puppet Master) Possessor's stat-scanning attempts are automatically successful against targets that are not 20 or more Levels greater than possessor, At the start of each round, each of possessor's opponents of lower Level must declare the name of the ability it will use for the first action of that round, and, if it does not use said action as its first action of said round, then said first action has a 35% chance of failing, Possessor has RP powers connected to this divine domain
Archdaemonic Domain: Infestation- (Passive Ability, Other: Puppet Master) Possessor gains +500 to all unmodified stats if an individual in the same battle as possessor who is not possessor possesses an Insect as a passenger, Possessor has RP powers connected to this divine domain
Archdaemonic Domain: Puppet-Crafting- (Passive Ability, Puppet Master) Items created by possessor gain the Smithing Technique 'Divinely Crafted' in addition to other smithing techniques they might obtain, using possessor's Level as the listed Crafter Level, Possessor's Golem summons gain +(Possessor Level * 50) to all stats, Possessor's Rune Magic summons gain +(Possessor Level * 50) to all stats, Possessor's summons whose name includes 'Puppet' gain +(Possessor Level * 50) to all stats), Individuals below possessor's Level may not summon Golems whose name includes 'Puppet' without possessor's permission, Possessor has RP powers connected to this divine domain
Divinely Crafted- This item is worth an additional (Crafter Level * 100,000 Gold) and provides an additional (Crafter Level * 100) to all stats it provides a bonus to, Smithing Technique
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 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
Daemonic Demigoddess- (Passive Ability, Puppet Master) Possessor is a deity and possesses a deity profile.
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 Irrindil- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 SPI and Fatigued: Elderly Immunity
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
Hear Prayers (Archdaemonic Variant)- (Passive Ability, Puppet Master) Possessor's allies who are devout worshippers of possessor gains +300 Defense, Possessor may, as an RP power, hear prayers from devout worshippers in the same general area as possessor and may also hear prayers relating to possessor's archdaemonic domains in said same area
Plush Toy Affinity- (Passive Ability, Puppet Master) Possessor's Darkness-element Golems that have Rune in the name or are summoned through Rune Magic count as Daemons for purposes of Puppet Master abilities, ) Possessor's Darkness-element Golems that have Rune in the name or are summoned through Rune Magic gain +30 to all stats
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
Prophet of the Darkest Abysses
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
Radiant Hierophant
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Apprentice 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 Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +100 to all stats
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
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 Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +250 to all stats
Meditative Assumption of Light- (Passive Ability, Radiant Hierophant) Possessor may choose, at the beginning of a thread, to become solely Light element
Radiant Hierophant- (Passive Ability, Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Ravager
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Axe Wielding I- (Passive Ability, Ravager) +5 to all stats when a Axe is equipped
Axe Wielding II- (Passive Ability, Ravager) +25 to all stats when a Axe is equipped, +50 Melee Attack when a Axe is equipped
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Bloody Hacking- (Active Ability, Ravager) +35 Melee Attack, 5% inflicts Wounded, this ability may be used in conjunction with a Melee Attack if an Axe is equipped so long as no other technique is used
Dual Axe-Wielding- (Passive Ability, Ravager) Possessor gains +50 Melee Attack if possessor has two Axes or a Axe that is a Weaponx2 equipped
Font of Rage- (Active Ability, Ravager) Possessor may inflict Berserk on self an additional 5 times per thread
Flame Chop- (Technique Ability, Ravager) Possessor may use 'Flame Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
Ritualist
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Ritual Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
Craft Ritual Circles from Blood- (Passive Ability, Ritualist) Possessor may pay 100 HP when casting a Ritual Magic spell that creates a Circle Effect to have said spell cost 100 less MP, Ritual Magic spells that create Circle Effects cost possessor 100 less MP on rounds after rounds during which at least 2,000 HP worth of Damage was taken from attacks across all individuals in the battle that possessor is currently present in
Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast
Ritualist's Mana-Channeling Stance- (Stance Ability, Ritualist) Each turn possessor spends casting Ritual Magic spells counts as 2, but it cost 25 XP per turn casting until the number of turns required to cast the spell is reached
Ritual Summoning through Blood Circles- (Passive Ability, Ritualist) All of possessor's Ritual Magic summons that are summoned while possessor possesses a Ritual Magic Circle Effect that benefitted from the MP-cost-reduction of possessor's 'Craft Ritual Circles from Blood' ability gain +50 to all stats
Roboticist
Robotic Animal Developer- (Passive Ability, Roboticist) Whenever possessor summons an Animal, possessor may summon an instance of that Animal that naturally has 'Robotic ' appended before its name that naturally also possesses the subtype Robot and naturally possesses Immunity to Fatigued, Poison, and Diseased
Rune Mage
Adept Rune Magic Attunement- (Passive Ability, Rune Mage) Possessor's Rune Magic spells cost 10,000 less MP, Possessor's Rune Magic spells 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 Rune Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Acclimated to Runic Magic Energies- (Passive Ability, Rune Mage) Possessor gains 5% Rune Magic Resistance
Apprentice Rune Magic Attunement- (Passive Ability, Rune Mage) +250 Damage to all damage dealing Rune Magic spells, All Rune Magic spells cost 30 less MP, All Rune Magic summons gain +50 to all stats
Assume Puppet's Element- (Passive Ability, Rune Mage) Possessor may, at the start of any round, become the natural element of any of possessor's Rune Magic summons that are Golems
Basic Puppet Strings Training- (Passive Ability, Rune Mage) This character gains +12 Magical Attack when a Puppet Strings or the item "Puppet Strings" is equipped.
Basic Knowledge of Defensive Runes- (Passive Ability, Rune Mage) Rune Magic spells cast by possessor that buff Defense do so by an additional 20 points as an effect that stacks 100 times across all buffs
Basic Rune Magic Attunement- (Passive Ability, Rune Mage) All Rune Magic spells gain +10 Magical Attack, boost stats of those other than caster by 10 more points, and cost 10 less MP
Basic Runic Enslavement Capability- (Passive Ability, Rune Mage) Possessor's infliction chances of Charm against targets below Level 20 that come from Rune Magic spells or Rune accessories are increased by 5%
Basic Runic Hexproofing- (Passive Ability, Rune Mage) Individuals possessing buffs with possessor as their source that come from Rune Magic spells gain 15% Hexed Resistance
Basic Runic Summon Bolstering- (Passive Ability, Rune Mage) Possessor's Rune Magic summons gain +20 to all stats
Basic Runic Summon Power-Linking- (Passive Ability, Rune Mage) Possessor gains +40 to all stats if possessor has any Rune Magic summons, Possessor's Rune Magic summons gain +40 to all stats
Bound to Runes- (Passive Ability, Rune Mage) Possessor gains +25 to all stats for each Rune equipped, to a max of +5,500, Possessor counts as having 1 additional Rune equipped for purposes of Runes, Rune Magic spells, Rune Magic summons, and Rune Mage abilities
Can Sap Power Through Slave Runes- (Passive Ability, Rune Mage) Whenever possessor inflicts Charm through a Rune Magic spell, possessor may place a non-stacking debuff on the recipient of said affliction that provides said individual with -200 to all stats, Possessor gains +200 to all stats as a non-stacking effect that is not capped while any individual in the same battle as possessor possesses said effect
Can Store Power in Runes- (Passive Ability, Rune Mage) Whenever possessor applies a buff that comes from a Rune Magic spell that possessor casts, possessor may pay 50 MP, and, if possessor does so, possessor may choose to recover 50 MP when said buff either has its duration end or is voluntarily dropped, provided that possessor is alive and in the same battle as said buff at some time
Chain Cast Rune Magic (Minor)- (Active Ability, Rune Mage) Possessor and an ally with at least one Rune Magic spell equipped, no Glyph Magic spells equipped, and at least two Rune Mage abilities may both use their 1 turn to cast a Rune Magic spell using their combined stats, which costs them both MP and summons twice the normal number of Rune Magic Golem or Daemon summons if up to its normal max if it summons such creatures, said summons and any other effects of the spell may be tied to either caster
Create Runic Linkage- (Active Ability, Rune Mage) Possessor may skip an action to establish a Runic Linkage between possessor and any number of allies, All members of said linkage gain 50 MP and 5 points to all stats for each Rune accessory or Rune Magic spell that any member of the linkage has equipped to a max of 200 items granting bonuses total, if at least 5 members of the linkage possess Apprentice Rune Magic Attunement and Basic Chain Casting Attunement, all members of the linkage may use up to 2,000 MP from other members of the linkage per action, If possessor loses the buff effect that incorporates the linkage, then all members of the linkage lose its benefits, as the linkage is destroyed unless another member of the linkage also possesses Create Runic Linkage, in which case said individual may expend 500 MP to become the focus of the linkage
Creator of Shadow-Explosion Puppets- (Passive Ability, Rune Mage) Possessor's 'Exploding Puppets' ability may deal Darkness element damage instead of Fire element damage
Demonic Weaving- (Passive Ability, Rune Mage) Possessor's Darkness-element Golems that have Rune in the name or are summoned through Rune Magic have 150 more Defense, Possessor's Robes and Clothing that provide benefits to Rune Magic gain +50 Defense
♢Dynamically-Expanding Imagination-Fueled Runetheory- (Passive Ability, Rune Mage) Possessor gains +200 unmodified MIN, Possessor gains 2 Rune Mage bonus weeks at the start of each month (Current as of 5/2017)
♢Empire of Puppets- (Passive Ability, Rune Mage) Possessor's Rune Magic summons and Golem pets gain +(50 * Possessor Level) to all stats and to Defense while in the same battlespace as possessor, Possessor's Rune Magic summons and Golem pets gain Charm Immunity while in the same battlespace as possessor, Possessor's Charm infliction chances are increased by (Possessor Level / 2)% against Rune Magic summons
Empowered by Runic Circles- (Passive Ability, Rune Mage) Possessor gains +200 to all stats if possessor possesses a Circle Effect that was created through a Rune Magic spell
Establish Puppet Link- (Passive Ability, Rune Mage) Possessor's pets and summons whose abilities require 'Establish Puppet Link' to activate are considered activated
<Expert Rune Mage>
Exploding Puppets- (Passive Ability, Rune Mage) Whenever one of possessor's Rune Magic summons that is a Golem dies, to a max of 50 times per round, possessor may deal 5,000 Flat Fire element damage to one chosen target
Fast Inscription- (Passive Ability, Rune Mage) Once per round, when possessor casts a Rune Magic spell as part of a 'Cast a Spell' action that has no opposing targets and is part of a non-offensive action, possessor, provided that possessor's turn-order-determining stat sum is at least twice that of any opponent, has a 20% chance of gaining an additional action with which possessor is only able to make a non-offensive 'Cast a Spell' action that must include a Rune Magic spell and cannot target opponents
Fell Seamstress (Apprentice)- (Passive Ability, Rune Mage) Possesso's Darkness-element Golems that have Rune in the name or are summoned through Rune Magic regenerate 250 HP and 100 MP per round
Focused Rune Magic Casting- (Passive Ability, Rune Mage) Rune Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Rune Magic
Glyph Resistance- (Passive Ability, Rune Mage) Possessor gains 15% Glyph Magic Resistance
Improved Puppet Explosion Radius- (Passive Ability, Rune Mage) Possessor's 'Exploding Puppets' ability may damage three targets when it triggers instead of one
Improved Runic Enslavement Capability- (Passive Ability, Rune Mage) Possessor's infliction chances of Charm against targets below Level 40 that come from Rune Magic spells or Rune accessories are increased by 5%
Improved Runic Stability- (Passive Ability, Rune Mage) Buffs and debuffs with possessor as a source that come from Rune Magic spells be altered or dispelled by sources below Level 40 that are below possessor's Level
