Roy Selim

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Modrageball
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Roy Selim

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Roy Selim (Pathaky)
Level 79
Undead & Outsider, Water
HP: 11,850
MP: 54,450
STR: 158 (2) [0 via Level]
AGI: 790 (10) [0 via Level]
CON: 474 (6) [0 via Level]
MIN: 2,178 (22) [440 via Level]
SPI: 1,920 (20) [340 via Level]

SAN: 395 (5)
INF: 395 (5)
RES: 395 (5)

XP- 2,634,544
XP Required- 25,820,000, Holy Imperial Seal of Triumph
Fame- 42
Gold- 44,492,764
Bonus Weeks: 123, +1 Temporal Primarch weeks, +1 Keeper of the Depths-Only, +1 Botanist, +3 Diabolist, +5 Summoner, +5 Necromancer, +1 Pactmaker, +30 Gatekeeper, +16 Deathless One, +4 Wizard, +6 Ebon Chancellor, +4 Geomancer, +1 Unreality Coordinator

Will Learn:
Track A:

Track B:


-Commandments-
* THOU SHALT NOT INFLICT NEGATIVE STATUS EFFECTS ON PLANTS
Until Roy breaks this commandment in an RP thread (battle threads do not count), Roy gains +1 Base MIN.

Devout Worshipper of Madame Misfortune

-Benefits-
Bearer of Misfortune- Possessor's opponents gain -(Possessor Level / 5, rounded down)% Critical, -(Possessor Level / 5, rounded down)% Dodge, -(Possessor Level / 5, rounded down)% Resilience, and -(Possessor Level / 5, rounded down)% To Hit as non-stacking penalties, Worshipper Benefit
Requires: Devout Worshipper of Madame Misfortune
Cost: Automatically Obtained Upon Meeting Prerequisites

Ally of Ill Fortune- If possessor is Level 5 or greater, possessor Reflects Hexed: Ill Fortune, Worshipper Benefit
Requires: Devout Worshipper of Madame Misfortune, Level 5
Cost: Automatically Obtained Upon Meeting Prerequisites

Spiteful Denial- If possessor is Level 15 or greater, possessor's death does not provide possessor's killers with XP under normal circumstances as an RP power, Worshipper Benefit
Requires: Devout Worshipper of Madame Misfortune, Level 15
Cost: Automatically Obtained Upon Meeting Prerequisites


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


Blight Druid:
Apprentice Blight Magic Attunement- (Passive Ability, Blight Druid) All Blight Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Blight Magic spells that possessor casts that drain stat points and drain 50 more points of each such stat
Aura of Illness- (Stance Ability, Blight Druid) All individuals (including allies) in battle other than possessor that do not have Blight Magic spells equipped or are not Blight Magic summons have a 1% chance per turn of having Disease inflicted on them
Basic Blight Magic Attunement- (Passive Ability, Blight Druid) All Blight Magic spells cast by possessor that possess a Magical Attack bonus gain +10 additional Magical Attack, All Blight Magic spells that possessor casts that drain stat points and drain 10 more points of each such stat
Basic Contagion Research- (Passive Ability, Blight Druid) All foes have a 1% chance at the beginning of each round to have Disease inflicted on them if they have any allies who are currently affected by Disease
Basic Disease Amplification- (Passive Ability, Blight Druid) All foes take 20 stat damage to all stats whenever they are inflicted with Disease
Bilious Spell- (Active Ability, Blight Druid) This character may use Bilious Spell in conjunction with a Magical Attack, so long as no other technique is used and a Blight Magic spell is being cast. This attack gains +45 Magical Attack and has a 5% chance of inflicting Poison
Blight Druid- (Passive Ability, Blight Druid) All Blight Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Blight Magic spells that possessor casts that deal Stat Point Drain deal an additional +(50 * Possessor Level) points of each such stat
Locust's Feasting- (Passive Ability, Blight Druid) All Blight Magic spells that drain HP or MP and have a magical attack bonus gain an additional +120 Magical Attack
Locust's Hunger- (Passive Ability, Blight Druid) All Blight Magic spells that drain HP or MP and have a magical attack bonus gain an additional +30 Magical Attack
Sickening Word- (Active Ability, Blight Druid) This character may use Sickening Word in conjunction with a Magical Attack, so long as no other technique is used and a Blight Magic spell is being cast. This attack gains +25 Magical Attack and has a 5% chance of inflicting Disease
Withering Aura- (Stance Ability, Blight Druid) All non-Blight Magic Plants takes 300 damage each time possessor has an action

Botanist:
Apprentice Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Familiarity with Photosynthesis- (Passive Ability, Botanist) Whenever one of possessor's Plant pets or summons would regenerate HP or MP, it regenerates 50 points more
Knowledge of Forest Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Forest
Knowledge of Jungle Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Jungle

Channeler:
Can Sense When Twin Sibling Is In Danger- (Passive Ability, Channeler) Possessor gains +200 AGI as a non-stacking buff on rounds after rounds during which an individual conducts an offensive actions that targets an ally of possessor with the ability 'Can Sense When Twin Sibling Is In Danger', Has RP effects
Inclusion of INF- (Passive Ability, Channeler) Possessor gains +500 Defense against INF Damage. If possessor does not possess INF as a stat at the time of acquiring this ability, possessor gains INF as a stat with a Base value of 5.
Inclusion of RES- (Passive Ability, Channeler) Possessor gains +500 Defense against RES Damage. If possessor does not possess RES as a stat at the time of acquiring this ability, possessor gains RES as a stat with a Base value of 5.
Inclusion of SAN- (Passive Ability, Channeler) Possessor gains +500 Defense against SAN Damage. If possessor does not possess SAN as a stat at the time of acquiring this ability, possessor gains SAN as a stat with a Base value of 5.

Chosen One:
Basic Chosen One Knowledge- (Passive Ability, Chosen One) Possessor's artifact aspect pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats, Possessor's Chosen allies gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats, Possessor gains +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats if possessor is a Chosen

Chronicler of Eternity:
Base Immortal Synchronicity- (Passive Ability, Chronicler of Eternity) Possessor may treat Immortal as a base subtype
Basic Chronicler of Eternity Knowledge- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats

Controller:
Adept Force Training- (Passive Ability, Controller) Force weapons equipped by possessor can provide an additional +10,000 Melee Attack, Ranged Attack, and Magical Attack before capping, Force Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Force Weapons equipped by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Force Weapons equipped by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Force
Angel-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Angels and gains +25% Critical against Angels.
Angel-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Asterismic-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Asterismics and gains +25% Critical against Asterismics.
Asterismic-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Asterismics and gains +5% To Hit against Asterismics.
Astral Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Astral Beings and gains +25% Critical against Astral Beings.
Astral Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Soul equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Bubble Impulse- (Technique Ability, Controller) Possessor may use 'Bubble Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Water element.
Celestial-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Celestials and gains +25% Critical against Celestials.
Celestial-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Daemon-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Daemons and gains +25% Critical against Daemons.
Daemon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Darkspawn-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Darkspawn and gains +25% Critical against Darkspawn.
Darkspawn-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Demon-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Demons and gains +25% Critical against Demons.
Demon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Demons and gains +5% To Hit against Demons.
Deva-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Devas and gains +25% Critical against Devas.
Deva-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devas and gains +5% To Hit against Devas.
Dud Impulse- (Technique Ability, Controller) Possessor may use 'Dud Stab' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains -1,000 Melee Attack, -1,000 Magical Attack, and -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Elemental-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Elementals and gains +25% Critical against Elementals.
Elemental-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Elementals and gains +5% To Hit against Elementals.
Empower Emotion: Rage- (Technique Ability, Controller) Possessor may use 'Empower Emotion: Rage' in conjunction with a 'Cast a Spell' action so long as no other technique is used and a Force is equipped. Said action gains either 'target acquires a non-stacking buff that provides +7,000 STR' or '60% inflicts Confusion: Berserk and Confusion: Enraged'
Exert Control: Earth Elementals- (Technique Ability, Controller) Possessor may use 'Exert Control: Earth Elementals' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Earth-element Force equipped. Said action gains a 75% chance of inflicting Charm on targets that are Earth-element Elementals.
Fae-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Fae and gains +5% To Hit against Fae.
Force-Lock Debuff- (Technique Ability, Controller) Possessor may use 'Force-Lock Debuff' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has a Force equipped. Said action changes the text of all stacked instances of one debuff with said action's performer as a source, adding the text 'the first time this debuff would be removed by a source below Level 20 due to a reason other than its duration running out, it is instead not removed'
Horror-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Illuminated-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Illuminated and gains +25% Critical against Illuminated.
Illuminated-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Illuminated and gains +5% To Hit against Illuminated.
Impulse Mastery- (Passive Ability, Controller) Technique Abilities from the Controller class whose name includes 'Impulse' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Magic Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Magic Beings and gains +25% Critical against Magic Beings.
Magic Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Monster-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Monsters and gains +25% Critical against Monsters.
Monster-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Monsters and gains +5% To Hit against Monsters.
Pitch Force- (Technique Ability, Controller) Possessor may use 'Pitch Force' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Force equipped. Said action gains +15 Ranged Attack and +10% To Hit as a non-stacking effect.
Prime-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Primes and gains +25% Critical against Primes.
Prime-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Primes and gains +5% To Hit against Primes.
Solar Being-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Solar Being-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Solar Beings and gains +25% Critical against Solar Beings.
Solar Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Solar Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Spirit-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Spirits and gains +25% Critical against Spirits.
Spirit-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Spirits and gains +5% To Hit against Spirits.
Superior Piercing Force-Blast- (Technique Ability, Controller) Possessor may use 'Superior Piercing Force-Blast' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Magical Overdrive' action. Said action gains +1,000 Melee Attack, Magical Attack, and Ranged Attack and pierces 1,000 points of Defense
Umbral-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Umbral-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Umbrals and gains +25% Critical against Umbrals.
Umbral-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Umbral-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Umbrals and gains +5% To Hit against Umbrals.
Undead-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Undead-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Undead and gains +25% Critical against Undead.
Undead-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Undead-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Undead and gains +5% To Hit against Undead.

Corroded Wretch:
Basic Rust Synchronization- (Passive Ability, Other: Corroded Wretch) Possessor gains +25 to all stats if possessor is Rust element

Deathless One:
Vampire- (Passive Ability, Deathless One) If possessor is Undead, quantities of HP Drain and MP Drain dealt by possessor are increased by 50,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 2,000 points

Diviner
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Can See Concepts Through Right Eye- (Passive Ability, Diviner) Possessor gains +2% To Hit against Manifests
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Divining Casting I- (Passive Ability, Diviner) Divining spells cost possessor 20 less MP to cast
Divining Casting II- (Passive Ability, Diviner) Divining spells cost possessor 200 less MP to cast
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes

Dross-Choked Reveler:
Basic Rot Synchronization- (Passive Ability, Other: Dross-Choked Reveler) Possessor gains +25 to all stats if possessor is Rot element

Ebon Chancellor:
Absorb Darkness- (Passive Ability, Ebon Chancellor) Possessor Absorbs Darkness against sources below Level 20 if Level 20 or greater
Apprentice Affinity to Healing Via Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor obtains Darkness element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 5% Darkness Resistance
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Apprentice Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense against Darkness
Apprentice Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 to all stats while in a Zone of Darkness
Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Basic Affinity to Healing Via Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor obtains Darkness element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Call Forth the Living Darkness- (Active Ability, Ebon Chancellor) Possessor may spend an action to summon 5 Elementals that are Darkness element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Darkness Immunity- (Passive Ability, Ebon Chancellor) Possessor gains Darkness Immunity against sources below Level 20 if Level 20 or greater
Darkness Manipulation- (Passive Ability, Ebon Chancellor) Possessor may choose one of the following at the beginning of each round if Darkness element: Create a Zone of Darkness, Remove a Zone of Darkness created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Darkness by either possessor or a source below Level 20, Add Darkness to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Darkness element on a Darkness element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Darkness, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Darkness, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Darkness element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Darkness to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Darkness, 5% Darkness Resistance, or +50 Defense against Darkness and 1% Darkness Resistance until the end of the round as a non-stacking buff
Defenses that Utilize Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense if possessor has any Darkness-element items equipped that provide a Defense bonus
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Ebon Wisdom- (Passive Ability, Ebon Chancellor) Possessor gains +50,000 MP if possessor is Darkness element
Elemental Attack-Conversion: Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Darkness element and no other technique is used. Said action becomes solely the element Darkness.
Elemental Invocation of Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Invocation of Darkness' in conjunction with an 'Elemental Attack' action so long as possessor is Darkness element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor absorbs Damage that is Darkness element Damage, Possessor may choose to deal 10,000 Flat Darkness element Damage to up to 10 targets
Empowered By Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Darkness
Greater Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 25,000 points
Hide Wisdom Within Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Hide Wisdom Within Darkness' in conjunction with a 'Cast a Spell' action so long as said action is creating at least one Zone of Darkness and no other technique is used as part of said action. Said action attaches a non-stacking effect to each Zone of Darkness that it creates that allows an individual with a MIN value equal to or greater than a number chosen by said action's performer that is not greater than either 2,000,000 or said action's performer's MIN value to obtain a non-stacking buff that provides +7,000 MIN as a non-stacking bonus upon destroying said Zone.
Improved Affinity to Healing Via Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor obtains Darkness element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Darkness Elemental Emanation- (Passive Ability, Ebon Chancellor) Possessor's 'Call Forth the Living Darkness' ability may summon entities up to Level 20
Improved Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 10% Darkness Resistance
Improved Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5,000 Defense against Darkness
Improved Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +250 to all stats
Unified Knowledge of Darkness and Shadows- (Passive Ability, Ebon Chancellor) Possessor may count Ebon Chancellor abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Ebon Chancellor abilities (including for prerequisite purposes)
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Darkness- (Passive Ability, Ebon Chancellor) Possessor may use the Technique 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Darkness element.
Nourish Darkness- (Passive Ability, Ebon Chancellor) Whenever possessor deals HP or MP healing to an Darkness element individual, possessor deals 300 additional points
Nourished By Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Darkness
Partial Channeling of the Wrath of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Voidstruck
Partially Unfettered by the Bonds of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains 5% Voidstruck Resistance
Predict the Flow of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5% Dodge against Darkness element individuals
Project Darkness- (Passive Ability, Ebon Chancellor) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Darkness
Prosperous Venting of Excess Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness element and performs an 'Elemental Attack' action that is solely Darkness element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Reconsume Darkness Elemental Spawn- (Passive Ability, Ebon Chancellor) Possessor may, at the start of any round, unsummon one of possessor's Darkness element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Reflect Darkness- (Passive Ability, Ebon Chancellor) Possessor Reflects Darkness against sources below Level 20 if Level 20 or greater
Soothing Darkness Emanation- (Passive Ability, Ebon Chancellor) Whenever possessor absorbs Damage that is Darkness element Damage, Possessor may choose to deal 10,000 Flat Darkness element HP Healing to up to 10 targets that are Darkness element
Stability Within Darkness- (Passive Ability, Ebon Chancellor) Possessor gains 25% minor negative status effect resistance while in a Zone of Darkness
Uplifted By Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Darkness
Zonal Darkness Control- (Passive Ability, Ebon Chancellor) Possessor may, at the start of each round, choose one Zone of Darkness 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

Elementalist:
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element

Elemental Researcher:
Comprehension of Horrid Elements Yet Unseen- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against SAN, INF, and RES Damage.

Enslaver:
Angel-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Apprentice Soul Training- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has a Soul equipped, Possessor gains +20 to all stats if possessor has a Soul equipped
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Celestial-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.
Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped

Eroded Idol:
Basic Decay Synchronization- (Passive Ability, Other: Eroded Idol) Possessor gains +25 to all stats if possessor is Decay element

Flesh Sculptor:
Basic Flesh Synchronization- (Passive Ability, Other: Flesh Sculptor) Possessor gains +25 to all stats if possessor is Flesh element

Gatekeeper:
Apprentice Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
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
Formshift: Outsider- (Stance Ability, Gatekeeper) Possessor's subtype becomes Outsider
Gatekeeper- (Passive Ability, Gatekeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Outsider pet only, This ability provides +250 HP and +50 to all stats of possessor's Outsider pets and summons per Level of possessor
Murmering, Mind-Slaving Void-Ink Blood- (Passive Ability, Gatekeeper) If possessor is an Outsider and is Level 40 or greater, whenever an individual deals Damage to possessor, possessor gains a 15% chance of inflicting Dominion on that individual and possessor's Blood or Void element actions gain '15% inflicts Dominion'
Otherworldly Endurance- (Passive Ability, Gatekeeper) Possessor gains +2,000 CON and 20% Resilience if possessor is the subtype Outsider
Otherworldly Glory- (Passive Ability, Gatekeeper) Possessor is Immune to individuals below Level 20 if possessor is Level 20 or greater and possessor is an Outsider
Otherworldly Grace- (Passive Ability, Gatekeeper) Possessor gains +2,000 AGI and 20% Dodge if possessor is the subtype Outsider
Otherworldly Intellect- (Passive Ability, Gatekeeper) Possessor gains +2,000 MIN and 120% To Hit if possessor is the subtype Outsider
Otherworldly Power- (Passive Ability, Gatekeeper) Possessor gains +2,000 STR and 20% Critical if possessor is the subtype Outsider
Otherworldly Soul- (Passive Ability, Gatekeeper) Possessor gains +2,000 SPI and is Immune to status effects from sources below Level 20 if possessor is the subtype Outsider
Legacy Outsider Traits- (Passive Ability, Gatekeeper) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2, possessor's MP is multiplied by 2, possessor's STR is multiplied by 2, possessor's AGI is multiplied by 2, possessor's CON is multiplied by 2, possessor's MIN is multiplied by 2, possessor's SPI is multiplied by 2, possessor's Defense is multiplied by 10, possessor's attack bonuses are multiplied by 2, and possessor's listed Damage values are multiplied by 2, with possessor also gaining Immunity to Diseased. This ability only takes effect if possessor is an Outsider. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Outsider Traits- If possessor is an Outsider, possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 2 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 2 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 2 as an effect that does not stack with other MIN multiplying effects, possessor's SPI is multiplied by 2 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 10 as an effect that does not stack with other Defense multiplying effects, possessor's attack bonuses are multiplied by 2 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 2 as an effect that does not stack with any other effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Diseased. 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.
Time Walker- (Passive Ability, Gatekeeper) Possessor gains Suffocation: No Future Immunity, Possessor gains +20,000 Defense against Time, Possessor gains +20,000 uncapped Defense against effects attached to Zones of Time, Possessor may use Mind, Agility, or Spirit as its Turn-Order-Determining Stat if in a Zone of Time

Geomancer:
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Boneyard- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard
Attuned to Terrain: Caverns - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns
Attuned to Terrain: Dark Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dark Forest
Attuned to Terrain: Graveyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Graveyard
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Phantom Terrain Link Established: Boneyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Boneyard
Phantom Terrain Link Established: Caverns- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Caverns
Phantom Terrain Link Established: Dark Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dark Forest
Phantom Terrain Link Established: Graveyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Graveyard

Heavenly Protector:
Angel Traits- (Passive Ability, Heavenly Protector) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is an Angel

Illusionist:
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Basic Self-Veiling- (Passive Ability, Illusionist) Possessor's stats cannot be scanned by individuals below Level 10
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
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Fake Agility- (Passive Ability, Illusionist) Possessor gains +250 AGI if possessor's stats have not been scanned yet during this thread by any opponent
Fake Constitution- (Passive Ability, Illusionist) Possessor gains +250 CON if possessor's stats have not been scanned yet during this thread by any opponent
Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Fake Mind- (Passive Ability, Illusionist) Possessor gains +250 MIN if possessor's stats have not been scanned yet during this thread by any opponent
Fake Spirit- (Passive Ability, Illusionist) Possessor gains +250 SPI if possessor's stats have not been scanned yet during this thread by any opponent
Fake Stat Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent
Fake Strength- (Passive Ability, Illusionist) Possessor gains +250 STR if possessor's stats have not been scanned yet during this thread by any opponent
False Element- (Passive Ability, Illusionist) Possessor may choose to become solely any one base element at the beginning of a thread, with said buff being removed if possessor's stats are scanned by an opponent
False Kindness- (Passive Ability, Illusionist) Possessor may choose for individuals below Level 20 to treat possessor's offensive actions as being non-offensive actions
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
Focused Illusion Magic Casting- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Illusion Magic
Form-Blurring Stance- (Stance Ability, Illusionist) Possessor gains +10% Dodge while in this stance
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
Illusion Magic Casting I- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 20 less MP to cast
Illusion Magic Casting II- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 200 less MP to cast
Mask Immunities- (Passive Ability, Illusionist) When possessor enters the 'Mask True Power' Stance, possessor may voluntarily change the values of possessor's Resistances to any values lower than or equal to what they would be without said stance activated and may choose to lose any Immunities, Reflections, or Absorbtions that possessor possesses that are constantly present. Possessor may, when taking the action naturally allowed by the 'Mask True Power' stance, set said Resistance values to any point within the allowed range and may toggle on or off any of said Resistances, Immunities, Absorbtions, or Reflections
Natural Blur- (Passive Ability, Illusionist) Possessor gains 15% Dodge until possessor's stats have been scanned by an opponent
Shadow Misdirection- (Passive Ability, Illusionist) Possessor may choose for effects that would forcibly shift possessor's row that come from sources below Level 20 to not do so
Shrouded in Illusion- (Passive Ability, Illusionist) Possessor counts as being 5 Levels higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Skilled at Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 5,000 more HP, 200 more of each stat, last 1 round longer if they last over 1 round already, and require 500 more of the relevant stats to dispel

Mentalist
Focused on the Other, Blind to the Self- (Passive Ability, Mentalist) Possessor is unable to scan itself. Possessor is informed as an RP effect of the possible, immediate consequences of any decisions forced on them by the actions of individuals besides itself, this ability may be removed by the spending of three weeks in the ability shop.

Scholar:
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Knowledge of Popular Anime- (Passive Ability, Scholar) Possessor gains +20 MIN
Lazy Passage- (Technique Ability, Scholar) Possessor may use 'Lazy Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Book equipped. Said attack gains a 20% chance of inflicting Fatigued.
Monster-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Monster-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Monsters and gains +5% To Hit against Monsters.
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Shadow Passage- (Technique Ability, Scholar) Possessor may use 'Shadow Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +100 Magical Attack and becomes solely Darkness element.
Speed Reading- (Passive Ability, Scholar) Possessor may equip or unequip a Book or Tome at the start of each round
Umbral Passage- (Technique Ability, Scholar) Possessor may use 'Umbral Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.

