Test of Versatility: Caelum

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Aeromage
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Test of Versatility: Caelum

Post by Aeromage »

Caelum similarly gives this a go.


The miniquest's rules are as follows:
- Only one PC may participate in this mini-quest thread; other PCs may not be brought into it.
- You must create three different stat sets for the PC entering this mini quest. Divide your non-'Attack' abilities between them. No two stat sets may wield the same exact instance of a particular item (though duplicates of the same item are allowed) or have any of the same non-'Attack' abilities (unless they possess the same ability multiple times across their character).
- Three lists 12 of entities from the enemy list that are normally fightable for drops that are between Level 50 and Level 70, exclusive, are randomly generated upon undertaking this task, with one corresponding to each set of stats. The 12 enemies must be fought in separate battles with standard arena match rules, with all buffs, debuffs, stats, and status effects resetting between matches. Per-thread abilities and effects abstandardly do reset between these matches. PCs may choose the order of the matches.
- You must choose between two boon options:
a) Each of these three builds may lose a single of its matches.
b) Each of these three builds may, at the start of the thread before matchups are rolled, may declare a single entity from the Enemy List to not encounter for any of its matches.
- This mini-quest may be undertaken once per week per PC. The individual undertaking it has their battle slot occupied during this week by this mini-quest.


For the purposes of this test, I'll be opting for the 'each of these three builds may lose a single one of its matches' choice.


Bane Knight
Gardener of Heroes
Reaver
Word On the Street
Celestial Harpist
Celestial Tactician
Corpse-Eater Demon
Forest Dragon
Magical Lich Loli
Armory Dragon
Maiden of Alzarian Heartfire
Pharoah
Singer of Life
Wind of Salvation
Air Giant
Blossom Dragon
Earth Giant
Fire Giant
Rutherford Von Antelopeface
Water Giant
Ash Dragon
Blackclad Monolith
Core Dragon
Mr. Baggerty Went Off To War, But He Forgot His Britches: An Interperative Monster
Redwood Treant
Sand Dragon
Snow Dragon
Crystal Golem
Day Dragon
Factory Dragon
Great White Whale
Night Dragon
Sea Serpent
Aos Si
Celestial Champion of Valor
Celestial Guardian
Grid Dragon
Mister Baron Wimpleby Senior's Jeweled Legs
Vampire Count
Celestial Choirmaster
Celestial Judge
Mirage Dragon
Pontiff
Sea Dragon
Bombshell Babe
Dolduvian
Genie
Reef of Sorceror Coral
Sky Dragon
Dao
Diamond Nautilus
Contract Devil
Efreet
Greater Air Elemental
Greater Earth Elemental
Greater Fire Elemental
Greater Water Elemental
Marid
Sylph
Greater Sandwurm
Kami of the Great Mountain
Red Death
The Astounding Teacup
Glacier Dragon
Timingila
Firework Dragon
Roc
Kraken
Roc-Kraken
Thorny Mother
Adamantine Golem
Adamantine Submersible
Butterflies of the First Fire
Great Wolf Kami
Hambelstern Prototype 0.08 Cannon Drone
Lightshow In Modern Thyme
Reaper
Tomb Dragon
Nemean Lion
First Sculptor's Clay
Thunderbird
Arctic Roc-Kraken
Phoenix
Angel
Ladon


Fortunately, I prepared multiples of a lot of the gear.

Build 1: The Man Who Lied To Time

Caelum Aetherius (Time Cloned Spirit Binder) (Aeromage)
Human, Life
Level 59
HP- 8,375
MP- 32,225
STR: 296 (5)
AGI: 413 (7)
CON: 335 (5)
MIN: 1,289 (21)
SPI: 1,846 (23)

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

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

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

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

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

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

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

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

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

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

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

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

-Botanist-
Apprentice Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Herb Lore- (Passive Ability, Botanist) Possessor’s Medicine consumables that heal HP heal an additional 40 points.
Knowledge of Forest Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Forest
Knowledge of Jungle Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Jungle
Knowledge of Marsh Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Marsh
Plant Researcher- (Passive Ability, Botanist) Possessor counts as being 2 Levels higher for stat-scanning purposes against Plants, to a max of Level 40, Possessor's Plant pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Plants in this thread successfully
Researched Methods to Prevent the Exploitation of Plant Weaknesses- (Passive Ability, Botanist) Possessor's Plant pets and summons count as having no weaknesses to individuals below Level 20