Improved Runic Status Infliction- (Passive Ability, Rune Mage) Status effects with possessor as a source that come from Rune Magic spells may not be cured by sources below Level 40 that are below possessor's Level, excluding through per-round auto-recovery
Improved Runic Summon Bolstering- (Passive Ability, Rune Mage) Possessor's Rune Magic summons gain +100 to all stats
Improved Slave Rune Stability- (Passive Ability, Rune Mage) Possessor's infliction instances of Charm against targets below Level 20 that come from Rune Magic spells or Rune accessories possessor no per-round auto recover chance, Possessor's infliction instances of Charm that come from Rune Magic spells or Rune accessories cannot be cured or auto-recovered from by sources below Level 20
Increased Runic Power Storage Capacity- (Passive Ability, Rune Mage) Possessor may pay 500 MP instead of 50 when paying MP for the 'Can Store Power in Runes' ability and, should possessor do so, possessor recovered 500 MP instead of 50 MP when said ability would cause possessor to recover MP for conditions relating to said MP expenditure
Fell Seamstress (Apprentice)- (Passive Ability, Rune Mage) Possessor's Darkness-element Golems that have Rune in the name or are summoned through Rune Magic regenerate 250 HP and 100 MP per round
Infuse Runebomb: Minor- (Passive Ability, Rune Mage) Possessor may, upon summoning a Golem using Rune Magic, elect to infuse said Golem with a Minor Runebomb that does not stack with other Runebombs and deals 1,500 Flat Darkness element damage to up to one target upon said summon's death
Instant Puppets!- (Passive Ability, Rune Mage) Whenever possessor summons 1 or more Rune Magic summons that are Golems that are below Level 40, possessor instead summons a number equal to the summon cap for said summon
Internalized the Rune of Auto-Dismissal- (Active Ability, Rune Mage) Possessor may, as a pre-emptive counter, to a max of 5 times per round, choose, when one of possessor's summons is targetted by an individual below Level 60, provided none of possessor's opponents are Level 60 or greater, dis-summon possessor's summon that was targetted
Knowledge of Advanced Rune Inscription Techniques- (Passive Ability, Rune Mage) Buffs and debuffs created by Rune Magic spells cast by possessor cannot be altered or dispelled by sources below Level 15 without possessor's consent
Knowledge of Common Rune Inscription Techniques- (Passive Ability, Rune Mage) Buffs and debuffs created by Rune Magic spells cast by possessor cannot be altered or dispelled by sources below Level 5 without possessor's consent
Knowledge of Runes- (Passive Ability, Rune Mage) Possessor gains +200 MIN if possessor has a Rune equipped and at least 2 Rune Magic spells equipped
Linked Glyph Resistance- (Passive Ability, Rune Mage) Possessor's Rune Magic summons gain 15% Glyph Magic Resistance
Loyal Puppets- (Passive Ability, Rune Mage) Possessor's Rune Magic summons that are Golems cannot be afflicted with Charm by sources below Level 40 who are below one half possessor Level, rounded up, Constant effect
♢Power of the First Runes- (Passive Ability, Rune Mage) Possessor may equip unique Rune Magic Spell Aspects of Artifacts as though they were Spellx0 items and may equip unique Rune Accessory Aspects of Artifacts as though they were Accessoryx0 items, Rune Magic spells cast by possessor gain +(100 * Possessor Level * The number of Artifacts with Rune or Rune Magic Aspects possessor has equipped) additional Magical Attack, Possessor gains +(50 * Possessor Level * The number of Artifacts with Rune or Rune Magic Aspects possessor has equipped) to all stats
Puppeteer's Magical Damage Redirection- (Passive Ability, Rune Mage) Possessor may redirect up to 12,000 points of damage that possessor sustains from any one action or attack to one of possessor's controlled Rune Magic summons, to a max number of points equal to said summon's current HP, with said redirected damage not being reducible by individuals below Level 80, provided that they are individuals who are capable of having said damage redirected to them normally by this ability
Puppets Don't Need to Breathe!- (Passive Ability, Rune Mage) Possessor's Rune Magic summons that are Golems gain Drowning Immunity and Suffocation Immunity against sources below Level 40
Rejection of Glyphs- (Passive Ability, Rune Mage) Possessor's Darkness-element Golems that have Rune in the name or are summoned through Rune Magic have 200 more Defense, +50 to all stats, and deal 60 more damage with all damage-dealing attacks, possessor takes 100 damage per round if anyone in battle has Glyph Mage abilities or has Glyph Magic equipped with a 10% chance that this damage inflicts pain, this damage ignores 3,000 Defense, possessor cannot use Glyph Magic and must forfeit all Glyph Mage abilities possessor would otherwise acquire
Rune-Channeled Casting- (Passive Ability, Rune Mage) Possessor's Rune Magic spells that provide a Magical Attack bonus provide an additional +50, to a max of +1,000, per Rune that possessor has equipped and cost 100 MP less, to a max of 10,000 MP less, per Rune that possessor has equipped. Possessor's Rune Magic summons have a 5% lower chance of being uncontrolled, to a minimum of 0%.
♢Rune Control- (Passive Ability, Rune Mage) Rune Magic spells cast by possessor gain +(100 * Possessor Level) additional Magical Attack, Possessor gains Rune Magic Immunity against non-unique opponents of lower Level below Level 100
Rune Mage- (Passive Ability, Rune Mage) +500 Damage to all damage dealing Rune Magic spells, All Rune Magic spells cost 50 less MP per possessor level, +50 additional damage to damage-dealing Rune Magic spells per possessor level, The abilities of Rune Magic summons cost 10 less MP per possessor level, and +40 HP to Rune Magic summons per possessor level
Rune Mage of Naria- (Passive Ability, Rune Mage) Possessor's bonuses to Divine Magic also apply to Rune Magic spells, Divine Magic spells cost 40 less MP to cast, Possessor's Rune Magic summons gain +150 to all stats, Possessor gains +50 to all uncapped stats for each Artifact owned or donated to Naria, whether equipped or not, Possessor must be a devout follower of Naria for this ability to take effect and cannot cease being so
Rune Mage's Potency- (Passive Ability, Rune Mage) Possessor may choose to make possessor's Rune Magic summons count as being X Levels higher, with X not being able to be greater than possessor's Level, with this effect not being able to raise the Level that said summons count as above Level 21
Rune Maker- (Passive Ability, Rune Mage) Possessor gains +20 to all stats for each Rune possessor has equipped
Rune Magic Casting I- (Passive Ability, Rune Mage) Rune Magic spells cost possessor 20 less MP to cast
Rune Magic Casting II- (Passive Ability, Rune Mage) Rune Magic spells cost possessor 200 less MP to cast
Runic Summon Condition-Proofing- (Passive Ability, Rune Mage) Possessor's Rune Magic summons gain 15% Minor Negative Status Effect Resistance against sources below Level 60
Runic Summon-Based Field Control- (Passive Ability, Rune Mage) If at least 40 of possessor's Rune Magic summons are present in the same battle as possessor, individuals below possessor's Level that are below Level 40 may not create, remove, add effects to, remove effects from, or alter effects on Zones without possessor's permission
Runic Summon Darkness-Proofing- (Passive Ability, Rune Mage) Possessor's Rune Magic summons gain 5% Darkness Resistance against sources below Level 60
Runic Summon Hexproofing- (Passive Ability, Rune Mage) Possessor's Rune Magic summons gain 30% Hexed Resistance
♢Runic Vengeance- (Passive Ability, Rune Mage) Whenever an individual conducts an offensive action that targets possessor or deals Damage to possessor outside of an action, at the end of said action or Damage-dealing, possessor may gain a (Possessor Level * 2)% chance of inflicting Hexed on said individual
See Through Puppet Eyes- (Passive Ability, Rune Mage) If possessor desires such, individuals below Level 40 treat possessor as having acted if any of possessor's Rune Magic summons that are Golems have acted, Has RP effects
Shielded By Runic Circles- (Passive Ability, Rune Magic) Possessor gains +1,000 Defense if possessor possesses a Circle Effect that was created through a Rune Magic spell
Skilled at Slave Rune Application- (Passive Ability, Rune Mage) Enemies below Level 10 may not choose to auto-recover from inflictions of Charm with possessor as a choice through use of the ability of enemies to auto-recover from status effects at the start of their actions
Understanding of Common Practices of Theoretical Rune Magic- (Passive Ability, Rune Mage) Possessor gains +500 MIN, Possessor gains an additional +300 MIN if possessor has at least two Rune Magic spells equipped
♢Whee! Puppets Everywhere!- (Passive Ability, Rune Mage) Possessor's Rune Magic summons that are Golems may not count towards the number of individuals present in each row of a row-order formation if at least one individual who does count is present in said row, Possessor may summon Rune Magic summons who are Golems into the rows of opposing formations populated solely by lower-Level non-unique opponents
Sage
Apprentice Staff Training- (Passive Ability, Sage) Possessor gains +50 Magical Attack and +25 Melee Attack if possessor has a Staff equipped, Possessor gains +20 to all stats if possessor has a Staff equipped
Basic Staff Training- (Passive Ability, Sage) This character gains +6 Melee Attack and +3 Magical Attack when a Staff is equipped
Empower Staff- (Active Ability, Sage) Possessor may use an action to make it so that one Staff equipped by user gains +50 Melee Attack, +50 Magical Attack, +50 Defense, or +50 to any stat, stacks twice regardless of effects chosen
Noggin Thwack- (Active Ability, Sage) Possessor may use Noggin Thwack in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +45 Melee Attack has a 5% chance of inflicting Confusion, has a 5% chance of inflicting Stun, and has a 50% chance of dealing 5 MIN damage.
Old Man's Head Bonker- (Active Ability, Sage) Possessor may use Old Man's Head Bonker in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +35 Melee Attack and has a 5% chance of inflicting Confusion.
Sage- (Passive Ability, Sage) Possessor gains +(75 * Possessor Level) Magical Attack and +(25 * Possessor Level) Melee Attack if possessor has a Staff equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Staff equipped
Staff Wielding I- (Passive Ability, Sage) +5 to all stats when a Staff is equipped
Staff Wielding II- (Passive Ability, Sage) +25 to all stats when a Staff is equipped, +25 Melee Attack and +25 Magical Attack when a Staff is equipped
Strike Which Brings Water from Rocks- (Active Ability, Sage) Possessor may use Strike Which Brings Water from Rocks in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +70 Melee Attack against Earth element targets, and, if this attack deals damage to an Earth element target, then user may immediately deal 2,000 flat Water element damage to up to 5 targets.
Transform Staff (Elements)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a cloud of elements that acts on its creator's first action each turn, the cloud of elements, as an action, may initiate a Magical Attack that is solely Air, Earth, Fire, or Water element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and having its ultimate damage result halved, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the cloud of elements is destroyed, the staff is removed from the thread, The cloud of elements' creator may spend an action to turn it back into a staff and re-equip it, A cloud of elements thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread
Transform Staff (Serpents)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a group of serpents that acts on its creator's first action each turn, the group of serpents, as an action, may initiate a Magical Attack that is solely Acid element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and both having its ultimate damage result halved and having a 10% chance of inflicting Poison, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the group of serpents is destroyed, the staff is removed from the thread, The group of serpents' creator may spend an action to turn it back into a staff and re-equip it, A group of serpents thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread
Scholar
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Asterismic-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Asterismic-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Asterismics and gains +5% To Hit against Asterismics.
Astral Being-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Astral Being-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Dream Realms- (Passive Ability, Scholar) Possessor gains +300 MIN if in a Zone of Magic & Psychic or a Zone of Dream
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN
General Knowledge of Primitive Societies that Include Dinosaurs- (Passive Ability, Scholar) Possessor gains +25 MIN
Basic Understanding of the Essence of Dreams- (Passive Ability, Scholar) Possessor gains +200 MIN during actions that target one or more individuals afflicted with Fatigued: Asleep
Celestial-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Celestial-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.