Seakeeper
Fish-Scale-Covered Head- (Passive Ability, Seakeeper) Possessor gains +20 Defense

Other: Count of Blood
Absorb Blood- (Passive Ability, Other: Count of Blood) Possessor Absorbs Blood against sources below Level 20 if Level 20 or greater
Adept Blood Synchronization- (Passive Ability, Other: Count of Blood) Amounts of Blood element Damage possessor deals are increased by 10,000 points, Blood element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Blood element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Blood- (Passive Ability, Other: Count of Blood) Whenever possessor obtains Blood element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Blood Resistance- (Passive Ability, Other: Count of Blood) Possessor gains 5% Blood Resistance
Apprentice Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 Defense against Blood
Apprentice Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +100 to all stats
Apprentice Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 to all stats while in a Zone of Blood
Basic Affinity to Healing Via Blood- (Passive Ability, Other: Count of Blood) Whenever possessor obtains Blood element HP Healing or MP Healing, said amount is increased by 500 points
Basic Blood Resistance- (Passive Ability, Other: Count of Blood) Possessor gains 1% Blood Resistance
Basic Blood Synchronization- (Passive Ability, Other: Count of Blood) Possessor gains +25 to all stats if Blood element
Basic Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element pets and summons gain +50 to all stats
Basic Defenses Against Blood- (Passive Ability, Other: Count of Blood) Possessor gains +50 Defense against Blood
Basic Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +10 to all stats
Basic Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +50 to all stats while in a Zone of Blood
Bleeding Immunity- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains Wounded: Bleeding Immunity
Bleeding Strike- (Technique Ability, Other: Count of Blood) Possessor may use 'Bleeding Strike' in conjunction with a Melee Attack action so long as possessor is Blood element and no other technique is used. Said action gains '30% inflicts Wounded: Bleeding'.
Bleeding Wounds- (Passive Ability, Other: Count of Blood) Possessor's 'Melee Attack' actions may gain '30% inflicts Bleeding'.
Blood Clone- (Passive Ability, Other: Count of Blood) If possessor is Blood element and afflicted with Wounded: Bleeding, provided that no individual who is 19 Levels or more higher than possessor objects, possessor may, once per round, repeat an action possessor performed immediately after said action
Blood Cultist- (Passive Ability, Other: Count of Blood) Blood element spells cast by possessor cost 5,000 less MP, Whenever possessor kills an individual with an action involving the Technique 'Blood Sacrifice' possessor regenerates 5,000 HP and 5,000 MP, to a max of 200 times per round
Blood Drain- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Drain' in conjunction with a 'Melee Attack' action so long as possessor is Blood element and no other technique is used. Said action gains 'Drains HP'.
Blood Drinking- (Passive Ability, Other: Count of Blood) Possessor may choose for possessor's Melee Attack actions to not include Melee Attack bonuses from possessor's equipped weapons, to deal 1/2 Damage, and to deal HP Drain
Blood Hex- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Message' in conjunction with a 'Magical Attack' action so long as possessor is Blood element and no other technique is used. Said action gains the element Blood and gains a 30% chance of inflicting Hexed.
Blood Immunity- (Passive Ability, Other: Count of Blood) Possessor gains Blood Immunity against sources below Level 20 if Level 20 or greater
Blood Mage's Backlash- (Passive Ability, Other: Hemotheurge) Possessor may deal 50,000 Flat Blood element Damage to any individual who conducts an offensive action targetting possessor at the end of said action
Blood Manipulation- (Passive Ability, Other: Count of Blood) Possessor may choose one of the following at the beginning of each round if Blood element: Create a Zone of Blood, Remove a Zone of Blood created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Blood by either possessor or a source below Level 20, Add Blood to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Blood element on a Blood element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Blood, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Blood, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Blood element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Blood to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Blood, 5% Blood Resistance, or +50 Defense against Blood and 1% Blood Resistance until the end of the round as a non-stacking buff
Blood Mirror Technique- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Mirror Technique' in conjunction with a 'Defend' action so long as possessor is Blood element and no other technique is used. Said action causes its user to gain a buff that lasts 1 round and does not stack that provides its possessor with 'Possessor has a 30% chance of reflecting actions from individuals below Level 40 if possessor is Blood element'
Blood Sacrifice- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Sacrifice' in conjunction with a 'Melee Attack' action so long as possessor has a Knife equipped or is Blood element and no other technique is used. Said action regenerates possessor's HP by a number of points equal to (Said action's target's HP / 10, rounded up), to a max of 20,000 points if said target is killed.
Blood Scent- (Passive Ability, Other: Count of Blood) Possessor gains 105% To Hit, Possessor gains +5% To Hit against targets afflicted with Wounded: Bleeding
Bloodsense- (Passive Ability, Other: Count of Blood) Possessor may scan the stats of any individual who is afflicted with Wounded: Bleeding at the start of each round
Blood Tracking- (Passive Ability, Other: Count of Blood) Possessor may follow individuals who are afflicted with Wounded: Bleeding who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 40 or greater objects to such
Bloodwall- (Passive Ability, Other: Count of Blood) Possessor gains +1,000 Defense while afflicted with Wounded: Bleeding
Bloody Retribution- (Passive Ability, Other: Count of Blood) Whenever an individual conducts an offensive action that targets possessor, possessor may deal 5,000 Flat Blood element Damage to said individual
Cause Improved Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 1% more of their possessor's Max HP worth of Physical element Damage per round
Cause Torrential Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 2% more of their possessor's Max HP worth of Physical element Damage per round
Coat of Crimson Magic- (Passive Ability, Other: Hemotheurge) If possessor is Blood element and afflicted with Wounded: Bleeding, or if possessor has 15 or more Blood Magic spells equipped, possessor Regenerates 30,000 MP per round
Control of Blood- (Passive Ability, Other: Count of Blood) Possessor has a 20% chance of being able to cancel the actions of Blood element individuals below Level 20, with things that would occur before and after said actions still occurring
Count of Blood- (Passive Ability, Other: Count of Blood) Possessor ignores (1 * (Possessor Level/5), rounded down)% Blood Resistance, Possessor ignores Blood Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Crimson Majesty- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain that possessor deals are increased by 25,000 points if possessor is Blood element, Possessor's allies gain +500 to all stats as a non-stacking bonus if possessor is Blood element, Possessor's Base STR, Base AGI, Base CON, Base MIN, and Base SPI increase by 1 point, to a max of 80 points, if possessor is Blood element
Crimson Steward- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may, at the start of each round, choose a Blood-element ally, not including possessor, with said ally obtaining a buff that provides +2,000 to all stats so long as its possessor is in the same battle as possessor on the same side of battle, with said buff not stacking and only being able to be present on one individual at a time from each creator, with newly created instances of said buff causing prior instances of said buff to vanish
Curse Bloodline- (Passive Ability, Other: Count of Blood) Actions possessor conducts that involve the technique 'Blood Hex' may inflict the non-stacking debuff 'Possessor gains -500 to all stats and has a 60% chance of inflicting Stat Drain on itself at the start of every round; Possessor's summons obtain a copy of this debuff when summoned'
Defenses that Utilize Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 Defense if possessor has any Blood-element items equipped that provide a Defense bonus
Discern Lineage- (Passive Ability, Other: Count of Blood) Whenever possessor successfully scan's an individual's stats, possessor may then scan its summoner's stats if its summoner is present, Has RP effects
Eternal Youth Through Blood Consumption- (Passive Ability, Other: Count of Blood) Possessor gains Fatigued: Elderly Immunity
Expert Blood Synchronization- (Passive Ability, Other: Count of Blood) Blood element Damage dealt to possessor (not including healing) is halved, Blood element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Blood element accessories, and may not be converted into other types of slot by individuals below Level 100
Exsanguinate- (Technique Ability, Other: Count of Blood) Possessor may use 'Exsanguinate' in conjunction with an 'Overdrive' action so long as possessor is Blood element and no other technique is used. Said action, if targetting an individual below Level 40 that is not immune to either Moderate status effects or Wounded: Bleeding, gains +2,000 Magical Attack, deals double damage (to a max of 50,000,000 additional damage) and gives its target Wounded: Bleeding Immunity
Focused Blood Magic Casting- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Blood Magic
Greater Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 60% Wounded: Bleeding Resistance
Great Vitality- (Passive Ability, Other: Count of Blood) Possessor gains +20,000 HP if Blood element
Improved Affinity to Healing Via Blood- (Passive Ability, Other: Count of Blood) Whenever possessor obtains Blood element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Blood Loss Induction- (Passive Ability, Other: Count of Blood) Possessor's chances of inflicting Wounded: Bleeding are increased by 5%
Improved Blood Resistance- (Passive Ability, Other: Count of Blood) Possessor gains 10% Blood Resistance
Improved Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Blood- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 Defense against Blood
Improved Discern Lineage- (Passive Ability, Other: Count of Blood) Whenever possessor successfully scan's an individual's stats, possessor may then scan its summoner's stats if its summoner is in any other currently active battle in the thread and is below Level 80 and no individual of Levle 80 or greater in the battle that either said summoner is in or that possessor is in chooses to veto said scanning
Improved Drain- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP dealt by possessor are increased by 500 points
Improved Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +250 to all stats
Improved Vampirism- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain dealt by possessor are increased by 50,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 2,000 points
Improved Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +1,000 to all stats while in a Zone of Blood
Invest Power in Blood- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, pay 5,000 MP to obtain a buff that causes the next individual to deal Drain to possessor to obtain 5,000 MP
Magic-Containing Blood- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 MP if possessor is Blood element and has over 15,000 HP
Meditative Assumption of Blood- (Passive Ability, Other: Count of Blood) Possessor may choose, at the beginning of a thread, to become solely Blood element
Open Veins- (Technique Ability, Other: Count of Blood) Possessor may use 'Open Veins' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action so long as possessor is Blood element and no other technique is used. Said action gains '30% inflicts Wounded: Bleeding'.
Open Veins and Feast- (Technique Ability, Other: Count of Blood) Possessor may use 'Open Veins and Feast' in conjunction with a 'Melee Attack' action so long as possessor is Blood element and no other technique is used. Said action gains '30% inflicts Wounded: Bleeding' and 'Drains HP'.
Possesses a Large Quantity of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +2,000 HP
Purity of Blood- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may choose to recover from one minor negative status effect at the start of each round that comes from a source below Level 60 and gains 30% Minor Status Effect Resistance
Red Magic- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 Magical Attack if possessor is Blood element
Red Magister- (Passive Ability, Other: Count of Blood) Possessor suffers no negative effects from being afflicted with Wounded: Bleeding, Possessor gains +5,000 to all stats if Blood element
Red Mantle- (Passive Ability, Other: Count of Blood) Possessor Regenerates 50,000 HP per round if possessor is Blood element and afflicted with Wounded: Bleeding
Red Murder- (Passive Ability, Other: Count of Blood) Individuals below Level 40 who are killed by Blood-element Damage with possessor as a source may not be resurrected by individuals below Level 40
Red Potency- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor ignores the Blood Resistance, Immunity, Reflection and Apsorption of individuals below Level 40
Red Sorrow- (Passive Ability, Other: Count of Blood) At the start of each round, possessor may have a 60% chance of afflicting Wounded: Bleeding on any individual in battle who is afflicted with Confusion: Depression
Red Thirst- (Passive Ability, Other: Count of Blood) Quantities of HP Drain dealt by possessor that are not part of mutli-hit actions are increased by 50,000 points
Red Vitality- (Passive Ability, Other: Count of Blood) Possessor gains +50,000 HP if possessor is Blood element
Red Wisdom- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 MIN and +50,000 MP if possessor is Blood element
Red Wounds- (Passive Ability, Other: Count of Blood) Possessor may choose for instances of the status effect Wounded: Bleeding that possessor is the source of to deal Blood element Damage and Blood element Stat Damage instead of Physical element Damage and Stat Damage, with said choice being made at the time of the affliction of said status effects
Reduce Bleeding- (Passive Ability, Other: Count of Blood) The amount of HP Damage that possessor suffers from the status effect Wounded: Bleeding is reduced by 1% of possessor's Max HP
Reflect Blood- (Passive Ability, Other: Count of Blood) Possessor Reflects Blood against sources below Level 20 if Level 20 or greater
Reflected Cuts- (Passive Ability, Other: Count of Blood) If possessor is Blood element an would be afflicted with Wounded: Bleeding by a source below Level 60, possessor has a 20% chance of not being afflicted with said status effect and having an optional 100% chance of inflicting Wounded: Bleeding on the source of said effect
Regenerative Blood- (Passive Ability, Other: Count of Blood) Possessor Regenerates 5,000 HP per round if possessor is Blood element
Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 30% Wounded: Bleeding Resistance
Sanguine Shield- (Passive Ability, Other: Count of Blood) Possessor gains +200 Defense while possessor's Current HP is lower than possessor's Max MP if possessor is Blood element
Stop Bleeding- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may choose to be cured of Wounded: Bleeding at the start of any round or any of possessor's actions
Superior Bleeding Reduction- (Passive Ability, Other: Count of Blood) The amount of HP Damage that possessor suffers from the status effect Wounded: Bleeding is reduced by 2% of possessor's Max HP
Superior Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 100% Wounded: Bleeding Resistance
Unified Knowledge of Blood and Blood Magic- (Passive Ability, Other: Count of Blood) Possessor may count Hemotheurge abilities possessor possesses as Count of Blood abilities (including for prerequisite purposes), Possessor may count Count of Blood abilities possessor possesses as Hemotheurge abilities (including for prerequisite purposes)
Thrallmaking Blood- (Passive Ability, Other: Count of Blood) Possessor may choose to have a 60% chance of afflicting any individual who deals Drain to possessor with Charm immediately after said Drain is dealt to possessor
Vampiric- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain dealt by possessor are increased by 50,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 2,000 points
Vampiric Weaponry- (Passive Ability, Other: Count of Blood) Possessor's Melee Attack actions may gain 'Drains HP' if possessor has a weapon equipped.
Vampiric Wisdom- (Passive Ability, Other: Count of Blood) Possessor may scan the stats any individual that possessor deals drain to, Possessor gains +5,000 MIN, possessor's 'Magical Attack' actions may gain 'Drains HP' or 'Drains MP' if possessor is Blood element.
Vexing Bloodline Curse- (Passive Ability, Other: Count of Blood) Actions possessor conducts that involve the technique 'Blood Hex' may inflict the non-stacking debuff 'Possessor has a 60% chance of being afflicted with Hexed, Hexed: Ill Fortune, and Hexed: Backlash at the start of each round; Possessor's summons obtain a copy of this debuff when summoned'
Wings Into Crimson Bats- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, if possessor is Blood element and possesses a buff created by an ability called 'Wings of Blood', choose to lose said buff and deal 500,000 Flat Blood element Damage to up to 50 targets
Wings of Blood- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, if possessor is Blood element, choose to gain a buff that provides +2,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, +200 Defense, and 20% Earth Resistance, with said buff not stacking, and said buff not being able to be re-acquired for 5 rounds after it is lost
Write in Blood- (Passive Ability, Other: Count of Blood) Buffs with possessor as a source that come from Blood element spells last 1 round longer if they already last at least 5 rounds
X-Bleed- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 2% more of their possessor's Max HP worth of Physical element Damage per round to individuals below Level 60
Youth-Granting Blood- (Passive Ability, Other: Count of Blood) Possessor may choose for individuals who deal Drain to possessor to gain Fatigued: Elderly Immunity
Zonal Blood Control- (Passive Ability, Other: Count of Blood) Possessor may, at the start of each round, choose one Zone of Blood that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

Other: Heir of Dust
Ashes Run Through My Veins- (Passive Ability, Other: Heir of Dust) Possessor gains/loses 12.5 HP per point of its HP-determining stat instead of 25, rounded up, possessor gains +(25 * possessor Level) Magical Attack, possessor's offensive actions have a (Possessor's Level/3)% chance of inflicting Instant Death, this ability has no effect if possessor's HP-determining stat is not CON

Pactmaker:
Adept Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Devil summon, Possessor's unmodified stats increase by 200 points if possessor is a Devil.
Apprentice Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Basic Knowledge of Devil Names- (Passive Ability, Pactmaker) Possessor counts as one Level greater for stat-scanning purposes when scanning the stats of Devils, to a max of Level 20
Basic Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Bind Magic to Unwilling Lives- (Passive Ability, Pactmaker) Whenever possessor creates a buff or a debuff, possessor may select an individual who is either willing or below Level 20, said buff or debuff cannot be removed by individuals below Level 20 without possessor's permission while said individual is alive
Empowered By Greed- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has dealt Gold Drain during said battle
Empowered By Gluttony- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has used two or more different Food consumables on itself during said battle
Empowered By Lust- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Charm: Lust
Empowered By Envy- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has performed an action of the same name as an action performed by a different individual earlier in the same round during same battle
Empowered By Sloth- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has passed an action during said battle
Empowered By Wrath- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Berserk
Empowered By Pride- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor refuses a buff from an ally
Empowered By Sorrow- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Depression
Leech Good Fortune to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Hexed: Ill Fortune at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Joy to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Confusion: Depression at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Magic to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to take 5,000 Flat Darkness element MP Damage at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Vigor to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Fatigued at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Pactmaker- (Passive Ability, Pactmaker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Devil pet only, This ability provides +50 HP and +10 to all stats of possessor's Devil pets and summons per Level of possessor
Permanent Writing that Glows Red- (Passive Ability, Pactmaker) Buffs and debuffs with possessor as a source may not be removed by sources below Level 10 (including possessor), said Level rises to 15 but ceases to include possessor is possessor is a Devil
Pride Strike- (Technique Ability, Pactmaker) Possessor may use 'Pride Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action may not be countered by individuals below its performer's Level who are below Level 60.
Write With the Blood of a Nearby Individual- (Passive Ability, Pactmaker) Whenever possessor casts a spell, possessor may deal 500 Flat Darkness element Damage to any individual in the same battle to make said spell cost 500 less MP

Puppet Master:
Apprentice Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +20 to all stats
Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 to all stats
Defensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +50 Defense
Union-Busting Glare- (Active Ability, Puppet Master) Possessor may spend an action to delink all linked values possessed by up to (Possessor's Level) targets (with this effect only having to target one individual in a link in this manner to remove that link), This ability has RP powers against trade and labor unions

Other: Reality Arranger
Basic Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to all stats if possessor is Spatial element

Seer:
Apprentice Robe Mastery- (Passive Ability, Seer) Possessor gains +50 Defense if possessor has a Robe equipped
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Bearer of Basic Mystic Vestments- (Passive Ability, Seer) All Robes worn by possessor provide +30 MIN and SPI
Good at Keeping Robes Clean- (Passive Ability, Seer) Possessor gains 25% Paralyzed: Sticky Resistance if possessor is wearing a Robe
Has Studied Magic Practices- (Passive Ability, Seer) Possessor gains +15 MIN and +15 SPI
Mystical Infliction- (Passive Ability, Seer) Possessor's chances of inflicting minor and moderate status effects increase by 1% if possessor has a Robe equipped
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

Shadow Duke
Unified Knowledge of Shadows and Umbra- (Passive Ability, Other: Shadow Duke) Possessor may count Shadow Duke abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Shadow Duke abilities (including for prerequisite purposes)

Shrine Maiden:
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Black Mark of the Spirits- (Passive Ability, Shrine Maiden) Possessor counts as having a Black Spiritual Mark, Possessor cannot cast spells that would give possessor a White Spiritual Mark, equip items that would cause possessor to count as having a White Spiritual Mark, or gain the abilities 'White Mark of the Spirits' or 'Gray Mark of the Spirits'
Focused Spirit Magic Casting- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spirit Magic
Guarded by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +50 Defense while possessor possesses at least 2 Spirit allies
Guarded Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not summoned any non-'Spirit Magic' summons during this thread
Guarded Purity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not been afflicted with any negative status effects during this thread
Shrine Maiden- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +380 additional Magical Attack, have a 50% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 1,500 more HP, 100 more to each stat, and stay for 5 rounds longer, plus an additional +15 additional Magical Attack per possessor level
Shrine Maiden's Robe Proficiency- (Passive Ability, Shrine Maiden) Possessor gains +80 SPI while possessor has at least one Robe and at least one Spirit Magic spell equipped
Spirit Magic Casting I- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 20 less MP to cast
Spirit Magic Casting II- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast
Spirit that Shines with Malice- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that inflict negative status effects on targets and involve Spirit Magic
Spirit that Shines with Rage- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that deal damage to targets and involve Spirit Magic
Spirit that Shines with Spite- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that debuff targets and involve Spirit Magic
Spiritual Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source
Spiritual Impurity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source
Summons Through Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +100 to all stats if summoned while one of possessor's opponents is afflicted with at least one negative status effect with possessor as a source

Skykeeper:
Aerial Training I- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +20 to all stats
Aerial Traits- (Passive Ability, Skykeeper) Possessor gains +1 to all stats so long as possessor is an Aerial
Apprentice Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Bird Beak- (Passive Ability, Skykeeper) If possessor is an Aerial, possessor gains +2 Melee Attack
Capable of Flight- (Passive Ability, Skykeeper) Possessor gains +200 AGI, 10% Earth Resistance, and 50% Entombed Resistance if possessor is Air Element or an Aerial
Good at Training Birds to Talk- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons have their Abilities cost 50 less MP and cannot have their actions pre-emptively countered by individuals below Level 10

Summoner:
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
♢Ongoing Ritual of Dark Summon Empowerment- (Stance Ability, Summoner) If possessor is Darkness element, possessor's summons, when summoned, may obtain a buff that provides +(50 * possessor Level) to all stats and gives them the element Darkness
♢Opening the Black Gate- (Passive Ability, Summoner) Whenever possessor casts a Dark Magic spell as part of an action, to a max of once per round, possessor may also cast a Summoner Magic spell (even if it could not normally be cast as part of said action) that solely summons, with said action summoning said summons as an effect separate from its standard hits
♢Sealing the Black Gate- (Passive Ability, Summoner) Whenever possessor casts a spell that summons as part of an action, to a max of once per round, possessor may pay 50% of possessor's Max MP in MP, and, if possessor does so, all opponents of lower Level obtain a debuff that makes them unable to summon until possessor, following the conclusion of said action, summons again
♢Shadowed Summons- (Passive Ability, Summoner) Possessor's Darkness element summons, if summoned into a Zone of Darkness, gain, until the end of the round they were summoned on, a non-stacking buff that provides +(Possessor's Level * 2)% Dodge, with this buff's duration being unable to be extended

Other: Torment Master
Adept Agony Synchronization- (Passive Ability, Other: Torment Master) Amounts of Agony element Damage possessor deals are increased by 10,000 points, Agony element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Agony element Spells, and may not be converted into other types of slots by individuals below Level 100
Agonized Rapture- (Passive Ability, Other: Torment Master) If possessor is Agony element and is afflicted with Pain, possessor has a 50% chance of being afflicted with Invigorated at the start of each round and gains +100 to all stats
Agonizing Strikes- (Passive Ability, Other: Torment Master) If possessor is Agony element, possessor's offensive actions may gain '30% inflicts Pain'
Agony Manipulation- (Passive Ability, Other: Torment Master) Possessor may choose one of the following at the beginning of each round if Agony element: Create a Zone of Agony, Remove a Zone of Agony created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Agony by either possessor or a source below Level 20, Add Agony to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Agony element on a Agony element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Agony, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Agony, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Agony element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Agony to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Agony, 5% Agony Resistance, or +50 Defense against Agony and 1% Agony Resistance until the end of the round as a non-stacking buff
Apprentice Agony Synchronization- (Passive Ability, Torment Master) Possessor gains +50 to all stats for each Agony element item equipped, Possessor's Agony element pets and summons gain +250 to all stats
Apprentice Defenses Against Agony- (Passive Ability, Other: Torment Master) Possessor gains +500 Defense against Agony
Armor of Wrapped Chains- (Passive Ability, Other: Torment Master) Possessor gains +300 Defense if Agony element and may choose to count as having an additional Light Armor equipped if Agony element
Basic Agony Synchronization- (Passive Ability, Other: Torment Master) Possessor gains +25 to all stats if Agony element
Basic Defenses Against Agony- (Passive Ability, Other: Torment Master) Possessor gains +50 Defense against Agony
Basic Weaponization of Agony- (Passive Ability, Other: Torment Master) Quantities of Agony element Damage dealt by possessor are increased by 50 points
Control of Agony- (Passive Ability, Other: Torment Master) Possessor has a 20% chance of being able to cancel the actions of Agony element individuals below Level 20, with things that would occur before and after said actions still occurring
Granted Endless Suffering- (Passive Ability, Other: Torment Master) If possessor is Agony element, at the start of each round, possessor may choose to be afflicted with Pain, and possessor possesses no per-round auto-recovery chance from Pain
Has Embraced Pain- (Passive Ability, Other: Torment Master) If possessor is Agony element, possessor suffers no negative effects from the status effect Pain (but not its sub-status effects)
Head Covered In Sharpened Needles- (Passive Ability, Other: Torment Master) If possessor is Agony element, whenever an individual conducts an offensive action that targets possessor, possessor may, at the end of said action, deal the source of said action 15,000 Flat Agony & Physical element Damage and have a 15% chance of inflicting Pain on said source
Horrifying, Skinless Body- (Passive Ability, Other: Torment Master) If possessor is Agony element, possessor gains a 50% chance of inflicting Confusion: Fear on each opponent at the start of every round
Improved Weaponization of Agony- (Passive Ability, Other: Torment Master) Quantities of Agony element Damage dealt by possessor are increased by 5,000 points
Meditative Assumption of Agony- (Passive Ability, Other: Torment Master) Possessor may choose, at the beginning of a thread, to become solely Agony element
Surrounded By Lashing Razor-Wire- (Passive Ability, Other: Torment Master) If possessor is Agony element, whenever possessor is targeted with an action by another individual, possessor deals 150,000 Flat Agony element Damage to said individual, with said Damage having a 50% chance of inflicting Pain
Torment Master- (Passive Ability, Other: Torment Master) Possessor ignores (1 * (Possessor Level/5), rounded down)% Agony Resistance, Possessor ignores Agony Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Twisted, Broken Body- (Passive Ability, Other: Torment Master) If possessor is Agony element, whenever possessor conducts an action, possessor may, at the beginning of said action, be afflicted with Pain
Wings of Flensed Flesh- (Passive Ability, Other: Torment Master) If possessor is Agony element, possessor gains +200 AGI, 15% Earth Resistance, and 30% Dodge

Temporal Primarch
Basic Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 Defense against Time
Unaging- (Passive Ability, Other: Temporal Primarch) Possessor gains Fatigued: Elderly Immunity


Transmuter:
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Improved Polymorph I- (Passive Ability, Transmuter) Possessor's Transmutation spells that begin with 'Polymorph:' may have the stats of their results either increased by an additional +10 or decreased by an additional -10 as part of the Polymorph Effect buff or debuff, with stat penalties from this ability being unable to reduce a stat to 0 or below
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Mutative Form- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Form:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied