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

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

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

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

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

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

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

-Dancer-
Apprentice Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 250 less MP to cast
Basic Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 10 less MP to cast
Dancer- (Passive Ability, Dancer) All Dance spells cast by possessor with a per-round MP cost last (Possessor Level / 2, rounded up) rounds longer at no extra cost, All Dance spells cost possessor (50 * Possessor Level) less MP to cast
Fancy Dodging- (Passive Ability, Dancer) Up to 20 times per round, whenever possessor Dodges an attack, possessor may have a 20% chance of inflicting Charm: Impressed on any one target
Fast Footwork- (Passive Ability, Dancer) Possessor gains +50 AGI and 10% Dodge
Good at Footwork- (Passive Ability, Dancer) Possessor gains 5% Dodge
Good at Jumping- (Passive Ability, Dancer) Possessor gains +50 AGI and 5% Dodge
Has Practiced Dancing with Partners- (Passive Ability, Dancer) Possessor gains +50 AGI if possessor has any allies who possess Dancer abilities
Knowledge of Ballet- (Passive Ability, Dancer) Possessor gains +25 AGI and +50 MIN
Sexy Dance Moves- (Passive Ability, Dancer) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Dance spell
Swift Dodging- (Passive Ability, Dancer) Possessor gains +50 AGI and 15% Dodge

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

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

-Diviner-
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Auto-Translate- (Passive Ability, Diviner) Possessor gains +200 MIN if any individual of a different subtype is present, Translates to and from common languages (both orally and in written form) as an RP effect
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Limited Personal Precognition- (Passive Ability, Diviner) Possessor gains 2% Dodge
Predict Future with a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb equipped to scan a target's stats
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit

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

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

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

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

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

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

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

-Monk-
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON

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

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

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

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

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

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

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

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

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

-Seer-
Apprentice Robe Mastery- (Passive Ability, Seer) Possessor gains +50 Defense if possessor has a Robe equipped
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Bearer of Basic Mystic Vestments- (Passive Ability, Seer) All Robes worn by possessor provide +30 MIN and SPI
Predict Direction of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +50 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Direction of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +250 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +50 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +250 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Robe Wearer I- (Passive Ability, Seer) Possessor gains +5 to all stats when possessor has a Robe equipped
Robe Wearer II- (Passive Ability, Seer) Possessor gains +25 to all stats when possessor has a Robe equipped, Possessor gains +50 Defense when possessor has a Robe equipped
Seer- (Passive Ability, Seer) Possessor gains +(50 * Possessor Level) Defense and +(1,000 * Possessor Level) MP if possessor has a Robe equipped
Seer's Vision- (Passive Ability, Seer) Individuals below Level 15 may not counter possessor's actions that scan stats if possessor is wearing a Robe

-Skykeeper-
Advanced Messenger Bird Training- (Passive Ability, Skykeeper) When possessor trades an Aerial to another individual within the same thread with Messenger Bird Trainer, then the individual who possessor trades the Aerial to may immediately choose to unequip up to one pet and then equip the transferred Aerial, Possessor's Aerial pets and summons gain +25 AGI
Apprentice Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Bird Researcher- (Passive Ability, Skykeeper) Possessor counts as being 2 Levels higher for stat-scanning purposes against Aerials, to a max of Level 40, Possessor's Aerials pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Aerials in this thread successfully
Carrier Bird Trainer- (Passive Ability, Skykeeper) When possessor transfers the location of an Aerial with Messenger Bird Trainer, then possessor may send any one other non-pet item along with it, Possessor's Aerial pets and summons gain +15 STR
Floaty- (Passive Ability, Skykeeper) Possessor does not count as being in the back row for purposes of the number of people in each row, but may not use this ability to be in the back row when nothing is in the front row unless possessor could do so otherwise
Messenger Bird Trainer- (Active Ability, Skykeeper) Possessor may, once per thread, un-equip an Aerial pet and have it immediately be removed from the thread or have it be traded to an ally who is at a different location in the same thread, Functions differently in RP threads, Possessor's Aerial pets and summons gain +10 AGI