Dud Passage- (Technique Ability, Scholar) Possessor may use 'Dud Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Scholar equipped. Said attack gains -1,000 Magical Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Charming Passage- (Technique Ability, Scholar) Possessor may use 'Charming Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Charm.
Daemon-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Daemon-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Daemons and gains +5% To Hit against Daemons.
Darkspawn-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Darkspawn-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Debilitating Passage- (Technique Ability, Scholar) Possessor may use 'Debilitating Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Stat Drain.
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 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 the Ryathic Planes- (Passive Ability, Scholar) Possessor obtains +5,000 MIN and +5% To Hit against Outsiders
Passage Mastery- (Passive Ability, Scholar) Technique Abilities from the Scholar class whose name includes 'Passage' 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.
Reader of Lunatic Script- (Passive Ability, Scholar) +55 Magical Attack if a Book is equipped for magical attacks that use Forbidden Magic. Forbidden Magic negative effects that hit their caster or their caster's allies and have more than a 5% chance of occurring have a 5% less chance of occurring.
Reader of Runes- (Passive Ability, Scholar) This character gains +50 Magical Attack when a Book that provides bonuses to Rune Magic is equipped. Rune Magic spells cost 150 less MP and take 1 less turn to cast if they are summoning spells that take multiple turns.
Reader of Sigils- (Passive Ability, Scholar) This character gains +50 Magical Attack when a Book that provides bonuses to Sigil Magic is equipped. Sigil Magic spells cost 150 less MP and take 1 less turn to cast if they are self-buffing spells that take multiple turns.
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Dimensions- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 500 less MP to cast
Scholar of Monsters- (Passive Ability, Scholar) Possessor treats all opponents that are on the Enemy List, are non-unique, and are below Level 40 as having had their stats scanned by possessor if possessor has a Book equipped
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Understanding of the Essence of Dreams- (Passive Ability, Scholar) Possessor gains +500 MIN during actions that target one or more individuals afflicted with Fatigued: Asleep
Scientist
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells gain +10 Magical Attack and cost 10 less MP
Mathematical Knowledge- (Passive Ability, Scientist) +150 MIN that is counted as unmodified for capping purposes
Seakeeper
Basic Starkeeper Knowledge- (Passive Ability, Starkeeper) Possessor's Astral Being pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Seer
Apprentice Robe Mastery- (Passive Ability, Seer) Possessor gains +50 Defense if possessor has a Robe equipped
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Bearer of Basic Mystic Vestments- (Passive Ability, Seer) All Robes worn by possessor provide +30 MIN and SPI
Good at Keeping Robes Clean- (Passive Ability, Seer) Possessor gains 25% Paralyzed: Sticky Resistance if possessor is wearing a Robe
Has Studied Magic Practices- (Passive Ability, Seer) Possessor gains +15 MIN and +15 SPI
Mystical Infliction- (Passive Ability, Seer) Possessor's chances of inflicting minor and moderate status effects increase by 1% if possessor has a Robe equipped
Predict Direction of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +50 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Direction of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +250 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Direction of Attack (Greater)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +1,000 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Elemental Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one base element and gain +50 Defense against said element as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Robed Spellcaster- (Passive Ability, Seer) Possessor gains +30 Magical Attack, +30 MIN, and +30 SPI if possessor is wearing a Robe
Robe Wearer I- (Passive Ability, Seer) Possessor gains +5 to all stats when possessor has a Robe equipped
Robe Wearer II- (Passive Ability, Seer) Possessor gains +25 to all stats when possessor has a Robe equipped, Possessor gains +50 Defense when possessor has a Robe equipped
Seer- (Passive Ability, Seer) Possessor gains +(50 * Possessor Level) Defense and +(1,000 * Possessor Level) MP if possessor has a Robe equipped
Seer's Vision- (Passive Ability, Seer) Individuals below Level 15 may not counter possessor's actions that scan stats if possessor is wearing a Robe
Wreath of Magic- (Stance Ability, Seer) All Robes worn by possessor provide +80 MIN, SPI, and Magical Attack
Sigil Tracer
Basic Sigil Magic Attunement- (Passive Ability, Sigil Tracer) All Sigil Magic spells cast by possessor that buff stats of individuals other than possessor do so by 10 more points per each such stat, and all Sigil Magic spells cast by possessor take take 1 less action to cast, to a minimum of 1 action
Basic Sigil-Based Agility Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Agility do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Basic Sigil-Based Constitution Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Constitution do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Basic Sigil-Based Mind Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Mind do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Basic Sigil-Based Spirit Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Spirit do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Basic Sigil-Based Strength Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Strength do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Slayer
And With This, I Will Burn You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Fire element may gain '5% inflicts Burning'
And With This, I Will Bury You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Earth element may gain '5% inflicts Entombed'
And With This, I Will Cast You Into Void!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Darkness element may gain '5% inflicts Voidstruck'
And With This, I Will Drown You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Water element may gain '5% inflicts Drowning'
And With This, I Will Strangle You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Air element may gain '5% inflicts Suffocation'
And With This, I Will Melt You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Acid element may gain '5% inflicts Dissolving'
And With This, I Will Freeze You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Ice element may gain '5% inflicts Frozen'
Any Object Is Deadly In My Hands- (Passive Ability, Slayer) Possessor may choose to count Antiquities equipped through possessor's Slayer abilities as weapons as Deadly Items
Apprentice 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
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
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 Acceleration Within Ice's Dominion- (Passive Ability, Snow Queen) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ice
Basic Affinity to Healing Via Ice- (Passive Ability, Snow Queen) Whenever possessor obtains Ice element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
Basic Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +50 Defense against Ice
Basic Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 1% Ice Resistance
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +10 to all stats
Basic Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +50 to all stats while in a Zone of Ice
Sorceress
Apprentice Wand Training- (Passive Ability, Sorceress) Possessor gains +50 Magical Attack if possessor has a Wand equipped, Possessor gains +20 to all stats if possessor has a Wand equipped
Attunement of the Faintly Drifting Clouds- (Passive Ability, Sorceress) This character gains +2% Dodge when an Air element Wand is equipped
Basic Wand Training- (Passive Ability, Sorceress) This character gains +6 Magical Attack when a Wand is equipped
♢Eternal Youth and Vigor- (Passive Ability, Sorceress) Possessor gains Fatigued Immunity, Possessor regenerates (Possessor Level * 1,000) MP at the start of each round
Flame Zapping- (Passive Ability, Sorceress) This character gains +25 Magical Attack when a Fire element Wand is equipped
Hand of the Sparkling Wand- (Passive Ability, Sorceress) This character gains +25 Magical Attack when an multi-element Wand is equipped
Ice Zapping- (Passive Ability, Sorceress) This character gains +25 Magical Attack when an Ice element Wand is equipped
Painter (2)- (Passive Ability, Sorceress) Items that possessor creates obtain a non-stacking buff that causes SPI bonuses they provide to be increased by 150 points
Post-Strike CUTE POSE AND CATCHPHRASE- (Passive Ability, Sorceress) Possessor may choose to have a 60% chance of inflicting Charm on up to 15 targets at the end of each of possessor's actions that involved an attack that successfully inflicted Fatigued: Stun on at least on target
Sorceress- (Passive Ability, Sorceress) Possessor gains +700 Magical Attack and +50 to all stats when a Wand is equipped plus an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats if a Wand is equipped.
Thunder Zapping- (Passive Ability, Sorceress) This character gains +25 Magical Attack when an Electrical element Wand is equipped
♢Wand Burst- (Passive Ability, Sorceress) If possessor has a Wand weapon equipped that shares the exact same combination of elements as a spell that possessor has equipped, possessor gains +300 Magical Attack
Wand Wielding I- (Passive Ability, Sorceress) +5 to all stats when a Wand is equipped
Wand Wielding II- (Passive Ability, Sorceress) +25 to all stats when a Wand is equipped, +50 Magical Attack when a Wand is equipped
Soldreidrethanoi
Apprentice Bailartix Training- (Passive Ability, Soldreidrethanoi) Possessor gains +50 Ranged Attack if possessor has a Bailartix equipped, Possessor gains +20 to all stats if possessor has a Bailartix equipped
Bailartix Wielding I- (Passive Ability, Soldreidrethanoi) +5 to all stats when a Bailartrix is equipped
Bailartix Wielding II- (Passive Ability, Soldreidrethanoi) +25 to all stats when a Bailartix is equipped, +50 Ranged Attack when a Bailartix is equipped
Basic Bailartix Training- (Passive Ability, Soldreidrethanoi) This character gains +6 Ranged Attack when a Bailartix is equipped.
Hunting Blade of Repitition- (Active Ability, Soldreidrethanoi) This character may use Hunting Blade of Repitition in conjunction with a Ranged Attack, so long as no other technique is used and a Bailartix is equipped. This attack repeats itself next turn, but any Bailartix involved in it cannot be used next turn for any other purpose.
Soldreidrethanoi- (Passive Ability, Soldreidrethanoi) Possessor gains +(100 * Possessor Level) Ranged Attack if possessor has a Bailartix equipped, Possessor gains +(50 * Possessor Level) MIN if possessor has a Bailartix equipped
Spy
Apprentice Disguise Mastery- (Passive Ability, Spy) Possessor gains +50 Defense if possessor has a Disguise equipped, Possessor gains +25 to all stats if possessor has a Disguise equipped
Basic Ability to Successfully Disguise Oneself as a Angel- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Angel and a Disguise equipped by possessor is changing possessor's subtype to Angel
Basic Ability to Successfully Disguise Oneself as a Astral Being- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Astral Being and a Disguise equipped by possessor is changing possessor's subtype to Astral Being
Basic Ability to Successfully Disguise Oneself as a Elemental- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Elemental and a Disguise equipped by possessor is changing possessor's subtype to Elemental
Basic Ability to Successfully Disguise Oneself as a Fae- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Fae and a Disguise equipped by possessor is changing possessor's subtype to Fae
Basic Ability to Successfully Disguise Oneself as a Golem- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Golem and a Disguise equipped by possessor is changing possessor's subtype to Golem
Basic Ability to Successfully Disguise Oneself as a Human- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Human and a Disguise equipped by possessor is changing possessor's subtype to Human
Basic Ability to Successfully Disguise Oneself as a Magic Being- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Magic Being and a Disguise equipped by possessor is changing possessor's subtype to Magic Being
Basic Disguise Mastery- (Passive Ability, Spy) All Disguises worn by possessor provide +10 additional Defense and +5 to all stats
Covert Stance- (Stance Ability, Spy) Possessor's actions may not be countered by individuals of lower Level than possessor who are below Level 80 while possessor is in the back row and has a Disguise equipped
Good at Playing Pretend- (Passive Ability, Spy) Possessor's transformations gain +50 to all stats, Possessor gains +50 to all stats while possessor has a Disguise equipped
Spy- (Passive Ability, Spy) Possessor gains +(250 + (25 * Possessor Level)) Defense and +(250 + (25 * Possessor Level)) to all stats, if possessor has a Disguise equipped
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
Integrated Summon: Dracubeer- (Passive Ability, Summoner) Once per thread, possessor may, at the start of a round, summon a copy of 'Count Dracubeer' from the boss list, with said summon being unable to inflict major status effects or debuffs on targets above Level 79
Knowledge of Basic Techniques in Summoning Acid-Element Entities- (Passive Ability, Summoner) Possessor's Acid-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Earth-Element Entities- (Passive Ability, Summoner) Possessor's Earth-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Electrical-Element Entities- (Passive Ability, Summoner) Possessor's Electrical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Energy-Element Entities- (Passive Ability, Summoner) Possessor's Energy-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Ice-Element Entities- (Passive Ability, Summoner) Possessor's Ice-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 Physical-Element Entities- (Passive Ability, Summoner) Possessor's Physical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Psychic-Element Entities- (Passive Ability, Summoner) Possessor's Psychic-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Spatial Element Entities- (Passive Ability, Summoner) Possessor's Spatial-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Technology-Element Entities- (Passive Ability, Summoner) Possessor's Technology-element summons gain +100 to all stats
Summoner Magic Casting I- (Passive Ability, Summoner) Summoner Magic spells cost possessor 20 less MP to cast
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Well-Versed in Traditional Summoning Techniques- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain +100 to all stats
Superhero
Can Make Beastmen Think You Look Like a Strangely-Sized Long-Eared Rabbit on Thursdays When There is a Full Moon- (Passive Ability, Superhero) Possessor gains 15% Dodge against individuals whose name includes 'Beastman' if it is the fourth round of battle and if possessor is in a Chronogeomantic Zone of Night and (a Zone of Light or a Zone of Magic)
Swordsman
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.