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

Unreality Coordinator:
Absorb Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor Absorbs Illusion against sources below Level 20 if Level 20 or greater
Apprentice Command of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Illusion Resistance- (Passive Ability, Other: Unreality Coordinator) Possessor gains 5% Illusion Resistance
Apprentice Understanding of the Heart of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element allies gain +100 to all stats
Apprentice Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Illusion's Dominion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Illusion
Basic Command of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element pets and summons gain +50 to all stats
Basic Defenses Against Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +50 Defense against Illusion
Basic Illusion Resistance- (Passive Ability, Other: Unreality Coordinator) Possessor gains 1% Illusion Resistance
Basic Illusion Synchronization- (Passive Ability, Other: Unreality Coordinator) Possessor gains +25 to all stats if possessor is Illusion element
Basic Understanding of the Heart of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element allies gain +10 to all stats
Basic Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +50 to all stats while in a Zone of Illusion
Call Forth the Living Illusion- (Active Ability, Unreality Coordinator) Possessor may spend an action to summon 5 Elementals that are Illusion element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Emanate Illusion- (Passive Ability, Unreality Coordinator) Whenever possessor absorbs Damage that is Illusion element Damage, Possessor may choose to deal 10,000 Flat Illusion element Damage to up to 10 targets
Flickering Everywhere-Hands- (Passive Ability, Other: Unreality Coordinator) Whenever possessor conducts a 'Melee Attack' or 'Melee Overdrive' action, possessor may choose any number of possible targtets below Level 60, each such target must declare what counter (if any, including preemptive counters) it will use against said action, paying the cost of said counter in advance, with possessor choosing which target(s) to actually target after said choice is made and only said declared counters being usable against said action, with individuals below Level 60 who were not chosen as final targets for said action being unable to counter it
Illusion Immunity- (Passive Ability, Other: Unreality Coordinator) Possessor gains Illusion Immunity against sources below Level 20 if Level 20 or greater
Improved Command of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Illusory Overlaid Casting-Gestures- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, whenever possessor conducts a 'Magical Attack' action, possessor's Level is counted as being 5 higher for purposes of having possessor's stats scanned by counters to said action, with said effect not bypassing 'Immune to Below Level X' effects
Improved Illusion Resistance- (Passive Ability, Other: Unreality Coordinator) Possessor gains 10% Illusion Resistance
Improved Understanding of the Heart of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element allies gain +250 to all stats
Improved Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 5,000 points
Invisible Monster Harrying- (Passive Ability, Other: Unreality Coordinator) Possessor's opponents gain the ability to spend an action to 'Search for the Invisible Monsters', If none of possessor's enemies have spent an action to 'Search for the Invisible Monsters' within the last 3 rounds, possessor may, at the start of each round, replicate the ability of a Horror or Monster below Level 40 that is below possessor's Level that is normally fightable for drops on the Enemy List at the start of each round as though an Illusion element version of said entity was performing said action
Master of Unseen Predators- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, whenever an action replicated by possessor's 'Invisible Monster Harrying' ability kills an individual, all of said individual's allies are afflicted with Confusion: Fear, Possessor's 'Invisible Monster Harrying' ability may replicate the abilities of Animals, with said ability replicating said actions as though their performer's subtype were solely 'Monster'
Principle of Unseen Horror- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, actions replicated by possessor's 'Invisible Monster Harrying' ability deal double Damage, to a max of 5,000,000 additional points, to individuals not Immune to Confusion or Confusion: Fear if possessor's stats have not been scanned
Thousand Falsely-Shining Spells- (Passive Ability, Other: Unreality Coordinator) Whenever possessor conducts a 'Magical Attack' or 'Overdrive' action, possessor may choose any number of possible targtets below Level 60, each such target must declare what counter (if any, including preemptive counters) it will use against said action, paying the cost of said counter in advance, with possessor choosing which target(s) to actually target after said choice is made and only said declared counters being usable against said action, with individuals below Level 60 who were not chosen as final targets for said action being unable to counter it
Unified Knowledge of Illusion and Illusion Magic- (Passive Ability, Other: Unreality Coordinator) Possessor may count Unreality Coordinator abilities possessor possesses as Illusionist abilities (including for prerequisite purposes), Possessor may count Illusionist abilities possessor possesses as Unreality Coordinator abilities (including for prerequisite purposes)
Unreality Coordinator- (Passive Ability, Other: Unreality Coordinator) Possessor ignores (1 * (Possessor Level/5), rounded down)% Illusion Resistance, Possessor ignores Illusion Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

Warlock:
Adept Dark Magic Attunement- (Passive Ability, Warlock) Dark Magic spells cost possessor 10,000 less MP to cast, Dark Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Dark Magic Spells, and may not be converted into other types of slots by individuals below Level 100
And Then I’ll Cackle RIGHT In Their Faces!- (Passive Ability, Warlock) Possessor may, once per round, up to a max of 5 times per thread, chooses to immediately gain an action after performing a ‘Voice-Stealing Kiss’ action that may only be used to perform a ‘Cackle’ action.
Animal-Unnerving Aura- (Stance Ability, Warlock) Possessor gains a 30% chance of inflicting Confusion: Fear on all non-allied Animals present in the same battlespace at the start of each round

Apply Curse- (Active Ability, Warlock) Possessor may spend an action to give a copy of any ability from possessor's List of Applicable Curses to any PC target of lower Level, This may affect non-PCs in RP threads

Applicable Curses--
Coated In Horrible Black Lightning- (Passive Ability, Curse) Possessor is inflicted with Confusion: Berserk at the beginning of every round, Possessor is inflicted with Pain at the beginning of every round. If Possessor is inflicted with Pain and Confusion: Berserk, Possessor has a 20% chance of skipping every action, takes 250,000 flat Darkness & Agony element Damage at the start of every round, and gains -200 to all stats at the start of every round, to a max of -10,000 to all stats. This curse naturally wears off upon the death of the individual possessing it.
Contains the Eggs of 10,000 Strange Parasites- (Passive Ability, Curse) At the start of each round, possessor has a 100% chance of being afflicted with Diseased: Infested, Fatigued, Pain, Fatigued: Starvation, and Stat Drains; At the start of each round, possessor has a 50% chance of being afflicted with Wounded: Bleeding and Wounded: Maimed and allowing an opposing side of battle to summon an Insect, Cthonian, Bio-Horror, or Horror below Level 60 that is normally fightable for drops on the Enemy List
Curse of the Horrid Bleeding Goat Head- (Passive Ability, Curse) -550 SPI, -530 MIN, Possessor is afflicted with Hexed at the start of every round, Possessor loses any Hexed immunity if below Level 20
Curse of Gnarled Brains- (Passive Ability, Curse) -500 MIN, Possessor is afflicted with Stat Drain: MIN Drain at the start of each round, Possessor obtains -20 MIN at the start of each round
Curse of Wooden Bones- (Passive Ability, Curse) -500 CON, Possessor gains 100% Fire Weakness
Curse of Splintered Flesh- (Passive Ability, Curse) -500 CON, Whenever possessor is dealt Damage, possessor is afflicted with Pain
Curse of Nettlesap Blood- (Passive Ability, Curse) -500 CON, Possessor is afflicted with Pain at the start of every round
Curse of the Miasmatic Land- (Passive Ability, Curse) At the start of each round, one of possessor's opponents (randomly chosen) may choose to attach a non-stacking (on the same zone or across zones) effect to a Zone, Terrain, or Phantom Terrain that possessor is in that causes each individual in said zone, terrain, or phantom terrain to have a 30% chance of being afflicted with Plague at the start of each round; this curse tends to be more automated and less opponent-based in RP threads
Debilitating Nerve Pain- (Passive Ability, Curse) Possessor is afflicted with Pain at the start of each round
Has Backup Keep Arriving at the Wrong Location- (Passive Ability, Curse) Whenever possessor would summon an entity or replicate an instance of an entity, it has a 50% chance of being unsuccessful
Keeps Falling in Love with the Wrong People- (Passive Ability, Curse) At the start of each round, if possessor is not afflicted with Charm with an opponent as a source, possessor has a 30% chance of having a 1,000% chance of being afflicted with Charm with a random willing opponent as the source if successful (should such an opponent exist)
Irritated Pufferfish Stuck In The Spleen- (Passive Ability, Curse) Possessor has a 100% chance of being afflicted with Pain, Pain: Discomfort, and Poison at the start of each round and counts as possessing an additional Aquatic enemy
Managed to Simultaneously Piss Off Every God On the Planet- (Passive Ability, Curse) At the start of each round, a random side of battle that opposes possessor may summon a Planetary from the Enemy List that is normally fightable for drops (with sides of battle that have PCs on them being unable to summon higher-Level entities than the highest-Level PC on that side), Possessor is afflicted with Smitten: Excommunicated at the start of each round
Never Learns- (Passive Ability, Curse) Possessor can't obtain new abilities
Rubs People the Wrong Way- (Passive Ability, Curse) At the start of each round, possessor's allies each obtain a debuff that stacks 50 times that reduces their stats by 1% of their non-debuff-including value, with this debuff being removed if its possessor conducts an offensive action targeting possessor that either deals 1% or more of possessor's Max HP in Damage or successfully inflicts a negative status effect or debuff on possessor
Suffers from Spontaneous Artifact Deactivation- (Passive Ability, Curse) At the start of each round, there is a 50% chance that all of possessor's Aspects of any one Artifact possessor possesses lose their text


Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Augment Curses- (Passive Ability, Warlock) Possessor's chance of inflicting Hexed is increased by 10%
Augment Curses: Haunting- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Haunted.
Augment Curses: Life-Syphoning- (Passive Ability, Warlock) Whenever possessor would inflict Hexed, possessor may choose for said instance of Hexed to gain 'Possessor is dealt 5,000 Flat Darkness element HP Drain at the start of each round with this status effect's source as its source'
Augment Curses: Luck-Draining- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Ill Fortune.
Augment Curses: Painful- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Pain.
Augment Curses: Superior Unhealing- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose for said instance of Hexed to gain 'Possessor cannot be healed of HP or MP or regenerate HP or MP if possessor is lower-Level than this status effect's source'.
Augment Curses: Tiring- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Fatigued.
Augment Curses: Unhealing Wounds- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Wicked Wounds.
Augment Curses: Unlucky- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose for said instance of Hexed to gain 'Possessor obtains -5% To Hit, -5% Dodge, -5% Resilience, and -5% Critical and cannot be afflicted with Favored: Good Fortune'.
Augment Curses: Unrelenting- (Passive Ability, Warlock) Instances of Hexed with possessor as a source possessor no natural per-round auto-recover chance.
Augment Curses: Vengeful Curses- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Backlash.
Augment Curses: Void Curses- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Voidstruck.
Augment Curses: Weakening- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Stat Drain.
Baleful Brewer- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 5% chance of inflicting Poison.
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Black Blood- (Passive Ability, Warlock) Possessor’s natural per-round chance of recovering from Wounded increases by 15%.
Blister-Inflicting Touch- (Passive Ability, Warlock) Possessor’s Melee Attack actions gain 15% inflicts Pain and deal 30 CON Damage if possessor has no weapons that provide a Melee Attack bonus equipped.
Blood-Feasting Talons- (Passive Ability, Warlock) Possessor’s Melee Attack actions deal HP Drain if possessor has no weapons that provide a Melee Attack bonus equipped.
Cackle- (Active Ability, Warlock) Possessor may spend an action to use this ability, with which possessor may have a 15% chance of inflicting Confusion: Fear.
Can Distill Potions from Tears- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Confusion: Depression.
Can See Through the Eyes of Beasts- (Passive Ability, Warlock) Possessor gains +5% To Hit, to a max of 155%, if possessor possesses at least one pet or summon that is an Animal.
Can See Through the Eyes of Insects- (Passive Ability, Warlock) Possessor gains +5% To Hit, to a max of 155%, if possessor possesses at least one pet or summon that is an Insect.
Can See Through the Eyes of Minions- (Passive Ability, Warlock) Possessor gains +5% To Hit, to a max of 155%, if possessor possesses at least one pet or summon that is a Human or Humanoid.
Can See Through the Eyes of Ravens- (Passive Ability, Warlock) Possessor gains +5% To Hit, to a max of 155%, if possessor possesses at least one pet or summon that is an Aerial.
Can See Through the Eyes of Toads- (Passive Ability, Warlock) Possessor gains +5% To Hit, to a max of 155%, if possessor possesses at least one pet or summon that is an Aquatic.
Cast the Curse of Slumber- (Technique Ability, Warlock) Possessor may use 'Cast the Curse of Slumber' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used and a Dark Magic spell is being cast as part of said action. Said action gains '40% inflicts Hexed' and '80% inflicts Fagitued: Asleep'.
Concoctor of Diabolical Brew- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 5% chance of inflicting Hexed.
Concoctor of Slumbering Brew- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 5% chance of inflicting Fatigued: Asleep.
Confounding Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may gain 15% inflicts Confusion.
Conveyance of Accursed Silence- (Passive Ability, Warlock) Instances of Impaired: Silence that possessor inflicts with the ability ‘Voice-Stealing Kiss’ do not possessor their normal per-round recovery chance for individuals below Level 60.
Conveyance of Unbroken Silence- (Passive Ability, Warlock) Instances of Impaired: Silence that possessor inflicts with the ability ‘Voice-Stealing Kiss’ cannot be cured (excluding per-round auto-recovery) by individuals below Level 40.
Corrupted Herb Lore- (Passive Ability, Warlock) Possessor may choose to remove all natural effects from any one Medicine consumable worth below 700,000 Gold used and replace them with 15% inflicts Poison.
Creepy Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may gain 15% inflicts Confusion: Fear.
Curse Miser- (Passive Ability, Warlock) Possessor may claim Lingering Curses
Curse-Bearing Breath- (Passive Ability, Warlock) Possessor’s Magical Attack actions gain 5% may inflict Hexed, Possessor’s ‘Voice-Stealing Kiss’ actions may gain 30% inflicts Hexed instead of or in addition to their normal chance of inflicting Impaired: Silence.
Dark Gardener- (Passive Ability, Warlock) Possessor’s Plant pets and summons gain +180 to all stats and may choose to have their offensive actions gain 15% inflicts Hexed
Dark Layline Attunement II- (Passive Ability, Warlock) Possessor may choose for the effect created by possessor’s ‘Dark Layline Attunement’ ability to additionally give possessor +40 Spirit.
Dark Layline Attunement- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect causing all Dark Magic spells cast that are both equipped by possessor and cast by possessor within said Zone to cost 400 less MP and, should they provide a bonus to Magical Attack, to provide an additional +160 Magical Attack, with said effect not stacking on spells multiple times either from the same zone or from different zones.
Dark Layline Creation- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect causing all Dark Magic spells cast within said Zone to cost 400 less MP and, should they provide a bonus to Magical Attack, to provide an additional +80 Magical Attack, with said effect not stacking on spells multiple times either from the same zone or from different zones.
Dark Magic Attack Amplification (I)- (Passive Ability, Warlock) +40 Magical Attack to all Dark Magic spells that deal damage and are Darkness element
Dark Magic Casting I- (Passive Ability, Warlock) Dark Magic spells cost possessor 20 less MP to cast
Dark Magic Casting II- (Passive Ability, Warlock) Dark Magic spells cost possessor 200 less MP to cast
♢Darkness-Blurred Demon Hosts- (Passive Ability, Warlock) Whenever one or more of possessor's Darkness-element summons is targeted by an attack while in a Zone of Darkness, possessor may choose to have a 50% chance of switching it for a different Darkness-element summon of possessor's that is in the same Zone of Darkness that was not targeted by the attack
Deliver Hex By Touch- (Passive Ability, Warlock) Possessor's 'Melee Attack' and 'Attack with Finesse' actions may gain '30% inflicts Hexed'
Distracting Cackling- (Passive Ability, Warlock) The To-Hit of all of possessor’s opponents who are below Level 40 is reduced by 5% as a non-stacking debuff that round after any round during which possessor uses a ‘Cackle’ action.
Eat Fear- (Passive Ability, Warlock) Possessor regenerates 5,000 HP and 2,000 MP at the start of each round for each individual present who is afflicted with Confusion: Fear, to a max of 200 such individuals
Eerie Grin- (Passive Ability, Warlock) Possessor's chances of inflicting Confusion: Fear are increased by 10%
Element-Corrupting Essence- (Passive Ability, Warlock) Possessor, at the beginning of each round, has a 20% chance of inflicting Stat Drain on each opposing, non-Darkness-element, non-Acid-element Elemental below Level 40, to a max of 200 such Elementals, should possessor desire such, with possessor being able to choose opposing Elementals to exclude from this effect.
Empowered by the Darkness- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Zone of Darkness cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.
Expert Dark Magic Attunement- (Passive Ability, Warlock) Dark Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Dark Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Familiar-Resurrecting Cackle- (Passive Ability, Warlock) Once per thread, when possessor uses a ‘Cackle’ action, possessor may choose to have a 1% chance of resurrecting one target of one of possessor’s Warlock Bonds.
Familiar's Hex- (Passive Ability, Warlock) Possessor's 'Spellcaster's Familiar''s actions may gain '30% inflicts Hexed'
Fly On a Broomstick- (Passive Ability, Warlock) Possessor may equip a single Antiquity, Staff, or Tool whose name includes 'Broom', 'Branch', 'Stick', 'Mop', or 'Rake' in an Accessory slot, with said equipped item gaining '+5% Dodge as a non-stacking bonus'
Focused Dark Magic Casting- (Passive Ability, Warlock) Dark Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Dark Magic
Hag Talons- (Passive Ability, Warlock) +300 Melee Attack, Possessor’s Melee Attack actions gain 5% inflicts Wounded if no weapon that provides a bonus to Melee Attack is equipped.
Hag’s Toughness- (Passive Ability, Warlock) Possessor gains +300 CON and +6,000 HP.
Hexmeister- (Passive Ability, Warlock) Possessor's chances of inflicting Hexed are increased by 20%, Possessor suffers no negative effects from the status effect Hexed (but not its sub-status effects) if it comes from a source that is not 20 or more Levels greater than possessor, Instances of Hexed that possessor inflicts may gain one of '-2,000 STR as a non-stacking effect', '-2,000 AGI as a non-stacking effect', '-2,000 CON as a non-stacking effect', '-2,000 MIN as a non-stacking effect', or '-2,000 SPI as a non-stacking effect', Warlock abilities whose name includes 'Augment Curses' cost possessor 1 less week to learn in the ability shop, to a minimum of 1 week
Highly-Provoking Cackling- (Passive Ability, Warlock) Possessor may choose that possessor’s opponents who are below Level 40 and targeted by possessor’s ‘Cackle’ action may not perform any action that does not target possessor until they have targeted possessor with an offensive action, with said effect being a non-stacking debuff.
Holder of a Second Breath- (Passive Ability, Warlock) Possessor may spend the MP of a single individual who is afflicted with an instance of Impaired: Silence that possessor inflicted with the ability ‘Voice-Stealing Kiss’ instead of possessor’s own MP when possessor would spend MP to cast a spell.
Horrid Pacts- (Passive Ability, Warlock) All of possessor's Dark Magic summons that are Horrors or Darkspawn obtain '+800 HP and +450 Damage to all Darkness element attacks' as a non-stacking buff that is applied at the time of their summoning, Dark Magic spells that possessor casts that summon Horrors or Darkspawn cost possessor 40 less MP to cast
Horrid Spell- (Technique Ability, Warlock) Possessor may use Horrid Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action gains a 5% chance of inflicting Pain and a 5% chance of inflicting Hexed
Horrid Spell- (Technique Ability, Warlock) Possessor may use Horrid Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action gains a 5% chance of inflicting Pain and a 5% chance of inflicting Hexed
Improved Baleful Brew Potency- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Poison.
Improved Dark Layline Attunement- (Passive Ability, Warlock) Possessor may choose for the effect created by possessor’s ‘Dark Layline Attunement’ ability to additionally give possessor +200 Spirit.
Improved Diabolical Brew Potency- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Hexed.
Improved Life-Drain Proficiency- (Passive Ability, Warlock) Whenever possessor deals HP Drain as part of an action that involves the casting of a Dark Magic spell, possessor deals 25,000 additional points per action
Improved Slumbering Brew Potency- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Fatigued: Asleep.
Improved Warlock’s Bond- (Passive Ability, Warlock) Possessor, so long as possessor has possessor’s Warlock Bond’s target equipped and alive, as well as possessor’s Warlock’s Bond’s target, provided it is equipped to possessor, gain +200 to all stats and +50 MP.
Increased Potency of Taint- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence ability may place effects on Zones that were created by either individuals below Level 40 or individuals who are willing.
Induce Pain- (Passive Ability, Warlock) +15 MIN, +5 SPI, All Dark Magic spells that have a chance of inflicting Pain have said chance increased by 5%, Pain Wrack and Pain of Shadows deal +500 damage, Creatures summoned through Dark Magic that have attacks that inflict Pain have said chance improved by 5%, Touch of Darkness has a 15% chance of inflicting Pain
Infection-Germinating Touch- (Passive Ability, Warlock) Possessor’s Melee Attack actions may gain 15% inflicts Diseased and may deal 30 CON Damage if possessor has no weapons that provide a Melee Attack bonus equipped.
Invigorating Cackling- (Passive Ability, Warlock) Possessor regenerates 50 MP each time possessor uses a ‘Cackle’ action.
Knowledge of Ill Omens- (Passive Ability, Warlock) Once per round, when possessor would inflict Hexed, possessor may instead inflict Hexed: Ill Fortune.
Land-Corrupting Presence- (Passive Ability, Warlock) Possessor, at the beginning of each round, may choose one Zone created by a source below Level 20 and attach an non-stacking effect to said zone that has a 20% chance of afflicting each individual in said zone who is not either possessor or an ally of possessor with Hexed at the start of each round.
Life-Drain Proficiency- (Passive Ability, Warlock) Whenever possessor deals HP Drain as part of an action that involves the casting of a Dark Magic spell, possessor deals 5,000 additional points per action
Loud Cackling- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may inflict 1 hit against 5.
Magic-Empowering Cackle- (Passive Ability, Warlock) Possessor’s Dark Magic spells provide an additional +40 Magical Attack the round after possessor performs a ‘Cackle’ action.
Midnight’s Power- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Chronogeomantic Zone of Midnight cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.
Mind-Wrenching Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may deal 250 MIN Damage.
Minion-Inspiring Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may provide a non-stacking bonus of +40 to all stats to any of possessor’s pets or summons that they target.
Mutter Curses Inaudibly- (Passive Ability, Warlock) Possessor’s actions which successfully inflict the status effect Hexed may not be countered (excluding pre-emptive counters) by individuals below Level 40.
My Black Magics Shine Above All Others- (Passive Ability, Warlock) Whenever possessor places a debuff on a target, possessor may remove one debuff that comes from a source of lower Level than possessor that is either below Level 40 or both Corruption element and below Level 60, Individuals below Level 60 may not make possessor's pets or Dark Magic summons Corruption element unless possessor permits such, Stat point reductions caused by debuffs from Corruption element sources below Level 60 reduce possessor's stats by 500 less points (or, if possessor is Hope element, 5,000 less points)
Pacts of Death- (Passive Ability, Warlock) All Undead summoned through Dark Magic get +800 HP and +450 damage to all Darkness element attacks as well as the spells that summon them costing 40 less MP
Pacts of the Underworld- (Passive Ability, Warlock) All of possessor's Dark Magic summons that are Daemons, Demons, or Devils obtain '+800 HP and +450 Damage to all Darkness element attacks' as a non-stacking buff that is applied at the time of their summoning, Dark Magic spells that possessor casts that summon Daemons, Demons, or Devils cost possessor 40 less MP to cast
Paralytic Saliva- (Passive Ability, Warlock) Possessor’s Ranged Attack actions gain 5% may inflict Paralyzed, Possessor’s ‘Voice-Stealing Kiss’ actions may gain 30% inflicts Paralyzed instead of or in addition to their normal chance of inflicting Impaired: Silence.
Proficient in Heating Cauldrons Efficiently- (Passive Ability, Warlock) Possessor may choose for Potion consumables that possessor uses to deal 500 more Fire-element damage that they otherwise would, even if they would not already deal Fire-element damage.
Provoking Cackling- (Passive Ability, Warlock) Possessor may choose that possessor’s opponents who are below Level 20 and targeted by possessor’s ‘Cackle’ action may not perform any action that does not target possessor until they have targeted possessor with an offensive action.
Resolve-Shattering Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may gain 15% inflicts Confusion: Depression.
Sanguine Spell- (Technique Ability, Warlock) Possessor may use Sanguine Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action gains +150 Magical Attack and deals 5,000 Flat Darkness element damage to its caster
Silken Witch’s Guise- (Passive Ability, Warlock) Possessor may choose to not inflict status effects or deal stat damage that come from possessor’s ‘Blister-Inflicting Touch’ ability.
♢Sublime Overcrash: Infernal Overvortex- (Technique Ability, Warlock) Possessor may use 'Sublime Overcrash: Infernal Overvortex' in conjunction with an 'Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other Technique or Overcrash is being used, and possessor is casting a Dark Magic spell as part of said action. Said action gains +50,000 Magical Attack, summons up to 200 Demons, Devils, or Daemons who are equal Level to or lower Level than its performer that are normally fightable for drops on the Enemy List, and creates a Phantom Terrain that stacks with other Phantom Terrains called 'Infernal Overvortex' that is unremovable and unalterably by sources below its creator's Level that, as an effect inherent to its Phantom Terrain type, summons up to 200 Demons, Devils, or Daemons who are equal Level to or lower Level than its creator at the start of each round, even if its creator is dead and that removes spell-generated non-Dark-Magic, non-Summoning buffs from all entities that are in the battlespace it is in that come from sources below its creator's Level, with that also being an effect inherent to its Phantom Terrain type, Max 20,000 summoned. Said action sets its user's MP to 0 for the remainder of the thread.
♢Terror Magic- (Passive Ability, Warlock) Possessor's Dark Magic spells may gain a (Possessor Level x 4)% chance of inflicting Confusion: Fear
Toxic Caress- (Passive Ability, Warlock) Possessor gains +1,200 Melee Attack, Possessor's 'Melee Attack', 'Attack with Finesse', and 'Melee Overdrive' actions may gain '60% inflicts Paralyzed' and '60% inflicts Poison'
Underworld Familiar- (Passive Ability, Warlock) Possessor may designate an entity of the subtype Demon, Daemon, or Devil as its 'Spellcaster's Familiar' in addition to other possible subtypes
Vengeful- (Passive Ability, Warlock) Possessor deals 500 additional Damage to individuals who have previously dealt Damage to possessor during the thread
Venomous Saliva- (Passive Ability, Warlock) Possessor’s Ranged Attack actions gain 5% may inflict Poison, Possessor’s ‘Voice-Stealing Kiss’ actions may gain 30% inflicts Poison instead of or in addition to their normal chance of inflicting Impaired: Silence.
Virginity-Detecting Eyes- (Passive Ability, Warlock) Possessor is considered to be 1 Level higher, to a max of Level 60, for stat-scanning purposes when attempting to scan the stats of individuals who have not summoned anything in this thread.
Voice-Stealing Kiss- (Active Ability, Warlock) Possessor may spend an action to inflict Impaired: Silence on one target.
Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All Dark Magic spells cost possessor (50 * Possessor Level) less MP to cast
Warlock’s Bond- (Passive Ability, Warlock) Possessor may, at the beginning of a thread, choose an equipped pet to be the target of possessor’s Warlock Bond, which acts as a buff that is on possessor. Possessor, so long as possessor has possessor’s Warlock Bond’s target equipped and alive, gains +10 to all stats, +40 MP, and +10 to the stats of all of possessor’s pets.
Warlock’s Dominion- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +350 to all stats of individuals who are targets of possessor’s Warlock’s Bond and +350 to possessor’s stats, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Warlock’s Presence- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +80 to all stats of individuals who are targets of possessor’s Warlock’s Bond, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Weeps Tears of Poison Blood- (Passive Ability, Warlock) At the start of every round that possessor is afflicted with Confusion: Depression, possessor may choose to attempt to afflict up to 5 targets with a 15% chance of inflicting Poison.
Witch's Familiar- (Passive Ability, Warlock) Possessor may choose an equipped Animal or Aerial pet at the start of a thread to designate as its 'Spellcaster's Familiar', An individual may only possess one designated 'Spellcaster's Familiar' at a time unless otherwise noted, Possessor's 'Spellcaster's Familiar' gains the subtype Familiar, Possessor's 'Spellcaster's Familiar' gains +300 to all stats, +5,000 MP, and 5% Dark Magic Resistance as a constantly-applied bonus from this ability, Possessor counts as possessing a 'Warlock's Bond' with any entity designated as its 'Spellcaster's Familiar', Possessor is dealt 500,000 Flat Darkness element Damage and has its Max HP halved as a non-stacking debuff if possessor's 'Spellcaster's Familiar' is killed
Wracking Spell- (Technique Ability, Warlock) Possessor may use Waracking Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action inflicts Pain on targets that possesses at least two Weaknesses that this action counts as hitting

Wind Duke:
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Basic Affinity to Healing Via Air- (Passive Ability, Wind Duke) Whenever possessor obtains Air element HP Healing or MP Healing, said amount is increased by 500 points
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Basic Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +50 Defense against Air

Wizard:
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Can Cast Spells While In Close Combat- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the front row
Defensive Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the back row
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Loudly-Incanted Spell- (Technique Ability, Wizard) Possessor may use 'Loudly-Incanted Spell' in conjunction with a 'Magical Attack' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. Said action gains +5 Magical Attack and gains a 15% chance of inflicting Confusion: Fear on Level 1 targets who have no spell equipped.
Orb Master- (Passive Ability, Wizard) +20 Magical Attack and -5 MP cost when using any Wizard Spell with the word Orb in the name
Script Mage- (Passive Ability, Wizard) +25 Magical Attack for Wizard Magic if a Book is equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack

Other: Worldbound God
Half-Divine- (Deity Effect, Other: Worldbound God) Possessor gains +500 to all unmodified stats
Planetary Domain: Blood- (Passive Ability, Other: Worldbound God) Quantities of Drain possessor deals are increased by 100,000 points, Possessor has RP powers connected to this divine domain

Other: Hemotheurge:
Adept Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 10,000 less MP to cast, Blood Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Blood Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +250 Magical Attack if they already possess a Magical Attack bonus and cost possessor 250 less MP or HP to cast
Apprentice Hemotheurgy- (Passive Ability, Other: Hemotheurge) Possessor gains +10,000 MP if Blood element, Possessor gains +500 Magical Attack if Blood element
Balance of Bodily Humors- (Passive Ability, Other: Hemotheurge) Possessor gains +300 MIN, +300 CON, and 15% Minor Status Effect Resistance against sources below Level 40
Basic Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +10 Magical Attack if they already possess a Magical Attack bonus and cost possessor 10 less MP or HP to cast
Basic Hemotheurgy- (Passive Ability, Other: Hemotheurge) Possessor gains +1,000 MP if Blood element, Possessor gains +100 Magical Attack if Blood element
Blood Magic Casting I- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 20 less MP to cast
Blood Magic Casting II- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 200 less MP to cast
Bloodspell- (Technique Ability, Other: Hemotheurge) Possessor may use 'Bloodspell' in conjunction with a 'Magical Attack' action so long as (possessor is Blood element OR possessor is casting a Blood Magic spell as part of said action) and no other technique is used. Possessor may pay an amount of HP up to 50,000 points an have said action gain +(Said Quantity / 10) Magical Attack.
Draining Magic- (Passive Ability, Other: Hemotheurge) Any spell cast by possessor may gain 'Deals HP Drain'
Draining Spell- (Technique Ability, Other: Hemotheurge) Possessor may use 'Bloodspell' in conjunction with a Melee Attack action so long as (possessor is Blood element OR possessor is casting a Blood Magic spell as part of said action) and no other technique is used. Said action gains 'Deals HP Drain'.
Essence Hemorrhaging Magics- (Passive Ability, Hemotheurge) Whenever possessor deals HP Damage with an attack that involves the casting of a Blood Magic spell, possessor may, up to once per attack, deal an equal amount of MP Damage; Possessor may choose for instances of Wounded: Bleeding possessor inflicts to deal quantities of MP Damage equal to the quantities of HP Damage they deal, with said choice being made once at the time of said effects' application
Expert Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Blood Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Hemotheurge- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +(50 * Possessor Level) Magical Attack if they already possess a MAgical Attack bonus and cost possessor (250 * Possessor Level) less MP or HP to cast
Hemotheurgic Power- (Passive Ability, Other: Hemotheurge) If possessor possesses at least 50,000 HP, possessor's Blood Magic spells that possess a Magical Attack bonus gain an additional +500 Magical Attack
Sanguinating Blood Sacrifice- (Passive Ability, Other: Hemotheurge) If possessor kills an individual with an action that includes possessor using the Technique 'Blood Sacrifice', possessor may obtain a buff that causes possessor to regenerate 500 HP per round, with said buff stacking 20 times both on its possessor and in terms of its effects
Weakening Blood Sacrifice- (Passive Ability, Other: Hemotheurge) If possessor kills an individual with an action that includes possessor using the Technique 'Blood Sacrifice', possessor may choose for all individuals on the side of battle that the individual killed was a member of to obtain a debuff that has a 30% chance of inflicting Stat Drain on its possessor at the start of each round, with said debuff stacking 5 times

Vermin Master:
Apprentice Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Form of Mosquito- (Stance Ability, Vermin Master) If possessor is an Insect, possessor gains +50 AGI and +50 Melee Attack
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 Needle- (Technique Ability, Vermin Master) Possessor may use 'Mosquito Needle' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action if possessor is an Insect. Said action gains +300 Melee Attack and deals HP Drain.
Mosquito Nose- (Passive Ability, Vermin Master) If possessor is an Insect, possessor gains 160% To Hit against targets that are afflicted with Wounded: Bleeding
Mosquito Proboscis- (Passive Ability, Vermin Master) If possessor is an Insect, possessor's 'Attack with Finesse' actions gain 'Deals HP Drain'
Mosquito's Thirst- (Passive Ability, Vermin Master) If possessor is an Insect, quantities of HP Drain and MP Drain dealt by possessor are increased by 5,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 200 points
Thirsty Proboscis- (Passive Ability, Vermin Master) If possessor is an Insect, quantities of HP Drain and MP Drain dealt by possessor are increased by 1,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 20 points
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

Misc:
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Bad Blood Consortium Founding Executive- (Passive Ability, Friendship) Possessor deals (Possessor Level) * 1,000 additional Damage for each ally possessor possesses who possesses an ability or constant effect with the name 'Bad Blood Consortium Founding Executive' or who is a member of a Guild named 'Bad Blood Consortium'
Base Fiend Synchronicity- (Passive Ability, Prophet of the Darkest Abysses) Possessor may treat Fiend as a base subtype
Basic Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells cost 10 less Gold and 10 less XP
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Prophet of the Darkest Abysses Knowledge- (Passive Ability, Prophet of the Darkest Abysses) Possessor's Fiend pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element damage dealt by possessor are increased by 50 points
Can Play the Lute- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Lute' in its name equipped
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Dragon's Breath- (Passive Ability, Dragon Lord) If possessor is a Dragon and possessor has not used this ability within the last four rounds, possessor may spend an action to deal (1,000 * Possessor Level) Flat Fire element Damage to any one target
Elemental Breath: Acid- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Acid element Damage
Excessively Sexy Pose- (Stance Ability, Dominator) Possessor's Charm infliction chances are increased by 200%
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Basic Keeper of the Depths Knowledge- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
♢Bringer of Many Deaths- (Passive Ability, Slayer) Possessor gains +(100 * Possessor Level) Melee Attack, Magical Attack, and Ranged Attack while possessor is wielding a Deadly Item
Holiday Overeater- (Passive Ability, Ravager) Possessor gains 50% Pain: Discomfort: Stomachache Resistance. On up to one round per battle, possessor may choose, when using a Food consumable with only possessor as it target, to use two charges of the consumable instead of one.
Maleficus's Blessing- (Passive Ability, Blessing) Possessor Absorbs Evil against sources that are not 20 or more Levels greater than possessor, Possessor's actions may become solely Evil element, Damage dealt by possessor may become solely Evil element
Made A Deal With Bregamol- (Passive Ability, Blessing) Possessor gains +15 to possessor's unmodified stats, this ability may not be used in combos, this ability has other RP effects
Mind that Whispers Unnervingly to those Nearby- (Passive Ability, Doombringer) Possessor's opponents have a 5% chance of being afflicted with Confusion: Fear at the start of each round
Minor Acrobatics Practice- (Passive Ability, Monk) +15 AGI
Tracking- (Passive Ability, Hunter) Possessor may follow individuals who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 20 or greater objects to such and provided that no individual of greater Level than possessor who is present in either battle objects to such
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).
Paleolithic Architect- (Passive Ability, Architect) Possessor's Large Structure summons gain +500 Defense as a non-stacking buff if they are summoned in a Zone of Earth
♢Perpetual Atrocity Engine- (Passive Ability, Roboticist) At the start of each round, possessor regenerates 1% of possessor's Max MP and obtains a buff that stacks (Possessor's Level + 200) times that provides +(Possessor's Level x 1,000) MP, with this process causing possessor to count as having dynamically created 300 new instances of entities to place on the Enemy List, dynamically made each a new PC Type, summoned one instance each of those entities while in the process of dynamically creating them, afflicted Pain, Voidstruck: Endless Torment, and Cursed: Damned on them while they were in the process of being summoned, killed them while they possessed no names before they entered any battlespace, made them unresurrectable, made them unsummonable by any other entity, removed them from all threads, prevented them from entering new threads, retired them in a method that makes them unable to be un-retired, removed their status as a PC Type, removed them from the Enemy List, and made the process of tracking these factors relating to their creation and subsequent removal unable to be altered and unaffected by resetting threads to an earlier point (with this not impacting the removability or rewindability of the regeneration or buff from this ability)
Squiggly Legs- (Passive Ability, Walker from Beyond) Possessor obtains +500 AGI if in a Zone of Chaos
Taunt- (Active Ability, Warrior) Possessor may spend an action so that target individual below Level 20 may not perform any action that does not target possessor until they have targeted possessor with an offensive action, with said effect being a non-stacking debuff.
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes

Curse:
Debilitating Nerve Pain- (Passive Ability, Curse) Possessor is afflicted with Pain at the start of each round
It lasts until its possessor eats a cup of the best pumpkin soup a world has to offer in an RP thread.
Irritated Pufferfish Stuck In The Spleen- (Passive Ability, Curse) Possessor has a 100% chance of being afflicted with Pain, Pain: Discomfort, and Poison at the start of each round and counts as possessing an additional Aquatic enemy
It lasts until its possessor learns a secret song of a sea-dwelling race of beings or until its possessor visits a doctor or therapist who specializes in fish-related problems and has an appropriate operation or has the fish placated through therapy, in an RP thread.
Slowed Reaction Time Due To A Poor Circulatory System That Functions Even Worse In The Cold- (Passive Ability, Curse) Possessor obtains -200 AGI, Possessor obtains an additional -300 AGI while in a Zone of Ice
Somehow Managed to Offend the Union of Horses- (Passive Ability, Curse) Possessor may not enter Steed transformations and may not summon entities whose name includes 'Horse'

Essences:
Essence Algorithm: Angry Seacaptain- (Passive Ability, General) At the beginning of a thread, possessor may choose to become the subtype Human, to gain the base stats: STR 13, CON 13, AGI 12, MIN 10, SPI 12, and to be able to choose, if a monster on the enemy list exists named 'Angry Seacaptain', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Gargoyle Grenadier- (Passive Ability, Master of Monsters) At the beginning of a thread, possessor may choose to become the subtype Monster, to gain the base stats: STR 12, CON 15, AGI 20, MIN 9, SPI 9, and to be able to choose, if a monster on the enemy list exists named 'Gargoyle Grenadier', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Torturer Devil- (Passive Ability, Pactmaker) At the beginning of a thread, possessor may choose to become the subtype Devil, to gain the base stats: STR 10, CON 10, AGI 10, MIN 30, SPI 10, and to be able to choose, if a monster on the enemy list exists named 'Tortuerer Devil', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Eye Demon- (Passive Ability, Demonologist) At the beginning of a thread, possessor may choose to become the subtype Demon, to gain the base stats: STR 5, CON 5, AGI 20, MIN 10, SPI 30, and to be able to choose, if a monster on the enemy list exists named 'Eye Demon', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Dreggson's Lesser Cricket- (Passive Ability, Vermin Lord) At the beginning of a thread, possessor may choose to become the subtype Insect, to gain the base stats: STR 1, CON 1, AGI 2, MIN 1, SPI 1, and to be able to choose, if a monster on the enemy list exists named 'Dreggson's Lesser Cricket', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Frogman Toxin Archer- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to become the subtype Humanoid, to gain the base stats: STR 5, CON 10, AGI 25, MIN 20, SPI 5, and to be able to choose, if a monster on the enemy list exists named 'Frogman Toxin Archer', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Aquatic Troll- (Passive Ability, Master of Monsters) At the beginning of a thread, possessor may choose to become the subtype Monster, to gain the base stats: STR 20, CON 30, AGI 5, MIN 5, SPI 5, and to be able to choose, if a monster on the enemy list exists named 'Aquatic Troll', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Wraith Jelly- At the beginning of a thread, possessor may choose to become the subtype Aquatic, to gain the base stats: STR 5, CON 30, AGI 5, MIN 5, SPI 20, and to be able to choose, if a monster on the enemy list exists named 'Wraith Jelly', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Hag Matron- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to become the subtype Humanoid, to gain the base stats: STR 15, CON 12, AGI 8, MIN 15, SPI 15, and to be able to choose, if a monster on the enemy list exists named 'Hag Matron', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level


Weapons-
*Ruby Containment-Bow of the Hunter's Endless Thirst- (Weaponx2, Bow, Earth & Air & Physical & Blood & Darkness, 500,000,000 Gold) +1,000,000 Ranged Attack, +1,000,000 AGI, 240% To Hit, 25% inflicts Petrified, Deals HP Drain, Wielder's 'Ranged Attack' and 'Snipe' action may deal 50,000 points of CON Drain, Wielder cannot miss targets below Level 60, Wielder's per-item Ranged Attack bonus caps are doubled for this item


Air Staff- (Weaponx2, Staff, Air, 15,000 Gold) +40 Magical Attack for Air element spells
Arena Member's Bow- (Weaponx2, Bow, Wielder's Element, 100 Gold) +20 Ranged Attack, +10 Damage of Wielder's Element
Arena Member's Blade- (Weapon, Sword, Wielder's Element, 100 Gold) +15 Melee Attack , +10 Damage of Wielder's Element
Arena Member's Shield- (Weapon, Shield, Wielder's Element, 100 Gold) +15 Defense, +10 Damage of Wielder's Element
Arena Member's Staff- (Weaponx2, Staff, Wielder's Element, 100 Gold) +20 Magical Attack, +10 Damage of Wielder's Element
8 Bane Knight's Sword- (Weapon, Sword, Darkness & Physical, 8,500,000 Gold) +8,900 Melee Attack, Wielder's Necromancy spells that provide a Melee Attack Bonus gain +7,500 additional Melee Attack, Buffs on wielder from Necromancy spells that boost wielder's stats do so by an additional 300 points, to a max of 10 such buffs, with this effect not stacking across multiple copies of this item
Blessed Cannon-Shield- (Weapon, Shield, Physical, 2,195,000 Gold) +2,120 Defense, +2,040 Melee Attack, +2,099 Ranged Attack, 55% inflicts Fatigued: Stun, 5% Demon Resistance
Chaos Butterfly Force- (Weapon, Force, Chaos, 28,000,000 Gold) +28,000 Magical Attack, +25,000 to all stats, Once per round, wielder may, as a counter to one of wielder's actions, conduct a Magical Attack action that may target any one individual that a Magical Attack action made by wielder could normally target, with said action not being able to affect other targets, with this effect not stacking across multiple copies of this item and not being able to trigger off of an action of possessor's that is a counter, May only be equipped by individuals above Level 36
Crusader General’s Shield- (Weapon, Shield, Light & Physical,3,050,000 Gold) +2,700 Melee Attack, +3,000 Defense, +3,000 CON, 30% Resilience, 15% Dodge, 20% Darkness Resistance, 20% Light Resistance, 20% Magic Resistance, 50% Voidstruck Resistance, 20% Burning Resistance, 60% Fatigued Resistance, 60% Charm Resistance, 60% Confusion Resistance
52 Demonically Possessed Karaoke Machine- (Weaponx0, Instrument, Darkness & Technology, 4,115,000 Gold) +5,000 Melee Attack, +6,000 Ranged Attack, +5,000 Magical Attack, +4,500 to all stats, +7,000 MP, if wielder is below Level 50 and does not have the ability Demonologist, then wielder performs, at the beginning of every round, a Melee Attack, a Ranged Attack, and then a Magical Attack on wielder, these three attacks cannot Heal or inflict any positive effects, This item provides an additional +5,000 Ranged Attack and +5,000 Magical Attack if its wielder has the ability Bard, This item provides an additional +5,500 AGI if its wielder has the ability Dancer, This item cannot be equipped with any other Weaponx0
Demonically Possessed Karaoke Machine- (Weaponx0, Instrument, Darkness & Technology, 4,115,000 Gold) +5,000 Melee Attack, +6,000 Ranged Attack, +5,000 Magical Attack, +4,500 to all stats, +7,000 MP, if wielder is below Level 50 and does not have the ability Demonologist, then wielder performs, at the beginning of every round, a Melee Attack, a Ranged Attack, and then a Magical Attack on wielder, these three attacks cannot Heal or inflict any positive effects, This item provides an additional +5,000 Ranged Attack and +5,000 Magical Attack if its wielder has the ability Bard, This item provides an additional +5,500 AGI if its wielder has the ability Dancer, This item cannot be equipped with any other Weaponx0
Crimson Nova- This wielder's attacks may gain '1 hit against 60,000' and gain the elements Fire and Magic, This item's wielder gains +30,000 to all stats, this item provides +30,000 additional Melee Attack, +30,000 additional Ranged Attack, and +30,000 additional Magical Attack, Enchantment
2 Earth-Shaking Trowel- (Weapon, Tool, Earth, 75,000 Gold) +15 Melee Attack, +75 Magical Attack, 15% Critical against Earth element targets
Elfcannon (Toy)- (Weapon, Other: Toy, Earth & Ice, 60,000 Gold) +60 Ranged Attack, +30 AGI, +30 MIN, +30 SPI, 105% To Hit, Wielder's 'Ranged Attack' actions may use SPI as their Prime Attribute
Enigmatic Murderforce- (Weapon, Force, Atomic & Knowledge & Aether, 133,500,000 Gold) +113,500 Melee Attack, +113,500 Ranged Attack, +113,500 Magical Attack, +113,500 MIN, Wielder's 'Melee Attack', 'Ranged Attack', and 'Magical Attack' actions may use Mind as their Prime Attribute, 15% inflicts Instant Death, Wielder may target lower-Level individuals below Level 70 in other battlespaces with offensive actions, and, if wielder chooses to do so, wielder becomes targetable by opponents in other battlespaces who possess a greater MIN than wielder, Wielder must be Level 40 or greater and must possesses either 15 Base MIN or the ability 'Adept Force Training'
87 Essence of the First Fire- (Weapon, Force, Fire, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Ranged Attack, +60,000 Magical Attack, Wielder's actions may become solely Fire element, 40% Fire Resistance, If an source below Level 60 would deal possessor Fire element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater
Grand Battle-Acrobat's War Gauntlets- (Weaponx2, Fist Weapon, War & Physical, 10,000,000 Gold) +10,000 Melee Attack, +10,000 STR, +10,000 AGI, +5,000 CON, 150% To Hit, 50% Dodge, 50% inflicts Fatigued: Stun
10 Great Sarisscos Shield- (Weapon, Shield, Earth & Physical, 80,000 Gold) +69 Defense, +15 STR, +20 CON
10 Guardian of the Dead Sultan’s Chipped Scimitar- (Weapon, Sword, Physical & Fire, 21,000 Gold) +20 Melee Attack, 15% Deals no Damage
Metamorphic Weapon- (Weapon, Force, Magic, 1,575,000 Gold) +1,400 Melee Attack, +1,400 Ranged Attack, +1,400 Magical Attack, +800 to all stats, at the beginning of a thread, possessor may choose to make this weapon's element any base element or combination of base elements and its subtype any base weapon subtype
Mr. Bobbleclown- (Weapon, Other: Toy, Physical, 820,000 Gold) +820 Melee Attack, Wielder may, once per round, perform a 'Melee Attack' action as a counter to being attacked, Wielder's 'Melee Attack' actions may use SPI as their Prime Attribute
Private Gun- (Weapon, Gun, Air & Psychic, 410,000 Gold) +410 Ranged Attack, This item may not be destroyed, stolen, or altered by individuals below Level 40 who are not carrying it
Sacrificial Knife- (Weapon, Knife, Darkness, 17,000 Gold) +19 Melee Attack, All summoned Demons have 200 additional HP
Sadman Razor- (Weapon, Knife, Darkness & Physical, 8,000 Gold) +8 Melee Attack, 60% inflicts Wounded: Bleeding, 30% inflicts Confusion: Depression, Wielder's 'Melee Attack' actions gain a 50% chance of being switched to only target wielder
Sad Trombone for the Missed Fight- (Weapon, Instrument, Water, 500,000 Gold) +50% inflicts Confusion: Depression
4 Sphynx's Soul- (Weapon, Soul, Psychic, 8,100,000 Gold) +8,100 Magical Attack, Wielder's Magical Attack and Overdrive actions use Mind as their Prime Attribute (but not for capping purposes), Wielder's turn-order-determining stat becomes Mind if wielder is Psychic element or has at least 10 Psychic element items equipped, Buffs, debuffs, status effects, and summons with possessor as a source may not be removed or unsummoned by individuals of lower Level than possessor that are below Level 20
That One Axe that People Keep Picking Up and Killing Themselves with in Improbably Incompetent Accidents Borne of Horrific Judgment Calls Like Morons- (Weaponx0, Axe, Darkness & Physical, 30,000,000 Gold) If an individual in the same battlespace has empty weapon slots at the start of a round, there is a 50% chance that this item equips itself to one of them, with this weapon having a 50% chance of inflicting Instant Death on its wielder at the start of each of its wielder's actions if it is equipped due to said effect
4 The Trash Can's Angry Looking Cane- (Weapon, Staff, Earth & Magic, 90,000 Gold) +570 Magical Attack, 50% Refuses to work on any given turn
2 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
4 Totally, Absolutely Awesome Dead Walrus, Silver Edition!- (Weapon, Other: Chaos Talon, Water, 240,000 Gold) +240 Melee Attack, +240 Ranged Attack, +240 Magical Attack, +240 to all stats
3 Totally, Absolutely, Completely Awesome Dead Walrus, Gold Edition!- (Weapon, Other: Chaos Talon, Water, 950,000 Gold) +950 Melee Attack, +950 Ranged Attack, +950 Magical Attack, +950 to all stats
Totally, Absolutely, Completely, Unequivocally Awesome Dead Walrus, Platinum Edition!- (Weapon, Other: Chaos Talon, Water, 2,000,000 Gold) +1,900 Melee Attack, +1,900 Ranged Attack, +1,900 Magical Attack, +1,900 to all stats, 19% Critical, 19% Resilience, 119% To Hit, 19% Dodge
True Rustcrab's Cutter- (Weapon, Knife, Physical & Technology & Destruction, 45,000,000 Gold) +45,000 Melee Attack, +40,000 STR, +40,000 CON, +35,000 AGI, +35,000 Defense, Wielder has a 60% chance of being afflicted with Pain at the start of each round, 100% inflicts Impaired on Robots, Machines, and Clockworks, Wielder's actions place a debuff that stacks 3 times that provides -45,000 Defense on Robots, Machines, and Clockworks, Wielder must be Level 20 or greater
19 Typhon's Fury- (Weapon, Force, Fury, 190,000,000 Gold) +190,000 Melee Attack, +190,000 Ranged Attack, +190,000 Magical Attack, Wielder, as a non-stacking effect, deals double Damage (to a max of 100,000,000 additional Damage) to individuals who killed one or more of wielder's unique allies who have not been resurrected either on the current round or the round prior to the current round, Wielder must be Level 40 or greater
Warlock Lord's Staff of Spiteful Hexing- (Weapon, Staff, Darkness & Magic, 8,955,000 Gold) +8,720 Melee Attack, +8,970 Magical Attack, Dark Magic spells cast by wielder that provide a Magical Attack Bonus gain +9,900 additional Magical Attack and may gain a 60% chance of inflicting Hexed, Wielder’s Dark Magic summons gain +5,200 to all stats as a non-stacking effect, Dark Magic spells cost 12,000 wielder less MP to cast
Weed Wand- (Weapon, Wand, Earth, 30,000 Gold) +30 Magical Attack, +15 SPI, -30 MIN, Caster may replace any one sub-status effect of Confusion from a source below Level 20 with Confusion: High at the start of each round