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.
Thief
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Item Theivery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Steal- (Active Ability, Thief) Possessor may spend an action and select a target. Possessor has a percent chance equal to (Poessessor's Level - Target's Level) of stealing a random item from said target's list of drops if said target would normally be able to provide drops, with said target no longer providing drops as it otherwise would. This ability may only steal one item per target per thread. This ability may not steal items from targets that are not normally fightable for drops on the enemy list. This ability may not steal items from targets that are higher level than its possessor or user. This ability may not steal items from targets that are Level 20 or greater.
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%
Thunder Czar
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Basic Acceleration Within Electrical's Dominion- (Passive Ability, Thunder Czar) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Electrical
Basic 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 Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 Defense against Electrical
Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats while 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
Transmuter
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Polymorph Expert- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' may affect willing allies of higher level than caster
Polymorphic Body- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Polymorph:' 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
Polymorphic Power Equalization Capability- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' ignore the section 'Does not work on targets above Level X' when targeting willing allies who allow said section to be ignored
Quantifiable Uniqueness-Overriding Equation- (Passive Ability, Transmuter) Possessor and possessor's willing allies may be affected by possessor's spells that being with 'Polymorph' despite being unique if they are unique
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Self-Polymorphing Expertise- (Passive Ability, Transmuter) Possessor is treated as one of possessor's allies for purposes of Polymorph Expert and Polymorphic Power Equalization Capability
Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Transmuter
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance
Vermin Lord
Arachne- (Passive Ability, Vermin Lord) Possessor gains +5,000 to all stats if possessor is an Insect, Shoes, Boots, Hat, Scarf, Gloves, Cloak, and Belt items created or equipped by possessor provide an additional +2,000 to all stats they provide bonuses to and an additional +5,000 Defense if they possess a bonus to Defense if possessor is an Insect
Apprentice Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Carry Insects- (Passive Ability, Vermin Lord) Possessor may carry up to 3 unequipped Insect pets into threads
Durant Insect- (Passive Ability, Vermin Lord) Possessor ignores the natural negative effects of the ability 'Insect Traits'
Form of Spider- (Stance Ability, Vermin Master) If possessor is an Insect, possessor gains 5% inflicts Poison and +50 AGI
Insect Traits- (Passive Ability, Vermin Master) If possessor is an Insect, possessor's HP is multiplied by .75, and all listed Damage values possessed by possessor, as well as all of possessor's attack bonus values, are multiplied by 1.25 as an effect that does not stack with other attack bonus multiplying effects for purposes of multiplying attack bonuses or with other damage value multiplying effects for purposes of multiplying listed Damage values. 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.
Locust Maw- (Passive Ability, Vermin Master) If possessor is an Insect, possessor's first Damage-dealing attack to each Plant each round deals 2,500 additional Damage
Mosquito Proboscis- (Passive Ability, Vermin Master) If possessor is an Insect, possessor's 'Attack with Finesse' actions gain 'Deals HP Drain'
Vermin Master- (Passive Ability, Vermin 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 Insect pet only, This ability provides +50 HP and +10 to all stats of possessor's Insect pets and summons per Level of possessor
Veilwalker
Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Ethereal Magic Casting I- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 20 less MP to cast
Ethereal Magic Casting II- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast
Focused Ethereal Magic Casting- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Ethereal Magic
Illusory Aether-Sculptor- (Passive Ability, Veilwalker) Possessor may cast Illusion Magic spells as though they were Ethereal Magic spells
Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Phantom Body- (Passive Ability, Veilwalker) Individuals below Level 15 cannot inflict minor status effects on possessor
Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast
Visualizer of Drifting Principles- (Passive Ability, Veilwalker) Possessor may claim Drifting Principles
Wanderer
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 35% Dodge
Defensive Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 70% Dodge on rounds during which possessor performs a Defend action if no opponent is either 20 Levels or more greater than possessor or is Spatial element
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Mid-Range (City-Ranged) Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round and to gain 40% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 80% against individuals below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Skilled Teleporter- (Passive Ability, Wanderer) Possessor gains +100 Melee Attack, 40% Dodge, and 140% To Hit on rounds after possessor used an active Wanderer ability whose name includes 'Teleportation'
Survived a Reality Glitch- (Passive Ability, Wanderer) Possessor gains Antimatter: Glitched Out Immunity, Possessor gains 30% Null Resistance and 30% Void Resistance
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Warlock
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Blasphemous Spell- (Technique Ability, Warlock) Possessor may use 'Blasphemous Spell' as part of a 'Magical Attack' or 'Cast a Spell' action. Any non-unique Divine Magic spell cast as part of said action is instead treated as a Dark Magic or Demon Magic spell for purposes of said action.
♢Hand of Absolute Darkness- (Active Ability, Warlock) Possessor may spend an action to change target individual of lower Level (to a max of 99)'s element to Darkness
♢Wicked Tyrant's Ink-Black Talons- (Passive Ability, Warlock) Possessor gains +(100 * Possessor Level) Melee Attack and +(50 * Possessor Level) Magical Attack, Possessor's Voidstruck infliction chances are increased by 20%, Possessor's Hexed and Pain infliction chances are increased by 30%, Possessor may choose to count as wielding up to 2 additional Fist Weapons
Warlord
Internal Essence Algorithm: Superior Self- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to gain the base stats: STR 15, CON 15, AGI 15, MIN 15, SPI 15
Warrior-
Accurate in a Crisis- (Passive Ability, Warrior) Posessor gains +1% To Hit while in a Crisis Zone
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
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
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
Darkness 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 Darkness 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 Darkness element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Darkness element, up to 10 times per round
Darkness Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Darkness element, up to 10 times per round
Feared by the Kobolds of Disc 58- (Passive Ability, Warrior) Possessor has a 30% chance of inflicting Confusion: Fear on each opponent below Level 20 whose name includes 'Kobold' at the start of each round
Parry- (Technique Ability, Warrior) Possessor may use 'Parry' in conjunction with a 'Melee Attack' action. The attack generated by said 'Melee Attack' action does not resolve normally. Said action causes its user to gain a buff that makes it so that the next time an offensive, damage-dealing, single-target attack is targeted at possessor, said attack is resolved against the entity performing the triggering action. The Damage from this attack is subtracted from the Damage of the first hit of the triggering attack, and can only reduce the damage to a minimum of zero. This technique can not be used more than once per round and the buff that it generates does not stack.
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Negaself Slayer- (Passive Ability, Warrior) Possessor may not be replicated by individuals below Level 60 without possessor's permission
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
Weirdworker
Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Magiconstruct Weaving- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +2,000 HP as a non-stacking buff when summoned
Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +20 to all stats
Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 to all stats
Has Wished for Boundless Agility- (Passive Ability, Weirdworker) +2,000 AGI
Has Wished for Boundless Constitution- (Passive Ability, Weirdworker) +2,000 CON
Has Wished for Boundless Mind- (Passive Ability, Weirdworker) +2,000 MIN
Has Wished for Boundless Spirit- (Passive Ability, Weirdworker) +2,000 SPI
Has Wished for Boundless Strength- (Passive Ability, Weirdworker) +2,000 STR
Weirdworker- (Passive Ability, Weirdworker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Magic Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Magic Being pets and summons per Level of possessor
Wind Duke
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Basic Acceleration Within Air's Dominion- (Passive Ability, Wind Duke) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Air
Basic Affinity to Healing Via Air- (Passive Ability, Wind Duke) Whenever possessor obtains Air element HP Healing or MP Healing, said amount is increased by 500 points
Basic Air Resistance- (Passive Ability, Wind Duke) Possessor gains 1% Air Resistance
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Basic Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +50 Defense against Air
Basic Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +10 to all stats
Basic Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while 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
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) +250 Damage to all damage dealing Wizard Magic spells, All Wizard Magic spells cost 50 less MP
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
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 Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Broaden Casting- (Active 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.
♢Crimson Magic- (Passive Ability, Wizard) Possessor gains +(100 * Possessor Level) Magical Attack, Possessor may change the elements of any non-unique spell that possessor casts to be possessor's element, Possessor may treat the value of a target's Magic Resistance as being equal to the value of its Fire Resistance and the value of its Fire Resistance as being equal to the value of its Magic Resistance
♢Dynamic Magery- (Passive Ability, Wizard) Possessor may change the subtype of any Wizard Magic, Enchantment, Transmutation, Summoner Magic, Necromancy, Dark Magic, Geomancy, Healer Magic, Divine Magic, Illusion Magic, Druid Magic, Channeling, Divining, Gate Magic, Golomancy, Artifice, Astral Magic, Elemental Magic, Force Magic, Alchemy, Protection Magic, Ritual Magic, Shaman Magic, Shadow Magic, Spirit Magic, or Libram Magic spell cast into any of the other aforementioned subtypes, Has RP effects
Infused Casting- (Active Ability, Wizard) This character may use Infused 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. +50 Magical Attack, this attack's element becomes any one base element
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Lengthen Casting- (Active Ability, Wizard) Possessor may use Lengthen 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 a buff or debuff that lasts 5 or more rounds, the number of rounds each such buff or debuff lasts increases by 2.
Maximal Casting- (Active Ability, Wizard) Possessor may use Masterful 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. This attack's random stat multiplier is maximized, and possessor's Max MP is reduced by 50% for the remainder of the thread.
Magical Broadening Mastery- (Active Ability, Wizard) Possessor's Broaden Casting ability increases the total number of targets by 5 if the number of targets being hit before its application was at least 10 already.
Magical Lengthening Mastery- (Active Ability, Wizard) Possessor's Broaden Casting ability increases the total number of rounds by 5 if the number of rounds of duration before its application was at least 10 already.