Armor-
*Misery's Gown- (Armor, Clothes, Darkness & Air, 60,000,000 Gold) +45,000 Defense, +55,000 SPI, 60% Dodge, Wearer's opponents obtain -35% To Hit, Dodge, Critical, and Resilience on odd-numbered rounds, Wearer counts as wearing an additional Clothes armor
*Robes of Delicious Light- (Armor, Robe, Light, 200,000,000 Gold) +200,000 Defense, Wearer regenerates 2,000,000 HP at the start of each round, Wearer may inflict HP Drain instead of non-Drain HP Damage against Light-element targets, Wearer may choose for Food consumables used on wearer to gain the element Light and have the amount of HP Healing they provide increased by 2,000,000 points
*Suit of the Catfish Bartender- (Armor, Clothes, Water, 80,000,000 Gold) +70,000 Defense, Wielder's Water element Drinks' stat buffs increase by 1,000 points (to a max of 10,000 additional points across all applications per individual), Wielder may carry 20 additional Guns, 20 additional Knives, 10 additional Ammos, and 10 additional Drinks

4 Armor of Rotted Worlds- (Armor, Grand Armor, Darkness & Agony, 12,750,000 Gold) +14,000 Defense, +13,500 CON, Wearer may ignore effects placed on Zones by sources below Level 45, 35% Darkness Resistance, 30% Agony Resistance, 100% Light Weakness, Wearer gains Diseased Immunity and Hexed Immunity, Wearer must be at least Level 39
Arena Member's Armor- (Armor, Light Armor, Wielder's Element, 100 Gold) +20 Defense, +10 Defense against Wielder's Element
6 Bane Knight's Armor- (Armor, Heavy Armor, Darkness & Physical, 8,710,000 Gold) +8,600 Defense, +8,200 Defense against Darkness, 30% Physical Resistance, +8,730 Melee Attack, Wielder's Necromancy spells that provide a Melee Attack Bonus gain +8,200 additional Melee Attack, Buffs on wielder from Necromancy spells that boost wielder's stats do so by an additional 300 points, to a max of 10 such buffs, with this effect not stacking across multiple copies of this item, Wielder gains +800 Defense against CON Damage
5 Blue Goose Umbrella- (Weapon, Bladecane, Earth & Magic, 140,000 Gold) +170 Melee Attack, 4% Dodge
Crusader Paladin’s Armor- (Amor, Heavy Armor, Light & Physical, 1,910,000 Gold) +2,100 Defense, +1,000 STR, +1,100 AGI, +1,700 CON, +1,600 SPI, 30% Resilience, 20% Light Resistance, 20% Darkness Resistance, 20% Physical Resistance, 40% Awestruck Resistance
Devil's Bargain Payback Aura- (Armor, Aura, Darkness & Fire, 45,600,000 Gold) +42,000 Defense, Whenever wearer is dealt Damage by a source below Level 80, wearer deals 1/4 said quantity, to a max of 4,500,000 points, of Flat Darkness or Flat Darkness & Fire element Damage to the source of said Damage, Wearer gains an 80% chance of inflicting Hexed: Backlash on any individual who conducts an offensive action that targets wearer
3 Guardian of the Dead Sultan’s Ruined Finery- (Armor, Light Armor, Physical & Fire, 22,000 Gold) +25 Defense, 5% Fire Resistance, 10% Provides no Defense bonus per round at the start of every round
Hemp Clothes- (Armor, Clothes, Earth, 200 Gold) +2 Defense, +2 CON
Lich's Robe- (Armor, Robe, Darkness & Magic, 8,710,000 Gold) +8,600 Defense, +8,200 Defense against Darkness, 30% Darkness Resistance, +8,730 Magical Attack, Wielder’s Necromancy spells that provide a Magical Attack Bonus gain +8,200 additional Magical Attack, Wielder’s Necromancy summons gain +4,500 to all stats as a non-stacking effect, Wielder’s Necromancy spells cost 8,500 less MP
Nega-Tia Costume- (Armor, Disguise, Water & Darkness, 100,000,000 Gold) Wearer's subtype becomes solely Humanoid and wearer's element becomes solely Water & Darkness, Wearer's Base STR becomes 16, Wearer's Base AGI becomes 16, Wearer's Base CON becomes 7, Wearer's Base MIN becomes 16, Wearer's base SPI becomes 5, Wearer's name becomes 'Nega-Tia', Wielder's stats are halved (to a max of 1,000,000 points lost per stat) if possessor possesses an ally whose name includes 'Nega-Charming', Wielder cannot cast Arcanist Magic spells, Murder Arts spells cost wearer 1,000,000 less MP to cast, Wielder may choose to add the element 'Glitz' to any action wielder performs that involves the casting of a Murder Arts spell
Snowpants of the Snowman-Slayer- (Armorx.5, Clothes, Ice & Fire, 500,000 Gold) +500 Defense, Wearer deals 5,000 additional Damage to Ice element Golems, to a max of 1,000,000 additional Damage per round
Spirit Tamer Acolyte's Robes- (Amor, Robe, Light & Darkness, 2,000,000 Gold) +2,000 Defense, +2,000 SPI, +2,000 MIN, +1,500 CON, +1,500 AGI, 30% Resilience, 20% Light Resistance, 20% Darkness Resistance, 20% Spirit Resistance, Spirit Magic spells cost wearer 2,000 less MP to cast
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'
Torment Knight's Armor- (Armor, Heavy Armor, Darkness & Agony & Physical, 8,710,000 Gold) +8,600 Defense, +8,200 Defense against Darkness, 30% Physical Resistance, +8,730 Melee Attack, Pain Immunity, 30% inflicts Pain, Buffs on wielder from Necromancy and Dark Magic spells that boost wielder's stats do so by an additional 300 points, to a max of 10 such buffs, with this effect not stacking across multiple copies of this item, Wielder gains +800 Defense against CON Damage
9 Vampire's Suit- (Armor, Clothing, Darkness, 5,700,000 Gold) +5,300 Defense, +5,100 STR, +5,100 MIN, +5,100 SPI, +4,700 AGI, +3,500 CON, 45% Darkness Resistance, Wearer's Melee Attack and Magical Attack actions inflict HP Drain, 50% Light Weakness
10 Violet Syndicate Robes- (Armor, Robe, Darkness, 30,000 Gold) +29 Defense, +14 MIN, 2% Darkness Resistance

Accessories-
*A Certain Special Baldness- (Accessory, Bioaugmentation, Void & Technology, 80,000,000 Gold) +80,000 to all stats, Wielder gains Immunity to wielders of items named 'The Unshaven Axe', Wielder, as an RP power, gets more powerful against hairier opponents
*Axe Santa's Business Card- (Accessory, Quest Item, Light & Physical & Ice, 200,000 Gold) +80 to all stats if wielder has an Axe equipped, May be sacrificed for RP effects or potential effects in a non-RP thread (contact Gad if sacrificed in any thread)
*Eye of the Unbound- (Accessory, Bioaugumentation, Darkness, 250,000,000 Gold) +250,000 Melee Attack, +250,000 Ranged Attack, +250,000 Magical Attack, +100,000 to all stats, These bonuses become uncapped and the item's element becomes solely Evil if Wearer is over level 60 and either has the subtype Fiend or is Evil element, Paralysis Immunity, 25% Petrified Resistance, +2,000,000 HP, +2,000,000 MP, 200% To Hit, 100% Critical, 100% Dodge, 100% Resilience, Wearer suffers no negative effects from Paralysis, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Ranged Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat, Wearer must be Level 40 or greater
*Master Mausley's Arrow-Devouring Sky Sphere- (Accessory, Magic Item, Air & Darkness & War, 2,000,000 Gold) Wielder's half-damage multiplier on damage taken while in the back rank is changed to a one-fourth damage multiplier against opponents who are in the back rank of their row-formations, with this benefit not stopping things that ignore the normal half-damage multiplier
*Megadata Advertising Database- (Accessory, Gadget, Technology, 400,000,000 Gold) Wielder's chances of inflicting Charm are increased by 30%, Wielder's chances of inflicting Dominion (not including sub-status effects) are increased by 5%, Wielder gains 5,000,000 additional Gold at the end of each standard arena match during which wielder gains Gold
*Misery's Veil- (Accessory, Mask, Darkness & Air, 60,000,000 Gold) +55,000 SPI, Wearer's allies have their minor and moderate negative status effect infliction chances raised by 60%
⚙*Mr. M. Crimson's Papers, Signifying His Registry with the Ministry of Visitor Affairs- (Bound Accessory, Quest Item, Grandeur, 5,000 Gold) +1 to any one stat (Bound to Sanctum Victoria)
⚙*Mr. M. Crimson's License for the Practice of Adventuring and Other Mercenary Activities- (Bound Accessory, Quest Item, Grandeur, 1,000,000 Gold) +1,000 to all stats, +500 Defense, +100 Defense against Stat Damage, Has RP effects (Bound to Sanctum Victoria)
⚙*Mr. Roy Selim's Papers, Signifying His Registry with the Ministry of Visitor Affairs- (Bound Accessory, Quest Item, Grandeur, 5,000 Gold) +1 to any one stat (Bound to Sanctum Victoria)
⚙*Mr. Roy Selim's License for the Practice of Adventuring and Other Mercenary Activities- (Bound Accessory, Quest Item, Grandeur, 1,000,000 Gold) +1,000 to all stats, +500 Defense, +100 Defense against Stat Damage, Has RP effects (Bound to Sanctum Victoria)
*Nexus Library Card #2,204,331,487,631,884: "Hans Joseph Abel"- (Item, Quest Item, Magic, 10 Gold)
*Roy's Nametag- (Accessory, Trinket, Darkness & Knowledge, 500,000 Gold) Wielder's name counts as including 'Roy'
*Ocean-Parting Talisman- (Accessory, Magic Item, Water, 400,000,000 Gold) Wielder ignores Defense-increases and Resilience-increases coming from Water-element buffs that are present on opponents, Wielder may spend an action to remove a Zone of Water from a source below Level 90 from battle for up to 200 rounds
*The Walking Zebra Goblet- (Accessory, Trinket, Water & Fate & Chaos, 55,000 Gold) +41 Magical Attack, 15% inflicts Charm: Wanderlust, 10% Confusion Resistance, 10% Poison Resistance

Arena Member's Charm- (Accessory, Amulet, Wielder's Element, 100 Gold) +15 Damage for all attacks that include Wielder's Element as one of their element
Azure Diamond Mantle of the Sea and Sky- (Accessory, Cloak, Air & Water, 75,000,000 Gold) +75,000 Defense, +5,000 Defense against Stat Damage, +250,000 MP as a non-stacking bonus, Wearer may choose at the start of each round for Agility or Spirit to become wearer's turn-order-determining stat, Wearer gains +50,000 Defense as a non-stacking, non-capped bonus against Water Element Damage and against Air Element Damage, Wearer must be Level 20 or greater
2 Bane Knight's Gauntlets- (Accessory, Gauntlets, Darkness & Physical, 8,800,000 Gold) +8,000 STR, +8,000 CON, 30% Darkness Resistance, 15% Physical Resistance, Wielder's Darkness-element, Physical-element, or Agony-element items that provide a Melee Attack bonus provide an additional 700 points
Bluegeode Wonderring- (Accessory, Ring, Earth & Water, 15,000,000 Gold) Water element Damage dealt to possessor by sources below Level 60 may be converted into Earth element Damage
Clavia Chaffinch Delivery Beret- (Accessory, Hat, Air, 15,000 Gold) +100 Defense, +1% Dodge, +100 to turn-order determining stat, +100 Ranged Attack
5 Cleric's Seal- (Accessory, Seal, Light, 200 Gold) +3 SPI
Demonic Screambeast's Horrible Antlers- (Accessory, Bioaugmentation, Sonic & Beast & Darkness, 24,000,000 Gold) +24,000 Melee Attack, +24,000 Ranged Attack, 60% inflicts Confusion, 60% inflicts Confusion: Fear, 60% inflicts Stat Drain: SPI Drain, 60% inflicts Hexed, 30% inflicts Voidstruck, 30% Darkness Resistance, 30% Sonic Resistance, 5% inflicts Instant Death: Doomed, Wielder's 'Ranged Attack' actions deal 2,400 MIN Damage and 2,400 SPI Damage, Wielder must be Level 20 or greater
Devil King's Crown- (Accessory, Crown, Glory & Darkness & Fire, 200,000,000 Gold) +200,000 to all stats, +2,000,000 HP as a non-stacking bonus, +2,000,000 MP as a non-stacking bonus, Wearer controls the actions of lower-Level Devils below Level 80, Wearer must be a Devil and Level 40 or greater or must be Level 60 or greater
3 Doomsday-Pattern Pendant- (Accessory, Amulet, Magic, 5,000,000 Gold) Wearer’s per-item Magical Attack bonus cap becomes 2x the relevant stat
Drakespawn Anklet- (Accessory, Magic Item, Earth, 5,000 Gold) +2% to Hit, +2% Enemy Miss, +5 to all stats
Drakespawn Bracelet- (Accessory, Bracelet, Earth, 5,000 Gold) +20 Defense, +5 to all stats
Drakespawn Broach- (Accessory, Broach, Earth, 5,000 Gold) 5% Air Resistance, 5% Earth Resistance, 5% Fire Resistance, 5% Water Resistance
Drakespawn Necklace- (Accessory, Necklace, Earth, 5,000 Gold) +20 Melee Attack, +5 to all stats
Drakespawn Ring- (Accessory, Ring, Earth, 5,000 Gold) +2% Critical, +2% Dodge, +5 to all stats
Drakespawn Tiara- (Accessory, Crown, Earth, 5,000 Gold) 5% Light Resistance, 5% Darkness Resistance, +5 to all stats, 5% Awestruck Resistance, 5% Voidstruck Resistance
2 Dread-Cannon Pendant- (Accessory, Amulet, Magic, 5,000,000 Gold) Wearer’s per-item Ranged Attack bonus cap becomes 2x the relevant stat
Duck Hat- (Accessory, Hat, Air & Water, 5,000 Gold) +5 Defense, +2 AGI, 5% Water Resistance
5 Essence Spark of Life- (Accessory, Other: Mystic Infusion, Light & Magic, 1,000,000 Gold) Wielder regenerates 10,000 HP per round, +10,000 HP
5 Fighter's Seal- (Accessory, Seal, Physical, 200 Gold) +3 STR, +3 CON
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
Gloves of Treasure Sensing- (Accessory, Gloves, Earth & Magic, 20,000 Gold) 1% Chance to draw an extra treasure after battle
Golden Paradise Nut (Accessory Version)- (Accessory, Ioun Stone, Wealth, 20,000,000 Gold) +2,000 to all stats
Heart of Dissolution- (Accessory, Bioagumentation, Acid, 60,000,000 Gold) When wielder dies, all entities in the same battlespace as wielder are dealt 6,000,000 Flat Acid element Damage (the first time per thread that wielder dies) or 600,000 Flat Acid element Damage (each subsequent time); When wielder dies, all buffs with wielder as a source that are present on opponents of wielder are removed; Wielder must be Level 20 or greater
Magical Inkwell- (Accessory, Trinket, Water, 170,000 Gold) +17,000 MP
Medal Engraved With The Phrase 'Ally Of The Galactic Protectors Of Eternal Balance And Of Justice And Balance Itself Who Will Forever Stand In The Way Of Villains Large And Small'- (Accessory, Trinket, Light, 50,000 Gold) +50 Defense, +50 to all stats, 5% Light Resistance
Iron General's Medal- (Accessory, Trinket, Metal, 500,000 Gold) +500 Defense, +500 to all stats, 15% Metal Resistance
Morapha Glove- (Accessory, Gloves, Darkness & Water, 60,000,000 Gold) Wielder's offensive actions, as a debuff that stacks 5 times, reduce the Level of their non-unique targets by 1 if said targets are below Level 40
Red Death's Masque- (Accessory, Mask, Darkness & Fate, 5,500,000 Gold) +5,000 Defense, +5,000 CON, +5,000 SPI, Wearer gains Diseased Immunity and all of possessor's infliction chances of Diseased (but not its sub-status effects, excluding Diseased: Contagious Ailment) are increased by 10% as a non-stacking effect
Sash of Spiritual Calm- (Accessory, Scarf, Light, 20,000,000 Gold) +20,000 SPI, Stat Drain: SPI Drain Immunity, Confusion Immunity, Fatigued: Stress Immunity, Hexed: Haunted Immunity, Pain Immunity, wearer's actions may gain '100% Inflicts Charm: Pacified', buffs that increase wearer's SPI increase it by an additional 200 points as an effect that stacks 10 times across all buffs present on wearer
Scream-Bleed-And-Cackle Roy Triple-Sound-Action Bobblehead- (Accessory, Trinket, Darkness & Sonic, 500,000 Gold) 30% inflicts Fear
Second Boss Badge- (Accessory, Broach, Magic, 10,000,000 Gold) +10,000 Melee Attack, +10,000 Ranged Attack, +10,000 Magical Attack, +10,000 to all stats, 50% Dodge, 50% Critical, 50% Resilience, 150% to Hit, +100,000 HP, +100,000 MP, Opposing bosses below Level 30 that are listed as below Level 30 on the Boss List have their Boss Effects disabled, Wielder must be Level 44 or higher
Spirit Tamer Acolyte's Veiled Hat- (Accessory, Hat, Light & Darkness, 2,000,000 Gold) +2,000 Magical Attack, +2,000 SPI, +2,000 MIN, +10% To Hit against Spirits as a non-stacking bonus, Spirit Magic spells cost wearer 2,000 less MP to cast
Symphony of Loss- (Accessory, Ioun Stone, Air & Magic & Sonic, 50,000,000 Gold) Wielder's per action stat damage cap is doubled (to a max of 50,000) against individuals who are not 20 or more Levels greater than wielder as a non-stacking effect, Wearer’s may not deal non-'Stat Damage' Damage to opponents
Star of Ruin- (Accessory, Crystal, Darkness & Destruction, 15,500,000 Gold) +15,000 Magical Attack, +15,000 to all stats, 10% Destruction Resistance, Wearer's per-item Magical Attack bonus becomes 2x the relevant stat
2 Styx Water- (Accessory, Weapon Coating, Water & Darkness & Psychic, 74,000,000 Gold) Wielder deals 7,400 MIN Damage, 100% inflicts Stat Drain: MIN Drain, Wielder's 'Magical Attack' actions have a 90% chance of removing a randomly chosen ability of targets below Level 60 as a debuff that stacks 5 times
Temporal-Anomoly Suppression Mantle- (Accessory, Cloak, Time & Progress & Warding, 35,000,000 Gold) +30,000 Defense, +30,000 Defense against Time, 25% Time Resistance, 40% Physical Resistance, Wearer is immune to individuals below Level 20 if wearer is at least 35, Wearer ignores Defense-piercing from sources below Level 40 if wearer is at least Level 35, Time element opponents of wearer suffer -5,000 to all stats if below Level 60 and no more than 5 Levels above wearer, Wearer's Time element opponents have their Level reduced by 5, to a minimum of 1, if they are below Level 40 and below wearer's Level
418 Terror Womb- (Accessory, Bioaugmentation, Darkness & Life, 15,000,000 Gold) Wielder may summon one Horror from the Enemy List that is below Level 60 and is normally fightable for drops at the start of each round, Summoned summoned through this item may not summon, Max 3 summoned
5 Thief's Seal- (Accessory, Seal, Magic, 200 Gold) +3 AGI
Throne Which Recognizes No King- (Accessory, Magic Item, Glory & Law, 30,000,000 Gold) Wielder loses the element Nobility and cannot become Nobility element, Wielder may treat individuals who are Nobility element as though they were Null element instead
52 Titan Fetters- (Accessory, Wristwear, Earth & Glory, 150,000,000 Gold) Wielder obtains +300,000 to all stats, Wielder ignores the Resistances and Immunities of individuals below Level 60, Wielder's actions gain a non-stacking 25% chance of ignoring the Resistances and Immunities of individuals below Level 80, Wielder is afflicted with Petrified at the start of each round and when this item is equipped, This item may not be unequipped during threads by individuals below Level 90, Wielder must be Level 60 or greater
Vampire's Cloak- (Accessory, Cloak, Darkness, 6,400,000 Gold) +5,500 to all stats, Wearer's damaging actions inflict HP Drain, 45% Darkness Resistance, 30% Minor Status Effect Resistance, 50% Light Weakness
Whistle that Turns Clouds To Dragons- (Accessory, Trinket, Air, 36,000,000 Gold) Wielder may spend an action to turn a Zone of Air from a source that is either below Level 60 or willing into a summoned Dragon that is below Level 60 and normally fightable for drops on the Enemy List, Max 5 summoned
Wizard's Regalia- (Accessoryx4, Magic Item, Magic, 45,000 Gold) +250 MIN, +250 SPI, Wizard Magic spells gain +25 Magical Attack if they already possess such a bonus and cost 5 less MP to cast, Caster may choose to skip a turn to create a casting circle that does not stack with other circles that provides +20 Magical Attack for Wizard Magic spells that caster casts
5 Wizard's Seal- (Accessory, Seal, Magic, 200 Gold) +3 MIN


Consumables-


Air-Sealing Jar- (Consumable, Enchanted Item, Air, 1 Charge, 20,000 Gold) Call Unto Elements: Air is no longer cast for purposes of effects based on whether or not Call Unto Elements: Air has been cast yet
Boozehound's Liquor- (Consumable, Drink, Water, 3 Charges, 67,000 Gold) +40 to all stats, 30% inflicts Poison: Drunk, stacks 20 times
Boxed Fate: The Warrior's Lament (Consumable, Enchanted Item, Fate & Physical & Darkness, 1 Charge, 40,000,000 Gold) Target individual gains the ability "Cruel Fate: The Warrior's Lament", this consumable may not be replicated or have its charges preserved by individuals below Level 85, Has RP Effects
Boxed Fate: Will Contract Ruin Syndrome (Consumable, Enchanted Item, Fate & Agony, 1 Charge, 80,000,000 Gold) Target individual gains the ability "Has Contracted Ruin Syndrome", this consumable may not be replicated or have its charges preserved by individuals below Level 85, Has RP Effects
10 Canned Zobaculus Tuna- (Consumable, Food, Water, 1 Charge, 900 Gold) +20 HP
14 Caramel Candies- (Consumable, Food, Earth & Darkness, 15 Charges, 9,000 Gold) Heals 700 HP
Cookie- (Permanent Consumable, Empowered Item, Earth & Light & Darkness, 1 Charge, 100 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Cookie"", Cannot be used if # is already 1 or greater
2 Curare Needle- (Consumable, Lethal Item, Darkness & Acid, 1 Charge, 230,000 Gold) 15% Inflicts Poison, 15% Inflicts Impaired: Slow, Wielder's actions that involve wielder's Ranged Attack bonus inflict Poison, Poison: Numbing Agent, Poison: Atrophying Toxin, Paralysis, and Impaired: Slow against targets below level 5 and on Humans below level 10
5 Curative Potion- (Consumable, Potion, Magic, 1 Charge, 3,900 Gold) +500 HP
3 Glass of Bloodwine- (Consumable, Drink, Darkness, 1 Charge, 244,000 Gold) Heals 200,000 HP, Cures Minor Status Effects, Target's next damage-dealing action may inflict HP Drain, only affects Undead, Daemons, Demons, and Devils
5 Handy Potion- (Consumable, Potion, Magic, 1 Charge, 50,000 Gold) Heals 5,000 HP and 5,000 MP, +50 to all stats
Racism-Flavored Cake- (Consumable, Food, Light & Darkness, 1 Charge, 500,000 Gold) User deals 5,000 additional non-healing Damage to targets who do not share a subtype with this buff's possessor as a non-stacking buff
24 Robber’s Draft Beer- (Consumable, Drink, Water & Darkness, 1 Charge, 1,900 Gold) +30 AGI, 18% inflicts Poison: Drunk, stacks 3 times
4 Spirit-Capturing Key (Empty)- (Consumable, Summoning Stone, Unlimited Charges, Light & Darkness, 2,000,000 Gold) Target non-unique Spirit that is normally fightable for drops on the Enemy List that is below user's Level, below Level 40, and below 50% Max HP has a 5% chance of being removed from the thread, with this chance increasing by 5% for each Binder ability possessed by user and every additional 5% lower the target's Max HP is, with this removal being stopped by Vanished Resistance or Immunity; this item may only affect a single target. Upon successful removal of a target, this item's name changes to 'Spirit-Capturing Key (<Entity Name>)', and its text is replaced with 'Summons 1 <Entity Name>, max 1 summoned, user may spend a charge of this item to unsummon this summon, summons summoned through this item that are unsummoned retain status effects, buffs, debuffs and HP and MP values at their point of being unsummoned until the end of the thread; if a summon summoned through this item is killed or counts as dead for the purposes of victory conditions, this item cannot summon another until the summon is cured, resurrected, or no longer counts as dead for the purposes of victory conditions (or until the thread ends)', Has RP effects
Spirit-Capturing Key (Felisiter)- (Consumable, Summoning Stone, Unlimited Charges, Light & Darkness & Fortune, 20,000,000 Gold) Summons 1 Felisiter, max 1 summoned, user may spend a charge of this item to unsummon this summon, summons summoned through this item that are unsummoned retain status effects, buffs, debuffs and HP and MP values at their point of being unsummoned, if a summon summoned through this item is killed or counts as dead for the purposes of victory conditions, this item is rendered inactive until the summon is cured, resurrected, or no longer counts as dead for the purposes of victory conditions. (Bound to Seirei)
Spirit-Capturing Key (Infelisiter)- (Consumable, Summoning Stone, Unlimited Charges, Light & Darkness & Fortune, 20,000,000 Gold) Summons 1 Infelisiter, max 1 summoned, user may spend a charge of this item to unsummon this summon, summons summoned through this item that are unsummoned retain status effects, buffs, debuffs and HP and MP values at their point of being unsummoned, if a summon summoned through this item is killed or counts as dead for the purposes of victory conditions, this item is rendered inactive until the summon is cured, resurrected, or no longer counts as dead for the purposes of victory conditions. (Bound to Seirei)
12 Spiritual Dust- (Consumable, Powder, Magic, 1 Charge, 6,400 Gold) +20 SPI, stacks 5 times
2 Stunningly Good Fruit Smoothie- (Consumable, Drink, Earth & Light & Water, 1 charge, 95,000 Gold) +5,000 HP, +5,000 MP, 50% inflicts Stunned
1 Uncle Steve's Book of Excessive Wackiness- (Consumable, Tome, Magic & Psychic, 1 Charge, 9,000 Gold) Uncle Steve's Wacky Sword gains an effect? probably
148 Vial of Illness and Misfortune- (Consumable, Lethal Item, Darkness, 1 Charge, 210,000 Gold) Inflicts Diseased, Hexed, and Hexed: Ill Fortune

Items-
*Roy's Papers from the Seirei Portal- (Bound Accessory, Quest Item, Light & Darkness, 1,000 Gold) +1 SPI (Bound to Seirei)

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

A Cessation (Whether Temporary or of Greater Merit)- (Item, Antiquity, Time & Energy & Ice, 118,000,000 Gold)
Ancient Fish Gift-Box- (Item, Ticket, Wonder, 36,000,000 Gold) Can be opened at the Warehouse for a roll on the Ancient Fish Gift-Box table
49 Ancient Fury- (Item, Material, Fire & Destruction & Fury, 150,000,000 Gold)
Breath of the East Wind- (Item, Material, Air, 69,000 Gold)
500 Chunk of Amber- (Item, Material, Earth, 64,000 Gold)
City Hall- (Item, Property, Technology, 290,000 Gold)
Copied Notes On Quielucio, the City on the Fading Edge of Dreams and Reality, and Methods To Reach It- (Item, Antiquity, Dream & Illusion, 400,000 Gold) (Bound to Seirei)
43 Corrupted, Agonized Essence Fragment- (Item, Antiquity, Darkness & Agony, 80,000 Gold)
Crystallized Chunk of Pure Spirit- (Item, Material, Magic & Light, 65,000 Gold)
15 Crystallized Spirit Piece- (Item, Material, Magic, 6,000 Gold)
Darkness Crystal Piece- (Item, Material, Darkness, 5,000 Gold)
244 Dolduvian Symbol- (Item, Antiquity, Darkness & Progress, 1,000,000 Gold)
Dried Maelstrom Delphinium Blossom in a Jar- (Item, Antiquity, Air & Water, 5,000,000 Gold)
4 Dungeon Clear Pennant: Brightbeard Caverns, Standard- (Item, Antiquity, Earth & Light, 50,000 Gold)
4 Dungeon Clear Pennant: Crimson Citadel of Avandos, Standard- (Item, Antiquity, Fire & Physical, 50,000 Gold)
Factory of Lost Childhoods- (Item, Property, Whimsy & Technology & Time, 86,000,000 Gold)
Festive Landscape Giftbox- (Item, Ticket, Ice & Fire & Hope, 40,000,000 Gold) Can be opened at the Warehouse for a roll on the Festive Landscape Giftbox table
2 Fire Crystal Shard- (Item, Material, Fire, 1,000 Gold)
2 Giant Cerberus Plushie- (Item, Antiquity, Fire & Darkness, 900,000 Gold)
8 God Abomination's Still-Beating Heart- (Item, Antiquity, Darkness & Agony, 8,000,000 Gold)
45 Greater Corrupted Essence Fragment- (Item, Antiquity, Darkness & Agony, 800,000 Gold)
27 Hope-Consuming Fire- (Item, Antiquity, Fire & Agony, 3,500,000 Gold)
Horrid Nightmare-Worldcore- (Item, Property, Dream & Agony, 400,000,000 Gold)
Inferno Gate Diamond- (Item, Material, Fire, 36,000,000 Gold)
Knowledge- (Item, Material, Magic & Technology, 6,000,000 Gold)
Lucky Card- (Item, Antiquity, Fortune, 700,000 Gold)
Map of Clavia- (Item, Antiquity, Earth & Light & Darkness, 300 Gold) (Bound to Seirei)
Map of Clavia (Top Layer)- (Item, Antiquity, Earth & Light & Darkness, 10,000 Gold) (Bound to Seirei)
Mnemosyne's Breath Seed Pods- (Item, Antiquity, Earth & Air & Psychic, 14,000,000 Gold)
Mountain of Undead Bodies- (Item, Property, Darkness, 70,000,000 Gold)
Musty Stable- (Item, Property, Earth, 25,600 Gold)
19 Nekomata's Tail- (Item, Antiquity, Air & Magic, 61,000 Gold)
22 Ornamental Glass- (Item, Material, Magic & Air, 5,000 Gold)
25 Ostracon- (Item, Material, Earth & Magic, 71,000 Gold)
1 Petrified Wood Coaster- (Item, Antiquity, Earth, 6,000 Gold)
Phantom Challenge Clear Pennant: Brightbeard Caverns, Manethos Battle- (Item, Antiquity, Earth, 100,000 Gold)
Phantom Challenge Clear Pennant: Brightbeard Caverns, Orindar Battle- (Item, Antiquity, Darkness, 100,000 Gold)
Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Irastor Battle- (Item, Antiquity, Fire & Magic, 100,000 Gold)
Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Lord Avandos Battle- (Item, Antiquity, Fire, 100,000 Gold)
Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Lyrandora Battle- (Item, Antiquity, Fire, 100,000 Gold)
Pile of Assorted Letters- (Item, Antiquity, Earth & Air, 1,000 Gold)
Pocket Dimension: Pool of Eva's Sweat- (Item, Property, Water & Physical, 60,000 Gold)
383 Purity- (Item, Material, Light, 5,000,000 Gold)
Random Ultra-Festive Giftbox Plus- (Item, Ticket, Ice & Chaos & Hope, 40,000,000 Gold) Can be opened at the Warehouse for a roll on the Random Ultra-Festive Giftbox Plus table
Rothart's Encyclopedia of Transuniversal Space- (Consumable, Antiquity, Technology & Magic, 3,000 Gold)
'Roy is a Bastard': A Coloring Book- (Item, Antiquity, Darkness, 900 Gold)
178 Seed of Corruption- (Item, Antiquity, Earth & Darkness, 8,000,000 Gold)
6 Scorched Bones- (Item, Material, Fire & Darkness, 90 Gold)
Shrine-Domain of the Manifest Divinity- (Item, Property, Light & Air & Glory, 80,000,000 Gold)
Skill- (Item, Material, Air & Physical, 7,000,000 Gold)
35 Sky Sapphire- (Item, Material, Air, 36,000,000 Gold)
Small Procina Ingot- (Item, Material, Metal & Spatial, 20,000,000 Gold)
Snowmen (Level 10-20) Spawn Table- (Item, Antiquity, Ice, 670,000 Gold)
192 Spectral Essence- (Item, Material, Darkness, 70,000 Gold)
Statue that Will Turn Into a Curse Later- (Item, Antiquity, Glory & Wonder & Hope, 5,000,000,000 Gold)
Sunmetal- (Item, Material, Light, 15,000,000 Gold)
Techknitter Remains- (Item, Antiquity, Psychic & Acid, 259,000 Gold)
Tierdaburg Net- (Item, Antiquity, Darkness & Spatial & Warding & Knowledge, 180,000,000 Gold)
141 Tome of Esoteric Monsters- (Item, Antiquity, Earth & Darkness & Magic, 75,000 Gold)
Torii-Gate of the Domain of the Bloodsoaked Dead- (Item, Property, Blood & Darkness & Spatial, 30,000,000 Gold)
Truesilver Eggshard Touched By Ruin- (Item, Antiquity, Null, 15,000,000 Gold) (Bound to Noix)
10 Totem Wood- (Item, Material, Earth & Magic, 160,000 Gold)
Underworld Gate- (Item, Property, Darkness, 30,000,000 Gold)
10 Unopened Office Holiday Giftbox- (Item, Ticket, Earth & Air, 900 Gold) Can be opened at the Warehouse for a roll on the Office Holiday Giftbox table
Vampire's Chateau- (Item, Property, Darkness & Earth & Air, 16,900,000 Gold)
★Warehouse Ticket and Crystal Spawn Table- (Item, Resource, Universe, 100,000,000 Gold) Produces 1 Warehouse Ticket or standard Crystal of any base element every 2 months
Warpped-Up Wonder Double-Pack- (Item, Ticket, Wonder, 72,000,000 Gold) Can be opened at the Warehouse for two rolls on the Wrapped-Up Wonder table

Spells-
3 Animate Greater Undead- (Spell, Necromancy, Darkness, 60,000 MP, 9,280,000 Gold) Summons up to 1 Undead below Level 40 from the Enemy List that is normally fightable for drops, Max 5 summoned, Summons summoned through this spell cannot summon
3 Annihilation- (Spell, Dark Magic, Destruction, 400,000 MP, 200,000,000 Gold) +200,000 Magical Attack, Individuals killed by this action cannot be resurrected by individuals below Level 95 who are not 5 or more Levels greater than caster, Caster must be Level 40 or greater
95 Atrocity Procedure- (Spell, Healer Magic, Darkness & Progress, 30,000 MP, 10,000,000 Gold) +10,000 Magical Attack, May Heal, 100% inflicts any one minor negative status effect, May apply a debuff that provides -500 to any one stat that stacks 5 times
Ballad of the Wailing Maiden- (Spell, Bardic Music, Darkness & Sonic, 70 MP, 169,000 Gold) +210 Magical Attack, 15% inflicts Confusion: Depression, 15% inflicts Paralysis, 50 MIN Damage, 50 SPI Damage, 50 CON Damage, may inflict 1 hit against 5 and deal 1/2 damage
Battle Master's Chant of Harmonized War- (Spell, Ritual Magic, Physical & War, 60,000 MP, 1,500,000 Gold) This spell requires 6 consecutive actions to cast, with said number not being able to be reduced below 3 actions unless its caster is at least Level 60, Target's Melee Attack actions inflict 3 hits against 1, does not stack, lasts 3 rounds, May be cast a max of 5 times per thread
Black Temporal Sanction- (Spell, Dark Magic, Time & Agony, 750,000 MP, 75,000,000 Gold) +75,000 Ranged Attack, +75,000 Magical Attack, Attacks incorporating this spell gain +70% To Hit, 200% inflicts Suffocation: No Future, 30% inflicts and instance of Vanished that afflicts its possessor with Smitten: Damned at the start of each round even while afflicted with Vanished, Caster must be Level 40 or greater
22 Call Great Wolf Kami- (Spell, Spirit Magic, Earth, 68,000 MP, 17,000,000 Gold) Caster summons 1 Great Wolf Kami from the Enemy List, summons summoned through this spell may not summon, Max 1 summoned
20 Call Kami of the Great Mountain- (Spell, Spirit Magic, Earth, 60,000 MP, 15,000,000 Gold) Caster summons 1 Kami of the Great Mountain from the Enemy List, Max 1 summoned
8 Call Lesser God-Abomination- (Spell, Dark Magic, Darkness & Agony, 450,000 MP, 100,000,000 Gold) Summons 1 Lesser God-Abomination from the Enemy List, Max 5 summoned
12 Cryptic Riddle- (Spell, Psychic Power, Psychic, 1,450 MP, 810,000 Gold) +805 Magical Attack, 800 MIN Damage, 30% inflicts Confusion
Danger Sense (Lesser)- (Spell, Divining, Air, 6 MP, 60,000 Gold) Caster scans the stats of the next individual to target target with an offensive action if said individual is below Level 20
Dark Flame Which Destroys Hope- (Spell, Dark Magic, Darkness, 310,000 MP, 36,000,000 Gold) Places a debuff on target that deals 350,000 Flat Darkness element Damage to said target and all of said target's allies each time target performs a Hope element action (to a max of 6 times per round per side of battle) with all individuals who take Damage from said effect having all Hope element buffs that come from sources below Level 80 removed from them, this debuff does not stack, Caster must be Level 36 or greater
Deathfog (2)- (Spell, Dark Magic, Earth & Air & Darkness, 1,800,000 MP, 90,000,000 Gold) Caster creates a Zone of Air & Darkness and attaches a non-stacking effect to it (which also does not stack across zones) that causes each individual below Level 80 who is lower Level than its caster who dies while in to have its corpse replaced with an Undead summon of said effect's creator's choice that is below Level 60, that is not more than 40 Levels lower than the entity whose corpse it is replacing, and normally fightable for drops on the Enemy List, Caster must be Level 40 or greater and must possess the ability 'Adept Dark Magic Attunement' or the ability 'Adept Necromancy Attunement'
Death of Purity- (Spell, Dark Magic, Agony, 140,000 MP, 14,000,000 Gold) Target individual below Level 40 loses all of its status effect immunities as a non-stacking debuff
Destroy Perfection- (Spell, Chaos Magic, Devastation & Fortune, 2,000,000 MP, 200,000,000 Gold) +200,000 Magical Attack, Target, if below Level 99 not not greater Level than caster, obtains a non-stacking debuff that gives its possessor's actions a 5% chance of failure, Caster must be Level 40 or greater and possess the ability 'Adept Anarchomancy Attunement'
Diabolical Tragedy- (Spell, Dark Magic, Darkness, 66,666 MP, 13,500,000 Gold) +13,100 Magical Attack, May deal no damage, May inflict any minor status effect, Burning, Wounded: Maimed, or Voidstruck, on up to 5 targets that are non-unique and below Level 60, May remove up to 2 buffs from sources below Level 60 from up to 10 different targets, may inflict 1 hit against 20 if all targets are below Level 40, 120% Fails to work as a Malevolent Backlash Effect and inflicts Hexed and Instant Death on caster instead if caster does not possess the ability Demonologist, Puppet Master, Warlock, or Pactmaker
Disaster Cascade- (Spell, Dark Magic, Darkness & Electrical & Earth, 160,000 MP, 160,000,000 Gold) +160,000 Magical Attack, 16,000 Stat Damage to each stat, all buffs and debuffs with target as a source are removed if target is below Level 80 and no more than 5 Levels greater than caster, Caster must be Level 40 or greater
Dystopian Spell: Manifest the Blood Sea- (Spell, Dark Magic, Darkness & Blood & Water, 1,800,000 MP, 90,000,000 Gold) Caster creates a Zone of Water & Blood & Darkness that may not be removed by sources below Level 80 that has a non-stacking effect attached to it that has a 100% chance of inflicting Poison or Disease on each Aquatic in it that is not also a Horror or Bio-Horror at the start of each round, that has a non-stacking effect attached to it that has a 50% chance of inflicting Confusion: Depression on each Human, Humanoid, or Fae in it that is not also a Horror at the start of each round, and that has a non-stacking effect attached to it that makes individuals in it unable to obtain buffs from sources below Level 60 that grant their possessors the element Hope, this spell requires 9 actions of charge-up to cast, this spell cannot be cast if any of caster's opponents are Level 60 or greater or are Hope element, Caster must be Level 40 or greater and must possess an ability from a spell-based class that is Adept-tier or greater, This spell has RP effects
Echo Missile- (Spell, Wizard Magic, Magic, 200x? MP, 50,000 Gold) +5 Magical Attack, 1 hit against X, repeats self for x turns, ? begins at 1 and may be increased by 1 to increase the number of targets hit or the number of turns the spell repeats for by 1 to a max of 80 targets and 40 turns
Elder Name of Poison- (Spell, Wizard Magic, Acid, 400 MP, 60,000 Gold) 75% inflicts Poison
Fading Call: One Billion Evil Carpenters- (Spell, Chaos Magic, Wood & Metal & Terror, 1,800,000 MP, 180,000,000 Gold) +180,000 Physical Attack, +180,000 Ranged Attack, +180,000 Magical Attack, This action may not be countered by individuals below Level 80, This action counts as involving 1,000,000,000 more Humans and Large Structures than it otherwise would, This action may create up to 1,000 Zones of any combination of base elements, This action may create a City or Fell City Terrain, This action may destroy up to 200 Terrains, Phantom Terrains, or Zones created by sources below Level 80, 2 hits against 500,000,000, Caster must be Level 40 or greater
Fading Call: Yandere Vampire Ambush Assault- (Spell, Summoning, Darkness & Blood & Fire, 70,000 MP or 70,000 HP, 7,000,000 Gold) Caster replicates one action performable by the entity 'Vampire' on the Enemy List as though a copy of said entity were performing said action, with said action not being counterable by entities below Level 80 and with said replicated entities decisions not being controllable by entities that are not caster that are below Level 80, with said replicated entity counting as being afflicted with Charm with either caster or one other entity in the same battlespace as caster counting as the infliction source of said status effect (with caster choosing which entity counts as said source), Said action deals 70,000 additional Damage if it would deal Damage, This spell may count as a Necromancy spell and/or an Anarchomancy spell, Caster must be Level 40 or greater
Fell Wind- (Spell, Necromancy, Darkness & Air, 90 MP, 90,000 Gold) +37 Magical Attack, 1 hit against 3, 5% Inflicts poison
Fist of YOU BETTER LEARN YOUR PLACE, WHORE!- (Spell, Combat Arts, Physical, 200 MP, 200,000 Gold) +200 Melee Attack, 30% target individual below Level 20 with a lower SPI, CON, and MIN than caster's STR obtains a debuff that prevents it from acting without caster's permission
13 Foul Luck- (Spell, Dark Magic, Darkness & Magic, 4,000 MP, 4,000,000 Gold) -15% To Hit, -15% Dodge, -15% Resilience, -15% Critical, does not stack, penalties from this effect cannot stack with other debuffs for a total of more than -80% to any of the values reduced
Gakmondulo- (Spell, Wizard Magic, Earth, 40 MP, 115,000 Gold) +127 Magical Attack
Grave Fire- (Spell, Dark Magic, Fire, 40 MP, 67,000 Gold) +68 Magical Attack, 5% inflicts Burning, 1% inflicts Hexed
Great Devil's Curse- (Spell, Dark Magic, Darkness & Fire, 150,000 MP, 150,000,000 Gold) +150,000 Magical Attack, 100% inflicts Voidstruck, 200% inflicts an instance of Hexed that has no natural per-round recovery chance, target obtains -5,000 to all stats as a non-stacking debuff, Caster must be Level 40 or greater
9 Greater Fortify Undead- (Spell, Necromancy, Darkness, 30,000 MP, 8,690,000 Gold) Caster's Undead pets and summons gain +100,000 HP, does not stack, lasts 5 rounds
1 Greater Horrid Curse of Torment- (Spell, Dark Magic, Darkness & Magic, 10,000 MP, 10,000,000 Gold) +10,000 Magical Attack, 1,000 Stat Damage to any one stat, 100% inflicts Pain or 30% inflicts any one other minor negative status effect, -600 to any three chosen stats, stacks 5 times
7 Greater Variable Curse- (Spell, Dark Magic, Darkness & Magic, 10,000 MP, 5,000,000 Gold) +5,000 Magical Attack, 500 Stat Damage to any one stat, 40% inflicts any one minor negative status effect, -500 to any three chosen stats, 40% may inflict Hexed or Hexed: Ill Fortune, stacks 5 times
Holy Smite- (Spell, Holy Magic, Light, 4,000 MP, 2,200,000 Gold) +2,500 Magical Attack, Demons, Daemons, Devils, Darkspawn, and Undead killed by this attack may not be resurrected by sources below Level 50, Pierces 5,000 Defense, 30% inflicts Awestruck
Joshua the Vole's Drastically Bad Stageplays- (Spell, Chaos Magic, Void & Tacky & Toxin, 2,000,000 MP, 200,000,000 Gold) 15% inflicts Crippled, Cursed, Dominion, Instant Death, Insanity, Petrified, Plague, Smitten, Vanished, and Venom, 1 hit against 100,000,000, Caster must be Level 40 or greater and possess the ability 'Adept Anarchomancy Attunement'
Judgment Arcana- (Spell, Arcanist Magic, Fate & Glory, 200,000 MP, 200,000,000 Gold) +200,000 Magical Attack, 1 hit against all opposing targets, Caster must be Level 40 or greater
Lord Higgson's Inescapable Portrait- (Spell, Chaos Magic, Nobility & Fate, 1,800,000 MP, 180,000,000 Gold) Target offensively obtains a non-stacking buff that cannot be removed or voluntarily discarded by sources below Level 80 that forcibly occupies one of its possessor's buff slots that destroys one other buff possessed by its possessor with a source below Level 80 at the start of each round, Caster must be Level 40 or greater
Mass Confuse- (Spell, Wizard Magic, Magic, 70 MP, 20,000 Gold) +2 Magical Attack, 15% Confusion, 1 hit against 19
Miasma of the Evil Land- (Spell, Dark Magic, Earth & Air & Darkness, 1,800,000 MP, 90,000,000 Gold) Caster creates a Zone of Air & Darkness and attaches a non-stacking effect to it (which also does not stack across zones) that causes each individual of lower Level than its creator that is not a summon of its creator that is in it to have a 30% chance of being afflicted with Venom at the start of each round and that also summons 1 Monster, Horror, Devil, Demon, or Darkspawn that is below Level 60 and normally fightable on the Enemy List for drops at the start of each round, Max 20,000 summoned, Caster must be Level 30 or greater and must possess the ability 'Adept Dark Magic Attunement'
66 Miasmatic Storm- (Spell, Dark Magic, Darkness & Air & Electrical & Water, 5,000 MP, 2,100,000 Gold) Attaches an effect to target Zone that deals 25,000 Flat Darkness & Air & Water & Electrical element Damage to all targets within said Zone at the start of each round and has a 30% chance of inflicting Poison, Diseased, Hexed, and Hexed: Ill Fortune on each individual within said Zone at the start of each round
Moon Arcana- (Spell, Arcanist Magic, Darkness & Magic, 180,000 MP, 180,000,000 Gold) Inflicts three random minor or moderate negative status effects on up to 5 chosen targets, Caster obtains +18,000 MIN as a non-stacking buff, Caster must be Level 40 or greater
4 One Card of Dis-Buff- (Spell, Arcanist Magic, Magic, 50 MP, 12,000 Gold) Removes all stacked copies of 1 positive enhancements accrued on a single opposing character from items used by characters under level 10, spells cast by characters under level 10, and abilities activated by pets, summons, and transformations under level 10
4 One Card of Dis-Summon- (Spell, Arcanist Magic, Magic, 50 MP, 12,000 Gold) Unsummons 1 summoned entity that is under level 10 and were summoned by an entity that is under level 10
4 One Card of Flame Lash- (Spell, Arcanist Magic, Fire, 80 MP, 31,000 Gold) +40 Magical Attack
4 One Card of Summon Soldier- (Spell, Arcanist Magic, Magic, 60 MP, 29,000 Gold) Summons 1 One Soldier, Max 100 Summoned
Painful Tongues of Devilish Fire - (Spell, Dark Magic, Fire, 11,000 MP, 6,500,000 Gold) Places a debuff on target that deals 40,000 Flat Fire element Damage to said target and all of said target's allies at the start of each round, with said effect not stacking as an effect on each target but stacking 10 times across the damaging effect from different instances of the debuff
66 Plague- (Spell, Dark Magic, Darkness & Acid, 180,000 MP, 90,000,000 Gold) 20% inflicts Plague, Caster must be Level 40 or greater
Pretend to Be Sad- (Spell, Dark Magic, Darkness & Water, 6,000 Gold) Individuals below Level 20 with less MIN that caster treat caster as being afflicted with Confusion: Depression
Pyramidal Necromancy: Call the Guardians of the Dead Sultan- (Spell, Necromancy, Earth & Fire & Darkness, 1,490 MP, 120,000 Gold) Summons 1 Guardian of the Dead Sultan, Max 5 Summoned, Max 12 summoned if caster has the ability Necromancer, Embalmer, or Pyramidic Necromancer, This spell’s summons come from the Enemy List and do not level
Pyramidal Necromancy: Grave Guardian- (Spell, Necromancy, Earth & Light & Darkness, 600 MP, 160,000 Gold) Target A gains a buff that causes target A to hit target B with a buff upon target A’s death that causes the first individual who targets target B with an offensive action to immediately be counter-attacked with a Melee Attack performed by a copy of Target A at target A’s time of death, with said copy not dying again until the end of said action, This second buff is not applied if target A is killed by a source of Level 45 or greater, This is a corpse-consuming effect in regards to target A and may not be placed on a target who is already the target of another corpse-consuming effect, This effect may replace corpse-consuming effects from equal or lower level sources, Does not stack on target A, stacks 10 times across all instances for each target B
Sanguine Emperor's Dominion- (Spell, Necromancy, Blood, 1,500,000 MP, 115,000,000 Gold) +115,000 Melee Attack, +115,000 Magical Attack, Deals HP Drain, 60% inflicts Charm, 5% inflicts Dominion, this action may deal 1/2 Damage and gain '1 hit against 500,000,000', Caster must be Level 40 or greater
Stillborn Sanguine Genesis- (Spell, Necromancy, Blood, 1,000,000 MP, 100,000,000 Gold) Summons one Undead from the Enemy List that is below Level 80 and normally fightable for drops, Said summon gains the element Blood as a buff when summoned, Max 20 summoned, Summons summoned through this spell cannot summon summons that are greater than Level 60, Caster must be Level 40 or greater
Skeletal Hands of the Bleeding God- (Spell, Necromancy, Blood & Darkness, 1,750,000 MP, 175,000,000 Gold) +175,000 Melee Attack, +175,000 Magical Attack, 160% inflicts Wounded, 160% inflicts Wounded: Bleeding, 180% inflicts Hexed, 80% inflicts Voidstruck: Blood Rebellion, 1 hit against 50,000,000
SAY IT, BITCH! SAY IT!- (Spell, Leadership, Physical, 100 MP, 60,000 Gold) +60 Melee Attack, Target, if below Level 20 and not Immune to Charm or Confusion, counts for the remainder of the round as having cast a spell or used an ability with a name chosen by caster
Shade Restore- (Spell, Healer Magic, Darkness, 35 MP, 2,000 Gold) +30 Magic Attack, Heals target (Roy)
Shared Life- (Spell, Channeling Magic, Light, 200 MP, 120,000 Gold) Two target allies of caster (caster included as a possible target) combine HP totals and share HP, does not stack, even if only recast on 1 of the two individuals involved
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Song of the Joyous Maiden- (Spell, Bardic Music, Light & Sonic, 70 MP, 169,000 Gold) +210 Magical Attack, Heals, 15% cures Confusion: Depression, 15% cures Paralysis, Heals 50 MIN Damage, Heals 50 SPI Damage, Heals 50 CON Damage, may inflict 1 hit against 5 and deal 1/2 damage
Sphere of Cold- (Spell, Wizard Spell, Ice, 200 MP, 138,000 Gold) +130 Magical Attack, 5% inflicts Frozen, 1 hit against 2, deals 4/5 damage
Summon Fruit Golem- (Spell, Summoner Magic, Magic & Earth & Water, 3,000 MP, 180,000 Gold) Summons 1 Fruit Golem, which stays for 40 combat rounds, max 40 summoned
Terrain Spell of the Desert: Wind of the Pyramids- (Spell, Geomancy, Earth & Darkness, 110 MP, 110,000 Gold) +100 Magical Attack, 15% may inflict Fatigued: Dehydrated, 15% may inflict Hexed, may deal no damage to Undead, 60% may inflict Fortified on Undead, may deal 1/3 damage and gain 1 hit against 3, The terrain or phantom terrain must be Desert to cast this spell
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
2 Totemic Healing- (Spell, Shaman Magic, Light & Magic, 8,000 MP, 1,750,000 Gold) +1,850 Magical Attack, Heals
Transform Skeleton Into Burning Skeleton- (Spell, Necromancy, Fire, 200 MP, 80,000 Gold) Target Skeleton from the Enemy List becomes a Burning Skeleton from the enemy list
Violet Lightning- (Spell, Dark Magic, Darkness, 120 MP, 60,000 Gold) +60 Magical Attack
Violet Rays- (Spell, Dark Magic, Darkness, 80 MP, 40,000 Gold) +38 Magical Attack, 1% inflicts 3 hits against 1
Violet Torrent- (Spell, Dark Magic, Darkness, 150 MP, 42,000 Gold) +30 Magical Attack, Inflicts 2 hits against 1 on Critical
2 Vision of Terror- (Spell, Dark Magic, Darkness & Psychic, 12,000 MP, 4,000,000 Gold) +4,000 Magical Attack, Deals 4,000 MIN Damage, 40% inflicts Confusion: Fear
Voidstrike- (Spell, Dark Magic, Darkness, 1,000 MP, 500,000 Gold) Inflicts Voidstruck
3 Wail of the Banshee- (Spell, Bardic Music, Darkness & Sonic, 31,500 MP, 7,960,000 Gold) +8,300 Magical Attack, 30% inflicts Confusion: Depression, 38% inflicts Paralysis, 890 MIN Damage, 890 SPI Damage, 890 CON Damage, 50% inflicts Instant Death on targets below Level 20, If caster is above Level 40 this spell inflicts Instant Death on targets below Level 20 and has a 50% chance of inflicting Instant Death on targets below Level 40, may inflict 1 hit against 5 and deal 1/2 damage, may inflict 1 hit against 30 and deal 1/3 damage
3 Wail of the Banshee (2)- (Spell, Necromancy, Darkness & Sonic, 31,500 MP, 7,960,000 Gold) +8,300 Magical Attack, 30% inflicts Confusion: Depression, 38% inflicts Paralysis, 890 MIN Damage, 890 SPI Damage, 890 CON Damage, 50% inflicts Instant Death on targets below Level 20, If caster is above Level 40 this spell inflicts Instant Death on targets below Level 20 and has a 50% chance of inflicting Instant Death on targets below Level 40, may inflict 1 hit against 5 and deal 1/2 damage, may inflict 1 hit against 30 and deal 1/3 damage