Mystic's Powers- (Passive Ability, Wizard) Possessor gains +800 Magical Attack and may, with the cost of lowering possessor's Max MP by 10% for the remainder of the thread, change any action that includes the element Magic to be solely the element Mystic
Powerful Casting- (Active Ability, Wizard) Possessor may use Powerful 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. This attack gains +150 Magical Attack
♢Pyroclasmic Farland Magic- (Passive Ability, Wizard) Possessor's actions that involve the casting of a Wizard Magic spell may exchange their chance of inflicting Manablasted for an equal chance of inflicting Burning or vice-versa, Possessor's Burning infliction chances are increased by 30%, Whenever an individual below Level 100 who is not 5 or more Levels greater than possessor who is not Resistant to Magic, is not Immune to Magic, does not Reflect Magic, and does not Absorb Magic is cured of or recovered from an instance of Burning with possessor as its source, there is a 25% chance that said instance is not cured or recovered from
Script Mage- (Passive Ability, Wizard) +25 Magical Attack for Wizard Magic if a Book is equipped
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
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) +500 Damage to all damage dealing Wizard Magic spells, All Wizard Magic spells cost 50 less MP, Provides an additional +50 Magical Attack and an additional 30 less MP per possessor Level
Aetheric Voyager
Aetheric Voyager- (Passive Ability, Other: Aetheric Voyager) Possessor ignores (1 * (Possessor Level/5), rounded down)% Aether Resistance, Possessor ignores Aether Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Apprentice Aether Synchronization- (Passive Ability, Aetheric Voyager) Possessor gains +50 to all stats for each Aether element item equipped, Possessor's Aether element pets and summons gain +250 to all stats
Basic Acceleration Within Aether's Dominion- (Passive Ability, Other: Aetheric Voyager) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Aether
Basic Affinity to Healing Via Aether- (Passive Ability, Other: Aetheric Voyager) Whenever possessor obtains Aether element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor's Aether element pets and summons gain +50 to all stats
Basic Defenses Against Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +50 Defense against Aether
Basic Aether Resistance- (Passive Ability, Other: Aetheric Voyager) Possessor gains 1% Aether Resistance
Basic Aether Synchronization- (Passive Ability, Other: Aetheric Voyager) Possessor gains +25 to all stats if Aether element
Basic Understanding of the Heart of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor's Aether element allies gain +10 to all stats
Basic Weaponization of Aether- (Passive Ability, Other: Aetheric Voyager) Quantities of Aether element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +50 to all stats while in a Zone of Aether
Other: Contingency Weaver
Basic Contingency Magic Attunement- (Passive Ability, Other: Contingency Weaver) All Contingency Magic spells possessor casts cannot have buffs or debuffs they apply be removed by entities below Level 20 without caster's permission, Contingency Magic spells cost possessor 10 less MP to cast
Other: Destiny Weaver
Absorb Fate- (Passive Ability, Other: Destiny Weaver) Possessor Absorbs Fate against sources below Level 20 if Level 20 or greater
Adept Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Amounts of Fate element Damage possessor deals are increased by 10,000 points, Fate element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Fate element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor obtains Fate element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate 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 Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +500 Defense against Fate
Apprentice Fate Resistance- (Passive Ability, Other: Destiny Weaver) Possessor gains 5% Fate Resistance
Apprentice Fate Synchronization- (Passive Ability, Destiny Weaver) Possessor gains +50 to all stats for each Fate element item equipped, Possessor's Fate element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element allies gain +100 to all stats
Apprentice Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +500 to all stats while in a Zone of Fate
Basic Acceleration Within Fate's Dominion- (Passive Ability, Other: Destiny Weaver) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fate
Basic Affinity to Healing Via Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor obtains Fate element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element pets and summons gain +50 to all stats
Basic Defenses Against Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +50 Defense against Fate
Basic Fate Resistance- (Passive Ability, Other: Destiny Weaver) Possessor gains 1% Fate Resistance
Basic Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Possessor gains +25 to all stats if Fate element
Basic Understanding of the Heart of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element allies gain +10 to all stats
Basic Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +50 to all stats while in a Zone of Fate
Control of Fate- (Passive Ability, Other: Destiny Weaver) Possessor has a 20% chance of being able to cancel the actions of Fate element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +500 Defense if possessor has any Fate-element items equipped that provide a Defense bonus
Destiny Weaver- (Passive Ability, Other: Destiny Weaver) Possessor ignores (1 * (Possessor Level/5), rounded down)%
Fate Resistance, Possessor ignores Fate Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Detect Fate- (Passive Ability, Destiny Weaver) Possessor gains +1% To Hit against Fate element targets
Elemental Attack-Conversion: Fate- (Technique Ability, Other: Destiny Weaver) Possessor may use 'Elemental Attack-Conversion: Fate' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Fate element and no other technique is used. Said action becomes solely the element Fate.
Empowered By Fate- (Passive Ability, Destiny Weaver) If possessor is Fate element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Fate
Fate Immunity- (Passive Ability, Other: Destiny Weaver) Possessor gains Fate Immunity against sources below Level 20 if Level 20 or greater
Fate Manipulation- (Passive Ability, Other: Destiny Weaver) Possessor may choose one of the following at the beginning of each round if Fate element: Create a Zone of Fate, Remove a Zone of Fate created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fate by either possessor or a source below Level 20, Add Fate to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fate element on a Fate element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fate, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fate, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fate element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fate to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fate, 5% Fate Resistance, or +50 Defense against Fate and 1% Fate Resistance until the end of the round as a non-stacking buff
Greater Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor obtains Fate element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate 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 Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +5,000 Defense against Fate
Improved Defenses that Utilize Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +2,000 Defense if possessor has any Fate-element items equipped that provide a Defense bonus
Improved Fate Resistance- (Passive Ability, Other: Destiny Weaver) Possessor gains 10% Fate Resistance
Improved Understanding of the Heart of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element allies gain +250 to all stats
Improved Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +1,000 to all stats while in a Zone of Fate
Manipulate Fate- (Active Ability, Other: Destiny Weaver) Possessor may spend an action to cause a target to obtain either +500 to all stats or -500 to all stats at the start of the round five rounds after said effect is applied as an effect that stacks 5 times
Manipulate Fate: A Curse Upon You- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may gain 100% inflicts Hexed
Manipulate Fate: Dark Destiny- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may gain 100% inflicts Hexed: Ill Fortune
Manipulate Fate: Destined to Miss- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may apply a non-stacking debuff that causes their target to gain -40% To Hit for its next action, with said penalty being increased to -80% against individuals below Level 20
Manipulate Fate: Destined to Strike True- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may apply a non-stacking buff that causes their target to gain +40% To Hit for its next action, with said bonus being increased to +80% against individuals below Level 20
Manipulate Fate: Not Luck But An Ill Destiny- (Passive Ability, Other: Destiny Weaver) Infliction instances of Hexed and Hexed: Ill Fortune afflicted by possessor's 'Manipulate Fate' ability possess no natural per-round recovery rate and may not be cured by sources of lower Level than possessor who are below Level 45
Manipulate Fate: Only One Of His Kind Shall Kill You- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may apply a non-stacking buff that causes their possessor to gain +3,000 Defense against all individuals who are do not possess any nonbase entity subtypes who are not a base entity subtype that is chosen by possessor at the time said effect is applied
Meditative Assumption of Fate- (Passive Ability, Other: Destiny Weaver) Possessor may choose, at the beginning of a thread, to become solely Fate element
Nourished By Fate- (Passive Ability, Destiny Weaver) If possessor is Fate element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Fate
Nullify Fate- (Passive Ability, Other: Destiny Weaver) Possessor may remove the element Fate from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Fate-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Fate-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Fate from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Project Fate- (Passive Ability, Other: Destiny Weaver) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Fate
Reflect Fate- (Passive Ability, Other: Destiny Weaver) Possessor Reflects Fate against sources below Level 20 if Level 20 or greater
Right Hand of Inevitability- (Passive Ability, Other: Destiny Weaver) Once per thread, possessor may inflict Instant Death: Doomed on any one target that is not 20 or more Levels greater than possessor
Stability Within Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains 25% minor negative status effect resistance while in a Zone of Fate
Uplifted By Fate- (Passive Ability, Destiny Weaver) If possessor is Fate element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Fate
Zonal Fate Control- (Passive Ability, Other: Destiny Weaver) Possessor may, at the start of each round, choose one Zone of Fate that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Other: Dreamshaper
Absorb Dream- (Passive Ability, Other: Dreamshaper) Possessor Absorbs Dream against sources below Level 20 if Level 20 or greater
Adept Dream Synchronization- (Passive Ability, Other: Dreamshaper) Amounts of Dream element Damage possessor deals are increased by 10,000 points, Dream 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 Dream element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Dream- (Passive Ability, Other: Dreamshaper) Whenever possessor obtains Dream element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Dream- (Passive Ability, Other: Dreamshaper) Possessor's Dream 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 Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +500 Defense against Dream
Apprentice Dream Resistance- (Passive Ability, Other: Dreamshaper) Possessor gains 5% Dream Resistance
Apprentice Dream Synchronization- (Passive Ability, Dreamshaper) Possessor gains +50 to all stats for each Dream element item equipped, Possessor's Dream element pets and summons gain +250 to all stats
Apprentice Relementalization of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 20 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, change the element of any individual who is below Level 30 or is willing to any combination of base elements
Apprentice Reshaping of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 20 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, exchange any individual of Level 20 or lower from the enemy list that is normally fightable for drops that is present for any other individual of Level 20 or lower from the enemy list that is normally fightable for drops
Apprentice Reshaping of Self- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 20 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, transform into any individual of Level 20 or lower from the enemy list that is normally fightable for drops that is present
Apprentice Understanding of the Heart of Dream- (Passive Ability, Other: Dreamshaper) Possessor's Dream element allies gain +100 to all stats
Apprentice Weaponization of Dream- (Passive Ability, Other: Dreamshaper) Quantities of Dream element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +500 to all stats while in a Zone of Dream
Basic Acceleration Within Dream's Dominion- (Passive Ability, Other: Dreamshaper) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Dream
Basic Affinity to Healing Via Dream- (Passive Ability, Other: Dreamshaper) Whenever possessor obtains Dream element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Dream- (Passive Ability, Other: Dreamshaper) Possessor's Dream element pets and summons gain +50 to all stats
Basic Control of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element and afflicted with Fatigued: Asleep, possessor may make the decisions for every individual below Level 20 in the same battle
Basic Defenses Against Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +50 Defense against Dream
Basic Dream Resistance- (Passive Ability, Other: Dreamshaper) Possessor gains 1% Dream Resistance
Basic Dream Synchronization- (Passive Ability, Dreamshaper) Possessor gains +25 to all stats if Dream element
Basic Relementalization of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element and afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, change the element of any individual who is below Level 20 or is willing to any combination of base elements
Basic Reshaping of Self- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 5 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, transform into any individual of Level 5 or lower from the enemy list that is normally fightable for drops that is present
Basic Reshaping of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element and afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, exchange any individual of Level 5 or lower from the enemy list that is normally fightable for drops that is present for any other individual of Level 5 or lower from the enemy list that is normally fightable for drops
Basic Understanding of the Heart of Dream- (Passive Ability, Other: Dreamshaper) Possessor's Dream element allies gain +10 to all stats
Basic Weaponization of Dream- (Passive Ability, Other: Dreamshaper) Quantities of Dream element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +50 to all stats while in a Zone of Dream
But the Candy Kingdoms MUST Contain the Birds of Living Fire- (Passive Ability, Other: Dreamshaper) Whenever possessor creates a Battlespace through the ability 'Dreaming of Distant Worlds' possessor may immediately summon up to 10 entities from the Enemy List that are normally fightable for drops and are below Level 60, with said summons appearing in said battlespace
Call Forth the Living Dream- (Active Ability, Other: Dreamshaper) Possessor may spend an action to summon 5 Elementals that are Dream element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Contageous Slumber- (Passive Ability, Other: Dreamshaper) At the start of each round that possessor is afflicted with Fatigued: Asleep, possessor may inflict Fatigued: Asleep on up to 5 other individuals in the same battlespace
Control of Dream- (Passive Ability, Other: Dreamshaper) Possessor has a 20% chance of being able to cancel the actions of Dream element individuals below Level 20, with things that would occur before and after said actions still occurring
Create Reality-Dreamworld Overlay- (Passive Ability, Dreamshaper) If possessor scans the stats of an individual afflicted with Fatigued: Asleep, possessor may create a phantom terrain of Dreaming Mind- (Passive Ability, Other: Daydreaming- (Passive Ability, Dreamshaper) Possessor may choose to count as afflicted with Fatigued: Asleep at any time
Dreamshaper) Possessor may, for prerequisite purposes, treat 'Dreamshaper' abilities as 'Mentalist' abilities and 'Mentalist' abilities as 'Dreamshaper' abilities
Defenses that Utilize Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +500 Defense if possessor has any Dreamscape and attach an effect to said phantom terrain that does not stack on the same phantom terrain or across different phantom terrains that provides possessor with +1,000 to all stats and possessor's allies with +500 to all stats.