Pets-

*Alt-Neo-Schaterdaum (Bio-Horror & Undead, Level 55)
<To Be Statted>

*Platt and Sons (Petx2, Animal, Physical, Lv.17, 16,500,000 Gold)
HP- 160,000 (Note: This should be higher? Apparently 'way below where it should be for HP in a lot of ways, since normal attacks will often kill one', regarding thresholds)
MP- 80,000
STR- 1,900
AGI- 2,100
CON- 1,860
MIN- 1,200
SPI- 1,340
XP- 0
XP Needed- 60,000 (Standard Multiplier x2)
Defense- 1,320, +13,000 Against Corruption
Defense against Stat Damage- 50
Critical Chance- 18%
Resilience- 14%
To Hit- 115%
Dodge- 16%
Prime Attribute- Agility
Resistances and Immunities- 25% Spirit Weakness, 25% Spirit Magic Weakness, 20% Corruption Resistance, 17% Minor Status Effect Resistance (except Charm)
Constant Effects-
Transformed and Controlled By Malign Spiritual Magics- Possessor gains Charm Immunity, Spirits and actions involving Spirit Magic may affect possessor as if it possessed the subtype Human, if possessor is targeted by an action from a Spirit or that involves Spirit Magic that may cure Charm, possessor loses Charm Immunity, is removed from possessor's controller's control and becomes a third side in battle until afflicted with Charm, which resets this effect, with said effect counting as a buff or debuff, Constant Effect
Special Unit- When possessor's total HP reaches 80%, 60%, 40%, 20% or lower (compared to its Max HP) for the first time, possessor loses one of the effects 'Morell', 'Artus', 'Forden', 'Virgil', and 'Iner'; possessor chooses which of these effects is lost and may not choose the same one multiple times in the same thread, even if said effect has been removed. Each time possessor is hit with a resurrecting effect, possessor regains one of these effects (and explicitly does not lose it again upon being re-hurt in the same thread), Possessor obtains 1 additional action per round for every two of the Constant Effects 'Morell', 'Artus', 'Forden', 'Virgil', and 'Iner' that possessor possesses, rounded down, plus an additional action if all 5 aforementioned Constant Effects are possessed, to a max of 3 additional actions, This effect loss does not count as a debuff, Unit Effect
Morell- The Constant Effects and Abilities 'Aggressively Protect Profits (Via Mauling)' and 'Papa Wolf's Fury' may be used by possessor, Possessor's 'Dogpile' ability gains 1 bonus hit against 1, Constant Effect
Artus- The Constant Effects and Abilities 'Cunning Pack Tactics' and 'Size Up Prey' may be used by possessor, Possessor's 'Dogpile' ability gains 1 bonus hit against 1, Constant Effect
Forden- The Constant Effects and Abilities 'Burly' and 'Slam' may be used by possessor, Possessor's 'Dogpile' ability gains 1 bonus hit against 1, Constant Effect
Virgil- The Constant Effects and Abilities 'Alert' and 'Scatter!' may be used by possessor, Possessor's 'Dogpile' ability gains 1 bonus hit against 1, Constant Effect
Iner- The Constant Effects and Abilities 'Accomplished Slacker' and 'Loaf Around' may be used by possessor, Possessor's 'Dogpile' ability gains 1 bonus hit against 1, Constant Effect
Aggressively Protect Investments (Via Mauling)- Possessor and possessor's controller gain +1,6000,000 Defense Against Gold Damage, Individuals targeting possessor or possessor's controller with an action or effect that would deal Gold Damage are immediately dealt 80,000 Flat Physical element Damage before said action or effect deals said Gold Damage, This constant effect has no effect unless possessor is explicitly allowed to use it, Constant Effect
Cunning Pack Tactics- Possessor gains +190 to all stats for every ally possessor has that shares the Constant Effect 'Pack Hunter', to a max of 20 such allies, possessor gains +3% To Hit and +3% Dodge for every 2 allies possessor has that shares the Constant Effect 'Pack Hunter', to a max of 20 such allies, possessor counts as having the Constant Effect 'Pack Hunter', When possessor's allies check how many of their allies possess a Constant Effect named 'Pack Hunter', possessor counts as one such ally for each out of the Constant Effects 'Morell', 'Artus', 'Forden', 'Virgil', and 'Iner' that possessor possesses, This constant effect has no effect unless possessor is explicitly allowed to use it, Constant Effect
Burly- Possessor gets +1,200 STR and CON, Possessor's Damage-dealing abilities that do not heal deal an additional 8,000 damage, This constant effect has no effect unless possessor is explicitly allowed to use it, Constant Effect
Alert- Possessor and possessor's controller get +1,000 to their Turn-Order-Determining Stats, +1,000 Defense and +16% Dodge on the first round of battle, This constant effect has no effect unless possessor is explicitly allowed to use it, Constant Effect
Accomplished Slacker- Whenever possessor skips an action, is forced to skip an action, or uses the ability 'Loaf Around', possessor regenerates 10,000 HP and MP, This constant effect has no effect unless possessor is explicitly allowed to use it, Constant Effect
Abilities-
Dogpile- 4,400 Damage, 52% inflicts Paralysed, 52% inflicts Fatigued: Stunned, Physical, 0 MP
Loaf Around- 4,000 Damage, may deal MP Damage, Heals, affects caster only, This ability may not normally be used, 0 MP
Papa Wolf's Fury- 8,000 Damage, +16,000 Damage for every effect possessor has lost out of 'Artus', 'Forden', 'Virgil' and 'Iner', 30% inflicts Wounded, with an additional +10% chance for every effect possessor has lost out of 'Artus', 'Forden', 'Virgil' and 'Iner', 50% inflicts Wounded: Maimed and Wounded: Bleeding if possessor has lost all the effects 'Artus', 'Forden', 'Virgil' and 'Iner', This ability may not normally be used, Physical, 5,000 MP
Size Up Prey- +6% To Hit, +6% Critical, affects caster only, stacks 5 times, This ability may not normally be used, Air, 4,000 MP
Slam- 5,600 Damage, if target is in the Front Row, this attack may either gain 1 additional hit against a target in target's Back Row formation or move the target to the Back Row if said target is below Level 40 or possesses less Strength than caster, This ability may not normally be used, Physical, 4,000 MP
Scatter!- +6% Dodge, multi-hit attacks against caster that come from sources below Level 40 have the number of hits that target caster reduced by 1 (to a minimum of 1), affects caster only, lasts 30 rounds, stacks 5 times, This ability may not normally be used, Air, 4,000 MP
Fivefold Spirit-Wolf Barrier- Caster and caster's controller gain +1,000 Defense, +10,000 Defense Against Corruption and +25% Corruption Resistance (to a max of 50%), lasts 1 round, this ability may be used as a pre-emptive counter against an action that would target caster or caster's controller, this action counts as involving a Spirit Magic spell, this ability may only be used if possessor possesses all of the Constant Effects 'Morell', 'Artus', 'Forden', 'Virgil' and 'Iner', Hope, 10,000 MP

Ardent Believer in Mr. P. H. Turkey's Cause- (Pet, Humanoid, Air & Fire, Lv.21, 23,000,000 Gold)
HP- 170,000
MP- 170,000
STR- 3,100
AGI- 3,350
CON- 2,950
MIN- 2,750
SPI- 2,950
XP- 0
XP Needed- 120,000 (Standard Multiplier x1)
Minimum Level- 21
Defense- 2,500, +12,500 Against Darkness
Critical Chance- 30%
Resilience- 17%
To Hit- 115%
Dodge- 24%
Resistances and Immunities- 50% Darkness Resistance, 50% Air Resistance, 50% Fire Weakness, 50% Light Weakness, 70% Charm Resistance
Prime Attribute- Agility
Constant Effects-
Fowl Foe- Possessor gains the subtype Aerial, Constant Effect
Hates Humanity- Possessor cannot be equipped by a Human, Possessor gains +2,000 to all stats if possessor's controller is both a Humanoid and an Aerial, Constant Effect
Abilities-
Switchblade Used to Honor the Boss- 8,000 Damage, 50% inflicts Wounded, Physical, 0 MP
Bomb- 20,000 Damage, 1 hit against 15, deals 1/2 Damage, Fire & Technology, 0 MP
Arson!- 13,000 Damage, 70% inflicts Burning, Fire, 0 MP
Preach to the Animal Folk!- 60% inflicts Charm, Only affects Humanoids, Animals, and Aerials, Earth & Air & Light, 25,000 MP
Bomb All Humans!- 90,000 Damage, 1 hit against 60, deals 1/3 Damage, only affects Humans, Fire & Technology, 110,000 MP

Eater of Dragons- (Pet, Outsider, Darkness, Lv.40, 46,000,000 Gold)
HP- 2,600,000
MP- 2,600,000
STR- 19,000
AGI- 21,000
CON- 20,000
MIN- 27,000
SPI- 31,000
XP- 0
XP Needed- 4,280,000 (Standard Multiplier x4)
Minimum Level- 40
Defense- 27,500, +55,000 against Physical
Defense against Stat Damage- 3,450
Critical Chance- 69%
Resilience- 66%
To Hit- 165%
Dodge- 68%
Resistances and Immunities- Absorbs Darkness, 50% Physical Resistance, 50% Air Resistance, 50% Ice Resistance, 30% Dragon Resistance, 100% Hope Weakness, Hexed Immunity, 80% Minor Status Effect Resistance, 80% Moderate Status Effect Resistance,
Prime Attribute- Two Highest Stats
Constant Effects-
Nightmare Entity- Possessor gains the subtype Horror, Constant Effect
Eater of Dragons- Possessor gains Immunity to Dragons of equal or lower Level (to a max of Level 80), Constant Effect
Nightmare of Dragons- Possessor's opponents who are dragons who are not 5 or more Levels greater than possessor and are not Level 60 or greater have their Prime Attribute replaced with 'lowest stat', Possessor ignores the Resistances, Immunities, Reflections, and Absorptions of Dragons below Level 20, Constant Effect
Born of the Dragon Queen's Nightmares- Possessor resurrects itself at the start of each round that an opposing Dragon is afflicted with both Confusion: Fear and Fatigued, Constant Effect
Incorporeal- Possessor gains +100% Dodge, Constant Effect
Abilities-
Devour- 65,000 Damage, Deals HP Drain to Dragons, Physical or Darkness or Magic, 0 MP
Release Nightmare Tendrils- 69,000 Damage, deals 1/2 Damage, 2 hits against 50, Darkness, 0 MP
Elder Fear- 100% inflicts Confusion: Fear, Inflicts Instant Death and Vanished on Dragons below Level 20 who have been afflicted with Confusion: Fear at the start of the last 2 rounds, This action ignores the Confusion and Confusion: Fear Resistance and immunity of individuals below Level 60 who are below caster's Level, Darkness & Air, 35,000 MP
Mindrend- 30,000 Damage, 5,000 MIN Damage, 1 hit against 40, Psychic or Psychic & Darkness, 250,000 MP
Nightmare Breath- Inflicts Confusion: Fear and Fatigued: Asleep on targets below Level 40, Air & Darkness or Psychic & Darkness, 25,000 MP

Icon-Being Clown- (Pet, Humanoid, Psychic & Air & Light & Darkness, Lv.39, 39,000,000 Gold)
HP- 39,000
MP- 39,000
STR- 7,800
AGI- 8,190
CON- 7,800
MIN- 7,800
SPI- 7,800
XP- 0
XP Needed- 4,100,000 (Standard Multiplier x1, Raised to x 5)
Minimum Level- 1
Defense- 7,020
Defense against Stat Damage- 390
Critical Chance- 39%
Resilience- 39%
To Hit- 139%
Dodge- 39%
Resistances and Immunities- 5% Water Resistance, 5% Air Resistance, 50% Confusion: Depression Resistance, Confusion Immunity
Prime Attribute- (Agility + Spirit) / 2
Constant Effects-
Funny- Possessor's actions may gain a 39% chance of inflicting Confusion: Overcome by Laughter, Constant Effect
From the Archetypal Domain- Possessor's subtype may not be changed, Constant Effect
Icon-Entity- The cost to transfer XP from possessor to other individuals who possess a Constant Effect named 'Icon-Entity' is halved, Possessor cannot be combo'd, Constant Effect
Giggly Guy- Possessor may choose to have a 39% chance of inflicting Confusion: Overcome by Laughter on each individual at the start of each round, with said choice being made on a per-individual basis, Constant Effect
Kooky Clowncar Antics- Possessor does not count towards the passenger capacity of things that possessor is a passenger is in, Constant Effect
Abilities-
Slap- 3,900 Damage, 78% inflicts Fatigued: Stun, Physical, 0 MP
HONK! HONK!- 3,900 Damage, Air or Sonic, 0 MP
Throw a Pie- 429 Damage, 78% inflicts Confusion: Overcome by Laughter, Air or Water, 10 MP
Ride a Unicycle- Caster gains +8% Dodge, Lasts 39 rounds, does not stack, Physical & Air, 10 MP
Banana-Peel Trap- Caster obtains a buff that causes the next individual who conducts an offensive action that targets caster to take 3,900 Flat Physical element Damage and to have a 39% chance of being afflicted with Fatigued: Stun, Physical & Earth, 10 MP
Funhouse Room- Caster obtains a non-stacking buff that causes caster and caster's allies to have their infliction chances for minor status effects to increase by 20% against targets below Level 39, Spatial & Psychic & Light & Darkness, 10 MP
Slapstick Routine- Caster deals itself 1 Flat Physical element Damage and cures one target of Confusion: Depression, Physical, 10 MP
Acid Seltzer- 19,500 Damage, 156% inflicts Dissolving, Acid, 1,000 MP
Clown Car Rush- 19,500 Damage, 1 hit against 39 targets in the same row, Physical, 1,000 MP
Pie Barrage- 15,600 Damage, 61% deals 1/2 Damage, 1 hit against 39 targets, this action has a 39% chance of gaining '2 hits against 1', Air & Water, 1,000 MP

Implacable Crimson Murdermaster- (Pet, Horror, Darkness & Blood & Phsycial, Lv.39, 15,500,000 Gold)
HP- 1,200,000
MP- 900,000
STR- 8,050
AGI- 8,150
CON- 7,500
MIN- 8,010
SPI- 7,290
XP- 0
XP Needed- 1,640,000 (Standard Multiplier x2, Raised to x10 to bypass Level 40)
Minimum Level- 39
Defense- 6,000
Critical chance- 45%
Resilience- 35%
To Hit- 149%
Dodge- 35%
Resistances and Immunities- 90% Physical Resistance, 90% Water Resistance, 90% Darkness Resistance, 90% Blood Resistance, Disease Immunity, Pain Immunity, Stat Drain Immunity, Confusion Immunity, Charm Immunity, Poison Immunity, 80% Minor Status Effect Resistance, 38% Moderate Status Effect Resistance
Prime Attribute- Strength
Constant Effects-
Ominous- At the start of each round, possessor has a 100% chance of inflicting Confusion: Fear on all opponents below Level 45, Constant Effect
Implacable- Possessor regenerates 20,000 HP at the start of every round, There is a 90% chance that any action that would reduce any of possessor's stats or possessor's HP to 0 or lower instead lowers it to 1, provided that said action comes from a source below Level 50, Constant Effect
In Human Guise- Possessor may, at the start of a thread, change its subtype to Human, Constant Effect
Accursed Plague-Blood- Any individual who Damages possessor or is Damaged by one of possessor's Blood element actions that is below Level 40 and Human that is not Immune to Disease obtains a debuff that causes it to be transformed upon death into a Slasher on possessor's side of battle, Constant Effect
Aura of Ill Luck- Possessors opponents obtain -15% To Hit, -15% Resilience, -15% Dodge, and -15% Critical as a non-stacking effect, Constant Effect
Claim Souls of His Victims- Individuals below Level 40 who are killed by possessor may not be resurrected by sources below Level 40 without possessor's permission, Constant Effect
Masked- Possessor's stats may not be scanned by individuals below Level 40, Constant Effect
Takes Pleasure from Killing- Whenever possessor kills a target, to a max of 20 times per round, possessor regenerates 100,00 HP, regenerates 100,000 MP, and is afflicted with Invigorated, Constant Effect
Inhumanly Strong and Durable- Possessor gains +5,000 STR and +5,000 CON, Constant Effect
Abilities-
Bloodbath Chainsaw- 26,000 Damage, 150% inflicts Wounded, 150% inflicts Wounded: Maimed, 150% inflicts Wounded: Bleeding, Physical or Physical & Blood or Darkness & Physical or Darkness & Physical & Blood, 0 MP
Murder Implements- 29,000 Damage, 900 CON Damage, 150% inflicts Wounded: Maimed, Physical, 0 MP
Dissect- 15,000 Damage, 900 CON Damage, 150% inflicts Wounded: Maimed, Scans target's stats, Technology, 10,000 MP
Fiendish Trap- 30,000 Damage, 80% inflicts any one moderate status effect other than Awestruck, Any one non-Light Base Element or Physical, 60,000 MP
Torture Festival- 15,000 Damage, inflicts Pain, inflicts Wounded, inflicts Wounded: Maimed, 1 hit against 5, Physical & Darkness, 90,000 MP
Poison Syringe- 19,000 Damage, inflicts Poison, Acid, 6,000 MP
Shadow Attack- 25,000 Damage, inflicts Stat Drain, Darkness, 6,000 MP
Hollow-Eyed Mind-Melding Stare- 1,300 MIN Damage, 100% inflicts Confusion, 100% inflicts Confusion: Fear, 100% inflicts Stat Drain: MIN Drain, Psychic & Darkness, 60,000 MP
Paint It Black- Target's next action may become solely Darkness element, Darkness, 1,000 MP
Paint It Red- Target's next action may become solely Blood element, Darkness, 10,000 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

Moo Bird- (Pet, Aerial, Air, Lv.1, 15,000 Gold)
HP- 150
MP- 30
STR- 14
AGI- 12
CON- 12
MIN- 2
SPI- 2
XP- 0
XP Needed- 1,000
Level Adjustment- -1
Defense- 8
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 0%
To Hit- 99%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Strength
Constant Effects-
None
Abilities-
Peck- 15 Damage, Air, 0 MP
Moo!- 1% Inflicts Confusion, Earth, 2 MP


Transformations-
Motorcycle that Makes Jackasses Standing Near It Explode- (Transformation, Vehicle, Technology, 20,000,000 Gold)
Level 25
HP- 250,000
MP- 250,000
STR- 3,100
AGI- 5,000
CON- 3,350
MIN- 3,250
SPI- 3,100
XP- 0
XP Needed- 220,000 (Standard Multiplier x1)
Minimum Level- 25
Defense- 3,000
Defense against Stat Damage- 300
Critical Chance- 25%
Resilience- 23%
To Hit- 122%
Dodge- 30%
Resistances and Immunities- 50% Darkness Resistance, 30% Agony Resistance, Immune to Pain, Confusion, Impaired, Poison, and Diseased (except Computer Virus)
Prime Attribute- Agility
Constant Effects-
Motorcycle- Possessor gains the subtype Machine, Constant Effect
Swiftness- Possessor gains +3,000 AGI, Constant Effect
Makes Nearby Jackasses Explode- At the start of each round possessor deals 100,000 Flat Fire element Damage to all individuals in battle who are either Agony element or who have inflicted a negative status effect on an individual who has conducted no offensive actions previously in the thread, Constant Effect
Abilities-
Ram- 8,500 Damage, Technology, 0 MP
Rev Up- +3,500 AGI, affects caster only, lasts 5 rounds, stacks 5 times, Technology & Air & Fire, 25,000 MP
Directed Explosion- 8,000 Damage, may gain '1 hit against 5', Fire, 20,000 MP





Permanant Consumables-
Cookie- (Permanent Consumable, Empowered Item, Earth & Light & Darkness, 1 Charge, 100 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Cookie"", Cannot be used if # is already 1 or greater
Empowered Holy Festival Bundt Cake- (Permanent Consumable, Empowered Item, Earth & Magic, 1 Charge, 75,000 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Empowered Holy Festival Bundt Cake"", Cannot be used if # is already 5 or greater
1 Essence Sphere: Botanist- (Permanent Consumable, Essence Sphere, Earth & Technology, 1 Charge, 1,000,000 Gold) Gives user 1 bonus week that may only be used on Botanist abilities, Gives user the award 'Has Consumed X (where X = X+1) Essence Sphere: Botanist', May not be used by a user who already has X equaling 5 or greater for such an award
5 Essence Sphere: Warlock- (Permanent Consumable, Essence Sphere, Darkness & Magic, 1 Charge, 1,000,000 Gold) Gives user 1 bonus week that may only be used on Warlock abilities, Gives user the award ‘Has Consumed X (where X = X+1) Essence Sphere: Warlock’, May not be used by a user who already has X equaling 5 or greater for such an award

Artifacts-

*Blood Gate Torii- (Artifact, Level 61, 0 XP, # XP Required, Standard Multiplier x10)
*Blood Gate Torii- (Accessory Aspect: Blood Gate Torii, Magic Item, Blood, X Gold) +300,000 Magical Attack, +300,000 MIN, +300,000 SPI, SPI becomes wielder's HP-determining stat, 120% Resilience, Wielder's actions may become solely Blood element, Wielder may treat Blood as a base element, Damage dealt by wielder may become solely Blood element, Wielder may make any Spirit Magic spells equipped by wielder solely Blood element at the start of any round, Wielder may make any Spirit summoned by wielder, when summoned, gain +5,000 to all stats as a modification of its natural stats, to have its name gain 'Blood-Gate' at the beginning, naturally, to naturally Absorb Blood, and to naturally become solely Blood element. Wielder constantly counts as possessing 61 Black Spiritual Marks.
*Blood Miko's Robe- (Accessory Aspect: Blood Gate Torii, Robe, Blood, X Gold) +300,000 Defense, +300,000 SPI, +3,000 unmodified SPI if wielder is Blood element, Wielder becomes solely Blood element, Spirit Magic spells cost wielder 300,000 less MP to cast, Wielder's actions that involve Spirit Magic spells gain 'May deal HP Drain instead of HP Damage' and 'May deal MP Drain instead of MP Damage, 40% Blood Resistance, Wearer may convert any Water element Damage or Darkness element Damage from any source below Level 61 into solely Blood element Damage, Wearer may treat Dark Magic spells as Spirit Magic spells, +2 Base SPI


Dark Chosen Regalia (Level 59, 0 XP, # XP Required) (Standard Mutliplier x15, Check thread for multiplier requirements)

Dark Chosen- (Passive Ability Aspect- Dark Chosen Regalia, Chosen One) +130,000 Defense against Darkness, 90% Darkness Resistance, Possessor's damage-dealing attacks deal 50,000 additional damage to Light element targets

Dark Chosen Robes- (Armor Aspect- Dark Chosen Regalia, Robe, Darkness & Universe) +130,980 Magical Attack, +129,150 Defense, +120,480 Defense Against Magic, +135,995 Defense Against Darkness, 90% Darkness Resistance, +129,957 SPI, +126,702 MIN, +123,320 STR, +125,456 AGI, +122,390 CON, +118% Critical, +118% Dodge, +110% Resilience, +110% to Hit
w/ Ghostfog- Provides +5% Dodge and +400 MP to Undead wielders

Crown of the Dark Chosen- (Accessory Aspect- Dark Chosen Regalia, Crown, Darkness & Universe) +137,950 Magical Attack, +136,750 Defense, +136,950 Defense Against Darkness, 90% Darkness Resistance, +125,070 to all stats, +1,500,000 HP, +1,600,000 MP, 118% Critical with 'Magical Attack' actions, 118% Dodge against Darkness element attacks, Hexed Immunity, Impaired Immunity, 50% Cursed Resistance

Dark Bolt (Spell Aspect- Dark Chosen Regalia, Dark Magic, 0 MP, Darkness) +126,160 Magical Attack, +137,000 additional Magical Attack against Light element targets, 300% may inflict Confusion: Depression, 200% may inflict Hexed, 300% inflicts Voidstruck, 60% may inflict Voidstruck: Turned to Shadow, 15% may inflict Cursed

All-Consuming Darkness- (Pet Aspect- Dark Chosen Regalia, Elemental, Darkness, Level Tied to Relevant Artifact, X Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- X
XP Needed- Level tied to Dark Chosen Regalia
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Absorbs Darkness, Light Immunity, Physical Immunity, Technology Immunity, Poison Immunity, Poison: Drunk Immunity, Stat Drain Immunity, Confusion Immunity, Impaired Immunity, Pain Immunity, Mad Dancing Immunity
Prime Attribute- Spirit
Constant Effects-
Zone Devourer- Possessor may, at the start of every round, destroy a zone created by a lower-Level creator; If possessor destroys such a zone, then possessor is healed for # HP and # MP, Constant Effect
Void Song- Minor, moderate, and major negative status effect infliction chances from non-Darkness-element sources equal to or below possessor's Level that are not part of a Darkness-element attack or action are halved (to a max 60% reduction), Minor and moderate negative status effect infliction chances that come from a Darkness-element individual, action, or attack are increased by 60%, Constant Effect
Consume the Essence of the World- Possessor has a 50% chance of Absorbing actions from equal or lower Level sources, Constant Effect
Abilities-
Dark Consumption- # Damage, This action may inflict drain and may deal caster # Flat Darkness element HP healing (but may not take both of these options as part of the same action), 1 hit against 700, Darkness, 0 MP
Black Rain- # Damage, 200% may inflict Voidstruck, 100% may inflict Voidstruck: Turned to Shadow, 1 hit against 600,000, Darkness, 0 MP
Demon Link- Caster's controller obtains a non-stacking buff that causes its possessor to Regenerate # HP at the start of each round, with said buff expiring when caster is killed and having no effect while caster is dead, Darkness, 10 MP
Dark Bolt- # Damage, 300% may inflict Confusion: Depression, 200% may inflict Hexed, 300% inflicts Voidstruck, 60% may inflict Voidstruck: Turned to Shadow, 15% may inflict Cursed, Darkness, 0 MP
Void Sphere- Inflicts Voidstruck, 1 hit against 400,000, Darkness, 1,400 MP
Void Syphon- Cures Voidstruck, Caster is dealt # Flat Darkness element HP Healing, 1 hit against 300,000, Darkness, 600 MP
Blot With Darkness- 500% inflicts Impaired: Blind: Darkness, 1 hit against 500, Darkness, 800 MP
All-Consuming Darkness- (Pet Aspect- Dark Chosen Regalia, Elemental, Darkness, Level Tied to Relevant Artifact, X Gold)
HP- 15,000
MP- 7,950
STR- 1,000
AGI- 1,000
CON- 1,000
MIN- 1,000
SPI- 1,000
XP- X
XP Needed- Level tied to Dark Chosen Regalia
Defense- 780
Defense against Stat Damage- 70
Critical Chance- 7%
Resilience- 7%
To Hit- 106%
Dodge- 7%
Resistances and Immunities- Absorbs Darkness, Poison Immunity, Poison: Drunk Immunity, Stat Drain Immunity, Confusion Immunity, Impaired Immunity, Pain Immunity, Mad Dancing Immunity
Prime Attribute- Spirit
Constant Effects-
Zone Devourer- Possessor may, at the start of every round, destroy a zone created by a lower level creator who is under level 40, If possessor destroys such a zone, then possessor is healed for 15,000 HP and 2,000 MP, Constant Effect
Abilities-
Dark Consumption- 1,900 Damage, May inflict drain or heals caster for 900 HP, Darkness, 0 MP
Black Rain- 540 Damage, Darkness, 1 Hit against 18, 0 MP
Demon Link- All-Consuming Darkness's controller regenerates 550 HP per turn until All-Consuming Darkness is killed, Does not stack, Darkness, 10 MP
Dark Bolt- 7,900 Damage, Darkness, 0 MP
Void Sphere- 95% inflicts Voidstruck, Darkness, 1,400 MP
Void Syphon- Cures Voidstruck, Heals caster for 1,500, Darkness, 600 MP
Blot With Darkness- 50% inflicts Impaired: Blind: Darkness, Darkness, 800 MP




Tasks-
'Tenth Holy Imperial Challenge of Worth: Test of Combat'
Requirements: Complete at least 10 Event Matches

Awards-
Saved Several Villagers From A Bandit Raid <On Noix>
Found An Odd Vault Beneath A Village <On Noix>
Was in a Lords of Ether Draft while Crossing the Stormlands of Mulstorn Plain
Knows the Rules to Lords of Ether
Won a Lords of Ether Draft
Slain by the Stormwright's Psychic Assault
On the Winning Team of the 'Warlord of Metal, Smith of Thunder' Quest
Won the 'Warlord of Metal, Queen of Ice' Quest Before It Officially Launched
'Rescured Ellanor'
Completed the Quest 'Finding Ellanor'
Has Used 5 Attunement Book: Blight Druid
Has Consumed 5 Essence Sphere: Blight Druid
Has Consumed 5 Improved Essence Sphere: Blight Druid
Has Consumed 5 Greater Essence Sphere: Blight Druid
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: Seer
Has Consumed 5 Improved Essence Sphere: Seer
Has Consumed 5 Greater Essence Sphere: Seer
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 5 Improved Essence Sphere: Ebon Chancellor
Has Consumed 5 Greater Essence Sphere: Ebon Chancellor
Has Used 5 Attunement Book: Ebon Chancellor
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Greater Essence Sphere: Geomancer
Has Used 5 Attunement Book: Geomancer
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Umbramancer
Has Consumed 5 Improved Essence Sphere: Umbramancer
Has Consumed 5 Greater Essence Sphere: Umbramancer
Has Used 5 Attunement Book: Umbramancer
Has Consumed 5 Improved Essence Sphere: Wizard
Has Consumed 5 Greater Essence Sphere: Wizard
Has Used 5 Attunement Book: Wizard
Has Consumed 5 Essence Sphere: Gatekeeper
Has Consumed 5 Improved Essence Sphere: Gatekeeper
Has Consumed 5 Greater Essence Sphere: Gatekeeper
Has Consumed 5 Superior Essence Sphere: Gatekeeper
Has Consumed 5 Essence Sphere: Puppet Master
Has Consumed 5 Improved Essence Sphere: Puppet Master
Has Consumed 5 Essence Sphere: Enslaver
Has Consumed 5 Improved Essence Sphere: Enslaver
Has Consumed 5 Essence Sphere: Controller
Has Consumed 5 Improved Essence Sphere: Controller
Has Consumed 5 Essence Sphere: Pactmaker
Has Consumed 5 Improved Essence Sphere: Pactmaker
Has Consumed 5 Greater Essence Sphere: Pactmaker
Has Consumed 5 Essence Sphere: Count of Blood
Has Consumed 5 Improved Essence Sphere: Count of Blood
Has Consumed 5 Superior Essence Sphere: Count of Blood
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has used 5 Attunement Book: Diviner
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 5 Improved Essence Sphere: Illusionist
Has Consumed 5 Essence Sphere: Warlock
Has Consumed 5 Improved Essence Sphere: Warlock
Has Consumed 5 Greater Essence Sphere: Warlock
Helped Farmer Fredricks Prepare for the Fairy Tale Farmers' Market (Mod-Run World Award)
Turned Farmer Fredricks Over to the Proper Authorities (Mod-Run World Away)
Has Completed the Task "Test of Skill"
Participated in Don't Touch the Duck at Walrusfest
Eliminated in the Fifth Round of Don't Touch the Duck
Visited the 10th Holy Festival
Had a Really, Really Weird Dream
Has Won the "Fight Against the Storm" Event Match
Has Won the "Mr. Groggo's Dilemma" Event Match
Has Won the "Pillar of Self-Doubt" Event Match
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "First Test Against The Adversary's Forces" Event Match
Has Won the "First of the Arcane Spirits" Event Match
Has Won the "Four Elementals" Event Match
Has Won the "Adventurers!" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the "Winter's Grasp" Event Match
Has Completed The First Holy Imperial Challenge of Worth: Test of Fortune
Has Completed The Second Holy Imperial Challenge of Worth: Test of Skill
Has Completed The Third Holy Imperial Challenge of Worth: Test of War
Has Completed The Fourth Holy Imperial Challenge of Worth: Test of Seeking
Has Completed The Fifth Holy Imperial Challenge of Worth: Test of Mastery
Has Completed The Sixth Holy Imperial Challenge of Worth: Test of Stamina
Has Completed The Seventh Holy Imperial Challenge of Worth: Test of Echoes
Has Completed The Ninth Holy Imperial Challenge of Worth: Test of Collecting
Has Completed The Tenth Holy Imperial Challenge of Worth: Test of Combat
Has Completed The Eleventh Holy Imperial Challenge of Worth: Test of Remembrance
Has Completed The Twelfth Holy Imperial Challenge of Worth: Test of Choices
Has Reached Round 20 in an Endurance Match
Know Way Too Much About An Anime Named Mecha Kaiser R that Tia Likes
Indirectly Caused the Incineration of Keeper_Of_Rings
Indirectly Caused the Incineration of the Moon of Yesleintyr
Alerted Selereth Helios to the Location of Telwhat'Veyr'Khleys, Sphere of the Wishes of Gods
Saved the People of Yesleintyr from the Last Remnants of the Conspiracy
Indirectly Destroyed the Secondary Portal from Nexus to Yesleinty
Has Consumed 1 Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Heavenly Protector
Has Consumed 5 Essence Sphere: Hemotheurge
Has Consumed 5 Essence Sphere: Priest
Has Consumed 5 Essence Sphere: Ritualist
Has Consumed 5 Essence Sphere: Torment Master
Has Consumed 5 Improved Essence Sphere: Torment Master
Has Consumed 5 Greater Essence Sphere: Torment Master
Has Consumed 5 Essence Sphere: Transmuter
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Heavenly Protector
Has Consumed 5 Improved Essence Sphere: Hemotheurge
Has Consumed 5 Improved Essence Sphere: Transmuter
Has Consumed 5 Greater Essence Sphere: Count of Blood
Has Consumed 5 Greater Essence Sphere: Hemotheurge
Has Consumed 5 Superior Essence Sphere: Hemotheurge
Has Used 4 Attunement Book: Warlock

Has Consumed 2 Essence Sphere: Beastmaster
Has Consumed 2 Essence Sphere: Vermin Master
Has Consumed 2 Essence Sphere: General
Has Consumed 5 Essence Sphere: Skykeeper
Has Consumed 5 Improved Essence Sphere: Skykeeper
Has Consumed 5 Essence Sphere: Botanist
Has Consumed 5 Improved Essence Sphere: Botanist
Has Consumed 5 Essence Sphere: Wind Duke
Has Consumed 5 Improved Essence Sphere: Wind Duke
Has Consumed 4 Essence Sphere: Warrior
Has Consumed 2 Essence Sphere: Alchemist
Has Consumed 5 Essence Sphere: Unreality Coordinator
Has Consumed 5 Improved Essence Sphere: Unreality Coordinator
Has Consumed 5 Greater Essence Sphere: Unreality Coordinator
Has Consumed 5 Essence Sphere: Shrine Maiden
Has Consumed 5 Improved Essence Sphere: Shrine Maiden
Has Consumed 5 Greater Essence Sphere: Shrine Maiden
Has Used 2 Skillbank
'Was Warned About Berlarry'
'Defeated Nega-Cael in an Arena Match'
'Was Featured In A Temporarily Popular Internet Video In Which A Massive Tide Of Cats Eliminated A Large Number Of Adventurers'
Participated in the Quest 'Unwinnable No Longer'
Pulled the Lever in the World of Beginnings to Redirect the Temporal Train
Touched by Death
Defeated Ikukamonji in the Town of Elkie on Noix
Was Briefly Julio Weatherbee
Had His Personal History Rewritten During An Attempt To Fix A Curse
Was Briefly Lonnie Montero, The Lion Of Seven Righteous Sins
Saved Robert Beamsworth From Malign Mental Influence (Mod Run Award)
Ally of The Galactic Protectors Of Eternal Balance (Mod Run Award)
Helped Celiria Defeat Nega-Celiria in an Arena Match
Has Used 10 Manual of 1,000 Arts
Fought an Immortal, Afro-Bearing Samurai of Funk On Noix
Took Up the Cause of Resurrecting Grimzelda the Angry Hag
Killed Darren Moltaris
Killed Nolton Mills
Caused the Tavern Massacre on Disc 14,511
Killed by Constable-General Dorian Cort
'Third to Open the Second Ring of the Knot'
'Was on Team Miss Demise and Miss Nowhere in the Knot'
'Was Killed by the Camel-Fire that Destroyed the Outer and Middle Knot'
'Was on Larry's Team in 'Larry the Catfish Retires''
'Killed in the Planar Sinkhole by Shannon's Team'
Learned the Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees Formula from The East Wind
Has Completed 1 Frequent Formula Task
Has used 12 Grandmaster's Text
Has Completed the Mini Quest 'Trial of Memories'
Has Completed the First Holy Imperial Challenge of Power: Test of Wealth
Has Completed the Second Holy Imperial Challenge of Power: Test of Talent
Has Completed the Third Holy Imperial Challenge of Power: Test of Slaying
Has Completed the Fourth Holy Imperial Challenge of Power: Test of Hours
Has Completed the Fifth Holy Imperial Challenge of Power: Test of Opposition
Has Completed the Sixth Holy Imperial Challenge of Power: Test of Tenacity
Has Completed the Seventh Holy Imperial Challenge of Power: Test of Essence
Has Completed the Eighth Holy Imperial Challenge of Power: Test of Leadership
Has Completed the Ninth Holy Imperial Challenge of Power: Test of Fame and Fortune
Has Completed the Tenth Holy Imperial Challenge of Power: Test of Versatility
Has Completed the Eleventh Holy Imperial Challenge of Power: Test of Memories
Has Completed the Twelfth Holy Imperial Challenge of Power: Test of Options
Has Completed the Mini Quest 'Trial of Remembrance'
Lost To Caelum Aetherius In The Sultan's Arena On Noix
Fought Against Roriana's Generals On Noix
Defeated Nordag On Noix
Defeated Boruk On Noix
Defeated Morun On Noix
Defeated Wulfok and Wulfok On Noix
Defeated Orik, Bogward, Herok, Arbolt II, and Arbeoh of the Undefeated on Noix
Involved in Saving Ameryu the Storm-Born in the Second Eggman Quest on Noix
Was Involved in the Partially-Temporally-Shattered Conflict Against Eggxodia on Noix
Paid the Entry Fee to the House of Sacrifice on Noix
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
Indirectly Responsible for Sister Eloise Creating Her Own Splinter Faction of the Church of the Absent Goddess (Mod Run World Award)
Was Involved in the Quest 'A Time to Kill'
Won the Alternate-Side Route of the 'A Time to Kill' Quest
Unwittingly Aided the Clavia Chaffinch Delivery Service with their Spirit Problem Whilst 'Aiding' Them With Their Deliveries (Mod Run World Award)
Created the Company of Undying Light and Order of Merciful Release from Corruption-Cleansed Slashers (Mod Run World Award)
Met Malasor, the Merchant of Cruel and Unjust Fate, Temporarily Loaning him the Divine Power of Vasranagos in Return for its Lost Potential Fates (Mod Run World Award)
Transformed the Merchant Morell Platt and His Sons into A Pack of Slavishly Devoted Wolves Through Malign Magics (Mod Run World Award)
Successfully Facilitated the Assassination of Valant Sera Clavis as Part of a Convoluted, Misdirection-Filled Plot by Dolan Sera Clavis, Competing With (And Killing) Gillian in the Process (Mod Run World Award)
Completed 1 Mission for the Spirit Hunter's Association (Mod Run World Award)
Hailed as a Hero for Fighting The Corruption in the Sera Clavis Estate (Mod Run World Award)
Created an Unorthodox Method of Removing Corruption (Mod Run World Award)
Impressed the Veil Render
Defeated Lubel Vyre
Stopped Lubel Vyre from Establishing Control over the Root of Lost Things
Assisted the Veil Render in Besting Irrian Illumos
Saved the Veil Render
Gained an Imperial Seal of Glory Piece from Assisting the Veil Render in Defeating Lubel Vyre
Gained Alt-Neo-Schaterdaum As An Ally
Made it to the Final Battle of the Crisis Across Infinite Nexii
Put in a Strong Effort and Almost Won Things for the Veil Render
Acquired 1 Additional 1/12 Holy Imperial Seal of Triumph From the Crisis Across Infinite Nexii

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 "Ninth Holy Imperial Challenge of Glory: Test of Bloodshed"
Has Completed the Task "Fifth Holy Imperial Challenge of Glory: Test of Performance"
Has Completed the Task "Twelfth Holy Imperial Challenge of Glory: Test of Focus"
Has Completed the Task "Sixth Holy Imperial Challenge of Glory: Test of Ages"
Has Completed the Task "Eighth Holy Imperial Challenge of Glory: Test of Effortlessness"
Has Completed the Task "Eleventh Holy Imperial Challenge of Glory: Test of Legacy"
Has Completed the Task "Seventh Holy Imperial Challenge of Glory: Test of Cataloging"
A Noted Person of Interest to Dame Willa Larkin, Head of the Wigglesworth Office of the Ministry of Visitor Affairs of the Bessemer Empire on Sanctum Victoria
Cured a Fellow Arena Member of a Nasty Curse
Indirectly Responsible for the Death of Constable Leah Newbrass at the Hands of a Rage-Vampire
Gained 5 Base Stat Points in SAN from a Reality Glitch
Gained 5 Base Stat Points in INF from a Reality Glitch
Gained 5 Base Stat Points in RES from a Reality Glitch
Has 75 Base Stat Points

Fortune from Arisina-
"Don't eat the suspicious burrito.
The man with the butterflies wants to steal your money; he isn't part of the conspiracy, but is kind of a jerk.
Don't expect to defeat the monsters in the golden city.
Drunken unicorns make poor bingo partners.
Resentment between siblings will build following an unwise combo, leading to eventual vengeance and a terrible murder borne from spite."
If Roy:
1) Causes a famine that affects at least 2,000,000,000 individuals
2) Wipes all life from a world that contains at least one Level 75 or greater individual that opposes him (and is eliminated by him)
3) Wins a horse race that is being broadcast to at least 30,000,000 viewers

Roy gets:

*Scales of Endless Hunger- (Artifact, Level 79, 0 XP, # XP Required, Standard Multiplier x15)

*Scales of Endless Hunger- (Weapon Aspect: Scales of Endless Hunger, Deadly Item, Hunger & Devastation, X Gold) +2,900,000 Magical Attack, +29,000,000 HP as a non-stacking bonus, 30% Law Resistance, 30% Hunger Resistance, 30% Darkness Resistance, 30% Destruction Resistance, 30% Devastation Resistance Wielder suffers no negative effects from the status effects Fatigued: Starvation or Fatigued: Dehydration, Wielder and wielder’s allies may deal Drain, may deal 290,000 (optionally additional) Flat Destruction element CON Damage with any of their attacks, and gain +29,000 Defense against Stat Damage as a non-stacking effect, Wielder's actions may gain 'Inflicts Fatigued: Starvation', Wielder ignores the Immunities and Resistances to status effects of individuals below Level 79, Damage dealt by opponents of wielder that are below Level 70 that is not Drain is set to 0, Half of the healing that would be provided to possessor's opponents by Drain is instead applied to wielder, Wielder may spend an action to exchange the quantities of Damage (optionally including MP Damage and Stat Damage from any combination of stats) present on two individuals below Level 79, Wielder may spend an action to select a target and have all buffs applied to targets by Food and Drink consumables from sources below Level 89 have their stat, HP, MP, and Defense boosts converted into equal-but-opposite penalties, have the rest of their text removed, and become debuffs, with all of said debuffs also gaining the text 'Possessor cannot be positively affected by Food or Drink consumables', Wielder is Immune to sources below Level 40

*Feast of the Dead Empire- (Consumable Aspect: Scales of Endless Hunger, Food, Hunger & Devastation, Unlimited Charges, X Gold) Targets are dealt 2,000,000 Flat Life or Earth or Hunger or Devastation element HP Healing, Targets, if Undead or Fiends, are cured of all negative status effects from sources below Level 79, 1 hit against 100,000,000

*The Black Horse of Hunger- (Transformation Aspect: Scales of Endless Hunger, Steed, Hunger & Devastation, X Gold)
Level 79
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- Level Tied To Relevant Artifact
Minimum Level- 1
Defense- #, +# against Darkness
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Absorbs Hunger, 90% Darkness Resistance, 90% Law Resistance, 90% Destruction Resistance, 90% Devastation Resistance, Hexed Immunity, Poison Immunity, Paralyzed Immunity, Fatigued Immunity, Diseased Immunity, Instant Death Immunity, Plague Immunity, 476% Minor Status Effect Resistance, 288% Moderate Status Effect Resistance, 140% Major Status Effect Resistance
Prime Attribute- Strength
Constant Effects-
Steed of the Black Rider- Possessor is Immune to sources below Level 60, Possessor gains the subtypes Animal & Fiend, Constant Effect
Starvation Master- Possessor suffers no negative effects from the status effects Fatigued: Starvation or Fatigued: Dehydration, Constant Effect
Status Grandmaster- Possessor ignores the Immunities and Resistances to status effects of individuals below Level 79, Constant Effect
Famine Aura- Possessor and possessor's allies may deal Drain, may deal # (optionally additional) Flat Destruction element CON Damage with any of their attacks, and gain +# Defense against Stat Damage as an effect that stacks 5 times, Constant Effect
Add Starvation- Possessor's actions may gain 'Inflicts Fatigued: Starvation', Constant Effect
The Hungering- Damage dealt by opponents of possessor that are below Level 70 that is not Drain is set to 0, Constant Effect
Consuming All- Half of the healing that would be provided to possessor's opponents by Drain is instead applied to possessor, Constant Effect
Abilities-
Devouring Hunger- # Damage, Deals HP Drain, 1 hit against 1,000,000,000, Hunger or Void or Devastation, 0 MP
Trample the Lands, Leaving Dust in Its Wake- Caster enters target row in target row-order formation in target battlespace so long as no entity of Level 99 or greater in either the battlespace caster is entering or the battlespace possessor is in when caster casts this ability objects, dealing # Flat Earth & Devastation element Damage to each individual in the battlespace caster moves to and the battlespace caster leaves (or the battlespace caster remains in in the case that caster does not move from one battlespace to a different battlesapce), Earth & Devastation, 0 MP
Footstep's Like Famine's Bells- All opponents in caster's battlespace become unable to benefit from Food or Drink consumables, Hunger or Void or Sonic, 0 MP
World-Travelling Steed- Caster exits caster's current battle and enters another active battle in the same thread unless an individual above Level 98 in either battle objects, Spatial & Fate, 0 MP
MODRAAAAAAAAAAAAAGE
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