Dream Battle-Aura- (Stance Ability, Other: Dreamshaper) Possessor deals 10,000 Flat Dream element Damage to each opponent at the start of each round
Dream Body Form- (Stance Ability, Other: Dreamshaper) Possessor gains +200 Defense against Dream, Possessor gains 15% Dream Resistance, Possessor may deal 5,000 Flat Dream element Damage to any individual who conducts an offensive action that targets possessor
Dream Manipulation- (Passive Ability, Other: Dreamshaper) Possessor may choose one of the following at the beginning of each round if Dream element: Create a Zone of Dream, Remove a Zone of Dream created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Dream by either possessor or a source below Level 20, Add Dream 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 Dream element on a Dream element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Dream, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Dream, 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 Dream element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Dream to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Dream, 5% Dream Resistance, or +50 Defense against Dream and 1% Dream Resistance until the end of the round as a non-stacking buff
Dream-element items equipped that provide a Defense bonus
Dream Immunity- (Passive Ability, Other: Dreamshaper) Possessor gains Dream Immunity against sources below Level 20 if Level 20 or greater
Dreamscape Sculpting- (Passive Ability, Other: Dreamshaper) Whenever possessor creates a Battlespace through the ability 'Dreaming of Distant Worlds' possessor may set the terrain of said battlespace to Dreamscape and, if possessor does so, may create up to 5 Phantom Terrains that possessor possesses Attuned to Terrain: <Terrain Name> abilities for and place them in said battlespace
Dreamflight- (Passive Ability, Dreamshaper) Possessor gains +300 AGI and 15% Earth Resistance while in a Zone of Dream
Dreamshaper- (Passive Ability, Other: Dreamshaper) Possessor ignores (1 * (Possessor Level/5), rounded down)% Dream Resistance, Possessor ignores Dream Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Detect Dream- (Passive Ability, Dreamshaper) Possessor gains +1% To Hit against Dream element targets
Distorting the Waking World- (Passive Ability, Other: Dreamshaper) At the start of each round, if possessor is Dream element, possessor may change any present Phantom Terrain that either comes from a source below Level 60 or that is of a type with a corresponding Square Mile in stock in the Shop into any type with a corresponding Square Mile in stock and may choose to change any Terrain present that is of a type with a a corresponding Square Mile in stock in the Shop into any type with a corresponding Square Mile in stock
Dreaming of Distant Worlds- (Passive Ability, Other: Dreamshaper) Possessor may, at the start of any round that possessor is Dream element and afflicted with Fatigued: Asleep, create another battlespace and place a Zone of Dream in it
Dreaming the Timeless Dream- (Passive Ability, Other: Dreamshaper) If possessor is Dream element and afflicted with Fatigued: Asleep, individuals below Level 80 who are not 10 or more Levels greater than possessor do not reset possessor unless possessor chooses such if they would otherwise reset possessor to a prior state (though all other things they would reset are still reset)
Elemental Attack-Conversion: Dream- (Technique Ability, Other: Dreamshaper) Possessor may use 'Elemental Attack-Conversion: Dream' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Dream element and no other technique is used. Said action becomes solely the element Dream.
Elemental Invocation of Dream- (Technique Ability, Other: Dreamshaper) Possessor may use 'Elemental Invocation of Dream' in conjunction with an 'Elemental Attack' action so long as possessor is Dream element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Dream- (Passive Ability, Other: Dreamshaper) Whenever possessor absorbs Damage that is Dream element Damage, Possessor may choose to deal 10,000 Flat Dream element Damage to up to 10 targets
Empowered By Dream- (Passive Ability, Dreamshaper) If possessor is Dream 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 Dream
Expert Dream Synchronization- (Passive Ability, Other: Dreamshaper) Dream element Damage dealt to possessor (not including healing) is halved, Dream element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Dream element accessories, and may not be converted into other types of slot by individuals below Level 100
Fling Into Dream- (Active Ability, Other: Dreamshaper) Possessor may spend an action to move an entity of Level 59 or Lower that is not 5 or more Levels greater than possessor from possessor's current battlespace into any other battlespace in the same battle so long as no individual of Level 60 or greater in either battlespace objects
Greater Weaponization of Dream- (Passive Ability, Other: Dreamshaper) Quantities of Dream element Damage dealt by possessor are increased by 25,000 points
Head-Is-A-Beehive Unexpected Defense Methodology- (Passive Ability, Other: Dreamshaper) Once per thread, if possessor is Dream element, when possessor is targeted by an attack coming from a source that is not either 5 or more Levels greater than possessor, Dream or Illusion element, or Level 80 or greater, possessor may choose to take 0 HP Damage from said attack, summon 15 Insects of lower Level than possessor that are below Level 60 that are normally fightable for drops on the Enemy List, and have a 100% chance of inflicting Confusion and Fatigued: Asleep on the source of said attack
I Can Hold Stuff With My Imagination!- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 40 or greater, and is afflicted with Fatigued: Asleep, possessor gains a Weapon slot.
Improved Affinity to Healing Via Dream- (Passive Ability, Other: Dreamshaper) Whenever possessor obtains Dream element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Dream- (Passive Ability, Other: Dreamshaper) Possessor's Dream 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 Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +5,000 Defense against Dream
Improved Defenses that Utilize Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +2,000 Defense if possessor has any Dream-element items equipped that provide a Defense bonus
Improved Dream Elemental Emanation- (Passive Ability, Other: Dreamshaper) Possessor's 'Call Forth the Living Dream' ability may summon entities up to Level 20
Improved Dream Resistance- (Passive Ability, Other: Dreamshaper) Possessor gains 10% Dream Resistance
Improved Relementalization of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 50 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, change the element of any individual who is below Level 50 or is willing to any combination of base elements
Improved Reshaping of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 50 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, exchange any individual of Level 50 or lower from the enemy list that is normally fightable for drops that is present for any other individual of Level 50 or lower from the enemy list that is normally fightable for drops
Improved Reshaping of Self- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 50 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, transform into any individual of Level 50 or lower from the enemy list that is normally fightable for drops that is present
Improved Understanding of the Heart of Dream- (Passive Ability, Other: Dreamshaper) Possessor's Dream element allies gain +250 to all stats
Improved Weaponization of Dream- (Passive Ability, Other: Dreamshaper) Quantities of Dream element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +1,000 to all stats while in a Zone of Dream
Improved Zonal Dream Empowerment- (Passive Ability, Other: Dreamshaper) Possessor gains +500 to all stats while in a Zone of Dream, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Dream
Infinite Assumption of Dream- (Passive Ability, Other: Dreamshaper) Possessor gains the element Dream while in Dreamshaper stances
Kaleidoscopic Slumbering Masquerade Raiment- (Passive Ability, Other: Dreamshaper) At the start of each round, if possessor is Dream element and afflicted with Fatigued: Asleep, possessor may change the elements of possessor's equipped or carried Armor items to any combination of base elements and may change the subtypes of said items to any combination of base Armor subtypes as a non-stacking buff present on the item it is affecting.
Meditative Assumption of Dream- (Passive Ability, Other: Dreamshaper) Possessor may choose, at the beginning of a thread, to become solely Dream element
Nonsynchronous Elemental Attack-Conversion: Dream- (Passive Ability, Other: Dreamshaper) Possessor may use the Technique 'Elemental Attack-Conversion: Dream' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Dream element.
Nourish Dream- (Passive Ability, Other: Dreamshaper) Whenever possessor deals HP or MP healing to an Dream element individual, possessor deals 300 additional points
Nourished By Dream- (Passive Ability, Dreamshaper) If possessor is Dream element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Dream
Nullify Dream- (Passive Ability, Other: Dreamshaper) Possessor may remove the element Dream from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Dream-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Dream-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Dream from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Numinous Item Acquisition- (Passive Ability, Other: Dreamshaper) At the start of each round, possessor may create up to 20 Temporary items that are in-stock in the shop and worth under 40,000,000 Gold
Optionally Imaginary- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, possessor gains +5% Dodge and may choose to not be targeted by individuals below Level 20
Predict the Flow of Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +5% Dodge against Dream element individuals
Project Dream- (Passive Ability, Other: Dreamshaper) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Dream
Prosperous Venting of Excess Dream- (Passive Ability, Other: Dreamshaper) If possessor is Dream element and performs an 'Elemental Attack' action that is solely Dream element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Reality's Paintbrush- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 40 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, change the element of up to ten individuals who are below Level 60 or is willing to any combination of base elements and may change the element of up to 5 Zones that are present that come from sources below Level 60 to any combination of base elements
Reconsume Dream Elemental Spawn- (Passive Ability, Other: Dreamshaper) Possessor may, at the start of any round, unsummon one of possessor's Dream element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Relementalization of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 40 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, change the element of any individual who is below Level 40 or is willing to any combination of base elements
Relentless Tempest of Dream- (Passive Ability, Other: Dreamshaper) If possessor's last action was solely Dream element either due to this ability or the technique 'Elemental Attack-Conversion: Dream', possessor may make any of possessor's offensive actions solely Dream element.
Reshaping of Local Reality- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 40 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, exchange any individual of Level 40 or lower from the enemy list that is normally fightable for drops that is present for any other individual of Level 40 or lower from the enemy list that is normally fightable for drops
Reshaping of Self- (Passive Ability, Other: Dreamshaper) If possessor is Dream element, is Level 40 or greater, and is afflicted with Fatigued: Asleep, possessor may, at the beginning of each round, transform into any individual of Level 40 or lower from the enemy list that is normally fightable for drops that is present
Restful Sleeper- (Passive Ability, Other: Dreamshaper) Possessor regenerates 15,000 HP and 2,000 MP at the start of each round that possessor is afflicted with Fatigued: Asleep
Reflect Dream- (Passive Ability, Other: Dreamshaper) Possessor Reflects Dream against sources below Level 20 if Level 20 or greater
Soothing Dream Emanation- (Passive Ability, Other: Dreamshaper) Whenever possessor absorbs Damage that is Dream element Damage, Possessor may choose to deal 10,000 Flat Dream element HP Healing to up to 10 targets that are Dream element
Stability Within Dream- (Passive Ability, Other: Dreamshaper) Possessor gains 25% minor negative status effect resistance while in a Zone of Dream
Understanding of the Bonds of Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Dream element individual
Unreal Wounds- (Passive Ability, Other: Dreamshaper) If possessor is Dream element and afflicted with Fatigued: Asleep, possessor may choose to not take Damage from sources below Level 20 and may ignore the offensive actions of individuals below Level 20
Uplifted By Dream- (Passive Ability, Dreamshaper) If possessor is Dream element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Dream
Zonal Dream Control- (Passive Ability, Other: Dreamshaper) Possessor may, at the start of each round, choose one Zone of Dream that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Other: Elemental Researcher
Basic Formus Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +25 to all stats if possessor is Formus element
Other: Eschatologist
(Probably needs to be looked at later; wrong power curve) Adept Catstrophe Magic Attunement- (Passive Ability, Other: Eschatologist) Catastrophe Magic spells cost possessor 10,000 less MP to cast, Catastrophe 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 Catastrophe Magic Spells, and may not be converted into other types of slots by individuals below Level 100
And a Great Light Shone, Turning All Men To Stone- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it inflicts Petrified on every individual in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists) who is below Level 40, with a 15% chance of inflicting Petrified on other individuals.
And All Machines Shut Down- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it removes the text of all Gadgets an Inventions worth under 40,000,000 Gold in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), and has a 200% chance of inflicting Paralyzed and Fatigued: Knocked Out on all Machines, Robots, Mechs, and Clockworks in said battlespace.
And an Inescapable Darkness Descended- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it creates a Zone of Darkness in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), attaching an effect to said Zone of Darkness that provides -45% To Hit to every individual in it who is not Darkness element, attaching an effect to said Zone of Darkness that inflicts Impaired: Blind: Darkness on each individual in it at the start of every round, and attaching an effect to said Zone of Darkness that prevents individuals below Level 80 from leaving it during the current battle.
And the Fresh Waters Turned to Salt- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 275,801 Flat Water element Damage to every Aquatic in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), having a 100% chance of inflicting Drowning and Suffocation on every Aquatic individual in said battlespace.
And the Gates to the Demon Realm Opened- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it summons 20 Demons below Level 60 from the Enemy List in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), with said summons having an 80% chance of being uncontrolled, with said summoning repeating itself at the start of each round for the next 5 rounds and a max of 200 summons being summoned.
And the Great Floods Began- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 255,208 Flat Water element Damage to every individual in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), having a 100% chance of inflicting Drowning on every individual in said battlespace and creating 10 Zones of Water in said battlespace.
And the Kingdom Fell Into a Great Slumber- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it inflicts Fatigued: Asleep on every individual in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), with individuals below Level 40 being able to cure or auto-recover-from said status effect infliction.
And the Quakes Did Swallow Cities- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 278,505 Flat Earth element Damage to every individual in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), having a 100% chance of inflicting Entomed on every individual in said battlespace and inflicting Vanished on Large Structures below Level 40 in said battlespace.
And the Salt Waters Turned to Blood- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 300,000 Flat Blood element Damage to every Aquatic in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), having a 100% chance of inflicting Drowning and Suffocation on every Aquatic individual in said battlespace and turning every Zone of Water in said battlespace into a Zone of Blood.
And the Sky Rained Down Glass- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 260,921 Flat Physical & Ice element Damage to every individual in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), having a 100% chance of inflicting Wounded on every individual in said battlespace.
And the World Began Erupting- (Passive Ability, Other: Eschatologist) Possessor may, if Level 40 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it deals 200,000 Flat Fire & Earth element Damage to every individual in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), with said Damage repeating at the start of each round for the next 5 rounds.
Apprentice Catastrophe Magic Attunement- (Passive Ability, Other: Eschatologist) All damage-dealing Catastrophe Magic spells that possessor casts deal 25,000 additional Damage, All Catastrophe Magic spells cost possessor 50,000 less MP to cast
Basic Catastrophe Magic Attunement- (Passive Ability, Other: Eschatologist) All Catastrophe Magic spells possessor casts that possess a Magical Attack bonus gain +1,000 additional Magical Attack; All Catastrophe Magic spells cost possessor 1,000 less MP to cast
Catastrophe Magic Casting I- (Passive Ability, Other: Eschatologist) Catastrophe Magic spells cost possessor 200 less MP to cast
Catastrophe Magic Casting II- (Passive Ability, Other: Eschatologist) Catastrophe Magic spells cost possessor 2000 less MP to cast
Eschatological Defense-Field- (Stance Ability, Other: Eschatologist) Eschatalogical Escalations with a Level requirement of 40 or lower or no Level requirement that have possessor as a source cannot place negative status effects on possessor, place debuffs on possessor, or deal Damage to possessor
Explosion-Hyperamplifying Presence- (Passive Ability, Other: Eschatologist) All Flat quantities of Fire and / or Energy element Damage dealt in battles where possessor is present are increased by 200,000 points
Focused Catastrophe Magic Casting- (Passive Ability, Other: Eschatologist) Catastrophe Magic spells cost possessor 2000 less MP to cast if the only subtype of spell possessor has equipped is Catastrophe Magic
Foundation of Eschatalogical Escalation- (Passive Ability, Other: Eschatologist) Whenever possessor casts a Catastrophe Magic spell, possessor may apply up to 5 different Escatological Escalations to it, with each one triggering at the start of a consecutive round after the round during which said spell was cast in the chosen order
And the World Dissolved Into Dream- (Passive Ability, Other: Eschatologist) Possessor may, if Level 60 or greater, select this ability as an Eschatalogical Escalation. If this ability triggers as an Escatological Escalation, it destroys all zones that are not Zones of Dream in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), creates a Zone of Dream in said zone, may inflict Vanished on any number of non-unique entities below Level 60 in said battlespace, and may unsummon any number of summons below Level 80 that are present in said battlespace.
Eschatologist- (Passive Ability, Other: Eschatologist) Possessor's Damage-dealing actions that involve the casting of Catastrophe Magic spells deal (500,000 + 50,000 * Possessor Level) additional Damage, Catastrophe Magic spells cost possessor (50,000 + 30,000 * Possessor Level) less MP to cast
Escatological Escalation, it destroys all zones that are not Zones of Dream in the same battlespace as the spell that is being escalated was cast in (or in the battlespace of its possessor if no such spell exists), creates a Zone of Dream in said zone, may inflict Vanished on any number of non-unique entities below Level 60 in said battlespace, and may unsummon any number of summons below Level 80 that are present in said battlespace
Other: Genesis Architect
Apprentice Life Synchronization- (Passive Ability, Genesis Architect) Possessor gains +50 to all stats for each Life element item equipped, Possessor's Life element pets and summons gain +250 to all stats
Basic Acceleration Within Life's Dominion- (Passive Ability, Other: Genesis Architect) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Life
Basic Affinity to Healing Via Life- (Passive Ability, Other: Genesis Architect) Whenever possessor obtains Life element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element pets and summons gain +50 to all stats
Basic Defenses Against Life- (Passive Ability, Other: Genesis Architect) Possessor gains +50 Defense against Life
Basic Life Resistance- (Passive Ability, Other: Genesis Architect) Possessor gains 1% Life Resistance
Basic Life Synchronization- (Passive Ability, Other: Genesis Architect) Possessor gains +25 to all stats if possessor is Life element
Basic Understanding of the Heart of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element allies gain +10 to all stats
Basic Weaponization of Life- (Passive Ability, Other: Genesis Architect) Quantities of Life element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Life- (Passive Ability, Other: Genesis Architect) Possessor gains +50 to all stats while in a Zone of Life
Genesis Architect- (Passive Ability, Other: Genesis Architect) Possessor ignores (1 * (Possessor Level/5), rounded down)% Life Resistance, Possessor ignores Life Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Other: Heir of Dust
Apprentice Affinity to Healing Via Destruction- (Passive Ability, Other: Heir of Dust) Whenever possessor obtains Destruction element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Destruction- (Passive Ability, Other: Heir of Dust) Possessor's Destruction 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 Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains +500 Defense against Destruction
Apprentice Destruction Resistance- (Passive Ability, Other: Heir of Dust) Possessor gains 5% Destruction Resistance
Apprentice Destruction Synchronization- (Passive Ability, Heir of Dust) Possessor gains +50 to all stats for each Destruction element item equipped, Possessor's Destruction element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Destruction- (Passive Ability, Other: Heir of Dust) Possessor's Destruction element allies gain +100 to all stats
Apprentice Weaponization of Destruction- (Passive Ability, Other: Heir of Dust) Quantities of Destruction element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains +500 to all stats while in a Zone of Destruction
Basic Acceleration Within Destruction's Dominion- (Passive Ability, Other: Heir of Dust) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Destruction
Basic Affinity to Healing Via Destruction- (Passive Ability, Other: Heir of Dust) Whenever possessor obtains Destruction element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Destruction- (Passive Ability, Other: Heir of Dust) Possessor's Destruction element pets and summons gain +50 to all stats
Basic Defenses Against Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains +50 Defense against Destruction
Basic Destruction Resistance- (Passive Ability, Other: Heir of Dust) Possessor gains 1% Destruction Resistance
Basic Destruction Synchronization- (Passive Ability, Other: Heir of Dust) Possessor gains +25 to all stats if possessor is Destruction element
Basic Understanding of the Heart of Destruction- (Passive Ability, Other: Heir of Dust) Possessor's Destruction element allies gain +10 to all stats
Basic Weaponization of Destruction- (Passive Ability, Other: Heir of Dust) Quantities of Destruction element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains +50 to all stats while in a Zone of Destruction
Control of Destruction- (Passive Ability, Other: Heir of Dust) Possessor has a 20% chance of being able to cancel the actions of Destruction element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains +500 Defense if possessor has any Destruction-element items equipped that provide a Defense bonus
Heir of Dust- (Passive Ability, Other: Heir of Dust) Possessor ignores (1 * (Possessor Level/5), rounded down)% Destruction Resistance, Possessor ignores Destruction Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Destruction Immunity- (Passive Ability, Other: Heir of Dust) Possessor gains Destruction Immunity against sources below Level 20 if Level 20 or greater
Destruction Manipulation- (Passive Ability, Other: Heir of Dust) Possessor may choose one of the following at the beginning of each round if Destruction element: Create a Zone of Destruction, Remove a Zone of Destruction created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Destruction by either possessor or a source below Level 20, Add Destruction 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 Destruction element on a Destruction element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Destruction, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Destruction, 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 Destruction element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Destruction to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Destruction, 5% Destruction Resistance, or +50 Defense against Destruction and 1% Destruction Resistance until the end of the round as a non-stacking buff
Empowered By Destruction- (Passive Ability, Heir of Dust) If possessor is Destruction 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 Destruction
Greater Weaponization of Destruction- (Passive Ability, Other: Heir of Dust) Quantities of Destruction element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Destruction- (Passive Ability, Other: Heir of Dust) Whenever possessor obtains Destruction element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Destruction- (Passive Ability, Other: Heir of Dust) Possessor's Destruction 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 Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains +5,000 Defense against Destruction
Improved Destruction Resistance- (Passive Ability, Other: Heir of Dust) Possessor gains 10% Destruction Resistance
Improved Weaponization of Destruction- (Passive Ability, Other: Heir of Dust) Quantities of Destruction element Damage dealt by possessor are increased by 5,000 points
Nourished By Destruction- (Passive Ability, Heir of Dust) If possessor is Destruction element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Destruction
Reflect Destruction- (Passive Ability, Other: Heir of Dust) Possessor Reflects Destruction against sources below Level 20 if Level 20 or greater
Uplifted By Destruction- (Passive Ability, Heir of Dust) If possessor is Destruction element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Destruction
Other: Kringlemaster
Sun Rage Hohohodoken- (Technique Ability, Other: Kringlemaster) Possessor may use 'Sun Rage Santa Hohohodoken' in conjunction with an 'Overdrive', 'Ranged Overdrive', or 'Ultimate Attack' action. Said action gains +60,000 Ranged Attack or Magical Attack, becomes solely the elements Fire & Energy & Light & Hope & Atomic & Glory, deals double Damage to targets below Level 80 (to a max of 30,000,000 additional Damage), and gains a 300% chance of inflicting Burning.
Other: Lady of the Exceptional Leaf
Peerless Understanding of the True Power of the Teapot- (Passive Ability, Other: Lady of the Exceptional Leaf) Possessor treats Teapot as a Tier 2 Weapon subtype. Other entities treat instances of Teapot wielded by possessor as a Tier 2 Weapon subtype.
Secret Ingredient: Demonic Tar- (Technique Ability, Other: Lady of the Exceptional Leaf) Possessor may use 'Secert Ingredient: Demonic Tar' in conjunction with a 'Melee Attack', 'Attack With Finesse', or 'Magical Attack' action so long as no other technique is used and possessor has a Teapot equipped. One hit of said action against each target gains +1,600 Magical Attack, gains +1,600 Melee Attack, deals 1,600 SPI Damage, gains 'may optionally not Heal, instead dealing non-Healing Damage (including stat point Damage and MP Damage)', counts as coming from a source with the subtype Demon, gains the elements Darkness, Earth, and Water, cannot be countered by individuals below Level 40 who are not Immune to Charm, and gains '80% inflicts Paralyzed'
Other: Noble
Lady of the Manor- (Passive Ability, Other: Noble) Possessor gains Charm Immunity (not including sub-status effects) and +500 to all stats if possessor is Nobility element and possesses a Large Structure ally
Other: Princess of Sweets-
Other: Princess of Sweets
Apprentice Candy Synchronization- (Passive Ability, Other: Princess of Sweets) Possessor gains +50 to all stats for each Candy element item equipped, Possessor's Candy element pets and summons gain +250 to all stats
Basic Acceleration Within Candy's Dominion- (Passive Ability, Other: Princess of Sweets) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Candy
Basic Affinity to Healing Via Candy- (Passive Ability, Other: Princess of Sweets) Whenever possessor obtains Candy element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Candy- (Passive Ability, Other: Princess of Sweets) Possessor's Candy element pets and summons gain +50 to all stats
Basic Defenses Against Candy- (Passive Ability, Other: Princess of Sweets) Possessor gains +50 Defense against Candy
Basic Candy Resistance- (Passive Ability, Other: Princess of Sweets) Possessor gains 1% Candy Resistance
Basic Candy Synchronization- (Passive Ability, Other: Princess of Sweets) Possessor gains +25 to all stats if Candy element
Basic Understanding of the Heart of Candy- (Passive Ability, Other: Princess of Sweets) Possessor's Candy element allies gain +10 to all stats
Basic Weaponization of Candy- (Passive Ability, Other: Princess of Sweets) Quantities of Candy element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Candy- (Passive Ability, Other: Princess of Sweets) Possessor gains +50 to all stats while in a Zone of Candy
Princess of Sweets- (Passive Ability, Other: Princess of Sweets) Possessor ignores (1 * (Possessor Level/5), rounded down)% Candy Resistance, Possessor ignores Candy Immunity of targets below (Possessor Level / 5, rounded down) Level, to
Sweets Warrior- (Passive Ability, Other: Princess of Sweets) Possessor gains +25 Melee Attack for every Food item equipped whose name includes 'Candy', 'Lollipop', 'Gumdrop', or 'Sugar'
Other: Puppeteer
Basic Puppet Strings Training (2)- (Passive Ability, Other: Puppeteer) Possessor gains +6 Magical Attack if possessor has a Puppet Strings equipped
♢High Puppeteer's Strings- (Passive Ability, Other: Puppeteer) Possessor's Rune Magic summons may not be controlled by opponents of equal Level to or lower Level than possessor, Individuals below possessor's Level must cure or auto-recover from instances of Charm infliction with possessor as their source that come from possessor's equipped Puppet Strings weapons twice to actually cure them (with the first such instance from such a source not counting towards said curing)
Other: Ruin Bringer
Apprentice Devastation Synchronization- (Passive Ability, Other: Ruin Bringer) Possessor gains +50 to all stats for each Devastation element item equipped, Possessor's Devastation element pets and summons gain +250 to all stats
Apprentice Zonal Acclimation of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +500 to all stats while in a Zone of Devastation
Basic Acceleration Within Devastation's Dominion- (Passive Ability, Other: Ruin Bringer) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Devastation
Basic Affinity to Healing Via Devastation- (Passive Ability, Other: Ruin Bringer) Whenever possessor obtains Devastation element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor's Devastation element pets and summons gain +50 to all stats
Basic Defenses Against Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +50 Defense against Devastation
Basic Devastation Resistance- (Passive Ability, Other: Ruin Bringer) Possessor gains 1% Devastation Resistance
Basic Devastation Synchronization- (Passive Ability, Other: Ruin Bringer) Possessor gains +25 to all stats if possessor is Devastation element
Basic Understanding of the Heart of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor's Devastation element allies gain +10 to all stats
Basic Weaponization of Devastation- (Passive Ability, Other: Ruin Bringer) Quantities of Devastation element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +50 to all stats while in a Zone of Devastation
Devastation Manipulation- (Passive Ability, Other: Ruin Bringer) Possessor may choose one of the following at the beginning of each round if Devastation element: Create a Zone of Devastation, Remove a Zone of Devastation created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Devastation by either possessor or a source below Level 20, Add Devastation 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 Devastation element on a Devastation element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Devastation, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Devastation, 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 Devastation element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Devastation to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Devastation, 5% Devastation Resistance, or +50 Defense against Devastation and 1% Devastation Resistance until the end of the round as a non-stacking buff
Ruin Bringer- (Passive Ability, Other: Ruin Bringer) Possessor ignores (1 * (Possessor Level/5), rounded down)% Devastation Resistance, Possessor ignores Devastation Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Other: Superhero
Super-Weaving- (Passive Ability, Superhero) Whenever possessor creates a 'Clothes' item through a combo or a Secret Formula, possessor may give it the Smithing Technique 'Super-Woven'
Super-Woven- +5,000 Defense, 50% Resilience, This item cannot be destroyed by individuals below Level 80, Smithing Technique
Other: 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
Other: Subspace Architect
Basic Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Basic Appreciation of Feng Shui- (Passive Ability, Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Apprentice Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Repair Large Structure- (Active Ability, Other: Subspace Architect) Possessor may spend an action to conduct an attack that only affects Large Structures, Heals, Includes Melee Attack, Magical Attack, and Ranged Attack bonuses that come from Tools or Subspace Architect abilities (but not other such bonuses, with such bonuses each being capped seperately at their normal caps) and that uses Mind as its Prime Attribute
Knowledge of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +200 MIN, Possessor's Large Structure pets and summons gain +100 CON
Basic Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 20
Basic Spatial Feng Shui Control- (Passive Ability, Subspace Architect) Whenever a Level 1 individual that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 20 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
Basic Spawn Table Design- (Passive Ability, Other: Subspace Architect) Possessor's summons gains +50 to all stats as a bonus that cannot take their stats above 2000% of their natural values
Basic Spawn Table Pruning- (Passive Ability, Other: Subspace Architect) When first entering a random dungeon, possessor may name an entity below Level 20 that is normally fightable for drops on the Enemy List; whenever that enemy would be encountered as a result of an encounter roll for the random dungeon, it instead is not 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
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Subspace Architect- (Passive Ability, Other: Subspace Architect) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Large Structure pet only, This ability provides +250 HP and +50 to all stats of possessor's Large Structure pets and summons per Level of possessor
Other: Temporal Primarch
Apprentice Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense against Time
Basic Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 Defense against Time
Unaging- (Passive Ability, Other: Temporal Primarch) Possessor gains Fatigued: Elderly Immunity
Other: Toymaker
Basic Toy Training- (Passive Ability, Other: Toymaker) Possessor gains +6 Melee Attack, +6 Ranged Attack, and +6 Magical Attack if possessor has a Toy equipped
♢Empire of Toys- (Passive Ability, Other: Toymaker) Possessor may equip Toy weapons in Pet slots (including pet slots that specifically can only contain Golems)
Infuse Toys With Hope- (Passive Ability, Toymaker) Possessor may, at the start of any round, give any of possessor's equipped or carried Toy weapons or Golem summons the element Hope as an additional element as a buff
♢Sacrificial Plushie-and-Golem Armada-Wall- (Passive Ability, Toymaker) If possessor is in the back row and possesses at least 5 Golem pets on summons in the front row, possessor's 'Toy-Animating Defensive Art' ability has its redirection chance increased to 50% and works against sources that are up to 10 Levels greater than possessor
♢Toy-Animating Defensive Art- (Passive Ability, Toymaker) Once per round when possessor is attacked by a source that is not 5 or more Levels greater than possessor, possessor may unequip an equipped Toy weapon, summon a Golem of lower Level than possessor that is normally fightable for drops on the Enemy List that is of a Level lower than (The unequipped Toy's value / 1,000,000), and, should possessor be the sole target on possessor's side of said attack, have a 25% chance of re-directing said attack from possessor to said summon, Max 4 summoned
Other: Vital Artisan
Basic Animae Synchronization- (Passive Ability, Other: Vital Artisan) Possessor gains +25 to all stats if possessor is Animae element
Other: Wardcrafter
Apprentice Warding Synchronization- (Passive Ability, Ward Crafter) Possessor gains +50 to all stats for each Warding element item equipped, Possessor's Warding element pets and summons gain +250 to all stats
Basic Acceleration Within Warding's Dominion- (Passive Ability, Other: Ward Crafter) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Warding
Basic Affinity to Healing Via Warding- (Passive Ability, Other: Ward Crafter) Whenever possessor obtains Warding element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Warding- (Passive Ability, Other: Ward Crafter) Possessor's Warding element pets and summons gain +50 to all stats
Basic Defenses Against Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +50 Defense against Warding
Basic Warding Resistance- (Passive Ability, Other: Ward Crafter) Possessor gains 1% Warding Resistance
Basic Warding Synchronization- (Passive Ability, Other: Ward Crafter) Possessor gains +25 to all stats if possessor is Warding element
Basic Understanding of the Heart of Warding- (Passive Ability, Other: Ward Crafter) Possessor's Warding element allies gain +10 to all stats
Basic Weaponization of Warding- (Passive Ability, Other: Ward Crafter) Quantities of Warding element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +50 to all stats while in a Zone of Warding
Defenses that Utilize Warding- (Passive Ability, Other: Ward Crafter) Possessor gains +500 Defense if possessor has any Warding-element items equipped that provide a Defense bonus
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
Ward Crafter- (Passive Ability, Other: Ward Crafter) Possessor ignores (1 * (Possessor Level/5), rounded down)% Warding Resistance, Possessor ignores Warding Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Warding Manipulation- (Passive Ability, Other: Ward Crafter) Possessor may choose one of the following at the beginning of each round if Warding element: Create a Zone of Warding, Remove a Zone of Warding created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Warding by either possessor or a source below Level 20, Add Warding to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Warding element on a Warding element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Warding, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Warding, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Warding element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Warding to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Warding, 5% Warding Resistance, or +50 Defense against Warding and 1% Warding Resistance until the end of the round as a non-stacking buff
Other: Wonderworker
Apprentice Wonder Synchronization- (Passive Ability, Wonderworker) Possessor gains +50 to all stats for each Wonder element item equipped, Possessor's Wonder element pets and summons gain +250 to all stats
Basic Acceleration Within Wonder's Dominion- (Passive Ability, Other: Wonderworker) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Wonder
Basic Affinity to Healing Via Wonder- (Passive Ability, Other: Wonderworker) Whenever possessor obtains Wonder element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Wonder- (Passive Ability, Other: Wonderworker) Possessor's Wonder element pets and summons gain +50 to all stats
Basic Defenses Against Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +50 Defense against Wonder
Basic Wonder Resistance- (Passive Ability, Other: Wonderworker) Possessor gains 1% Wonder Resistance
Basic Wonder Synchronization- (Passive Ability, Other: Wonderworker) Possessor gains +25 to all stats if possessor is Wonder element
Basic Understanding of the Heart of Wonder- (Passive Ability, Other: Wonderworker) Possessor's Wonder element allies gain +10 to all stats
Basic Weaponization of Wonder- (Passive Ability, Other: Wonderworker) Quantities of Wonder element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +50 to all stats while in a Zone of Wonder
Wonderworker- (Passive Ability, Other: Wonderworker) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wonder Resistance, Possessor ignores Wonder Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Other: Worldbound God
Archdaemon's Standard Deific Domain Compatibility- (Passive Ability, Other: Worldbound God) Possessor gains +10 to all stats if possessor is a Planetary, Possessor may gain Worldbound-God-related domains despite being an Archdaemon as an RP power
Lesser Deific Domain: Love- (Passive Ability, Other: Worldbound God) Possessor's actions may gain (Possessor Level * 3)% Inflicts Charm: Lovestruck, Possessor has RP powers connected to this divine domain
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