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

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

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

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

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

-Unreality Coordinator-
Absorb Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor Absorbs Illusion against sources below Level 20 if Level 20 or greater
Adept Illusion Synchronization- (Passive Ability, Other: Unreality Coordinator) Amounts of Illusion element Damage possessor deals are increased by 10,000 points, Illusion element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Illusion element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Illusion- (Passive Ability, Other: Unreality Coordinator) Whenever possessor obtains Illusion element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +500 Defense against Illusion
Apprentice Illusion Resistance- (Passive Ability, Other: Unreality Coordinator) Possessor gains 5% Illusion Resistance
Apprentice Illusion Synchronization- (Passive Ability, Unreality Coordinator) Possessor gains +50 to all stats for each Illusion element item equipped, Possessor's Illusion element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element allies gain +100 to all stats
Apprentice Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Illusion's Dominion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Illusion
Basic Affinity to Healing Via Illusion- (Passive Ability, Other: Unreality Coordinator) Whenever possessor obtains Illusion element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element pets and summons gain +50 to all stats
Basic Defenses Against Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +50 Defense against Illusion
Basic Illusion Resistance- (Passive Ability, Other: Unreality Coordinator) Possessor gains 1% Illusion Resistance
Basic Illusion Synchronization- (Passive Ability, Other: Unreality Coordinator) Possessor gains +25 to all stats if Illusion element
Basic Understanding of the Heart of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element allies gain +10 to all stats
Basic Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +50 to all stats while in a Zone of Illusion
Body of Living Lies- (Passive Ability, Unreality Coordinator) Possessor counts as being 20 Levels higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Call Forth the Living Illusion- (Active Ability, Other: Unreality Coordinator) Possessor may spend an action to summon 5 Elementals that are Illusion element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Control of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor has a 20% chance of being able to cancel the actions of Illusion element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +500 Defense if possessor has any Illusion-element items equipped that provide a Defense bonus
Detect Illusion- (Passive Ability, Unreality Coordinator) Possessor gains +1% To Hit against Illusion element targets
Emanate Illusion- (Passive Ability, Other: Unreality Coordinator) Whenever possessor absorbs Damage that is Illusion element Damage, Possessor may choose to deal 10,000 Flat Illusion element Damage to up to 10 targets
Empowered By Illusion- (Passive Ability, Unreality Coordinator) If possessor is Illusion element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Illusion
Expert Illusion Synchronization- (Passive Ability, Other: Unreality Coordinator) Illusion element Damage dealt to possessor (not including healing) is halved, Illusion element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Illusion element accessories, and may not be converted into other types of slot by individuals below Level 100
Flickering Everywhere-Hands- (Passive Ability, Other: Unreality Coordinator) Whenever possessor conducts a 'Melee Attack' or 'Melee Overdrive' action, possessor may choose any number of possible targtets below Level 60, each such target must declare what counter (if any, including preemptive counters) it will use against said action, paying the cost of said counter in advance, with possessor choosing which target(s) to actually target after said choice is made and only said declared counters being usable against said action, with individuals below Level 60 who were not chosen as final targets for said action being unable to counter it
Greater Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 25,000 points
Illusion Immunity- (Passive Ability, Other: Unreality Coordinator) Possessor gains Illusion Immunity against sources below Level 20 if Level 20 or greater
Illusion Manipulation- (Passive Ability, Other: Unreality Coordinator) Possessor may choose one of the following at the beginning of each round if Illusion element: Create a Zone of Illusion, Remove a Zone of Illusion created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Illusion by either possessor or a source below Level 20, Add Illusion to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Illusion element on a Illusion element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Illusion, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Illusion, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Illusion element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Illusion to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Illusion, 5% Illusion Resistance, or +50 Defense against Illusion and 1% Illusion Resistance until the end of the round as a non-stacking buff
Illusory Overlaid Casting-Gestures- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, whenever possessor conducts a 'Magical Attack' action, possessor's Level is counted as being 5 higher for purposes of having possessor's stats scanned by counters to said action, with said effect not bypassing 'Immune to Below Level X' effects
Improved Affinity to Healing Via Illusion- (Passive Ability, Other: Unreality Coordinator) Whenever possessor obtains Illusion element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +5,000 Defense against Illusion
Improved Defenses that Utilize Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +2,000 Defense if possessor has any Illusion-element items equipped that provide a Defense bonus
Improved Illusion Elemental Emanation- (Passive Ability, Unreality Coordinator) Possessor's 'Call Forth the Living Illusion' ability may summon entities up to Level 20
Improved Illusion Resistance- (Passive Ability, Other: Unreality Coordinator) Possessor gains 10% Illusion Resistance
Improved Understanding of the Heart of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element allies gain +250 to all stats
Improved Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +1,000 to all stats while in a Zone of Illusion
Invisible Monster Harrying- (Passive Ability, Other: Unreality Coordinator) Possessor's opponents gain the ability to spend an action to 'Search for the Invisible Monsters', If none of possessor's enemies have spent an action to 'Search for the Invisible Monsters' within the last 3 rounds, possessor may, at the start of each round, replicate the ability of a Horror or Monster below Level 40 that is below possessor's Level that is normally fightable for drops on the Enemy List at the start of each round as though an Illusion element version of said entity was performing said action
Master of Unseen Predators- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, whenever an action replicated by possessor's 'Invisible Monster Harrying' ability kills an individual, all of said individual's allies are afflicted with Confusion: Fear, Possessor's 'Invisible Monster Harrying' ability may replicate the abilities of Animals, with said ability replicating said actions as though their performer's subtype were solely 'Monster'
Meditative Assumption of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor may choose, at the beginning of a thread, to become solely Illusion element
Phantasmal Fantasy-Body- (Passive Ability, Unreality Coordinator) If possessor is Illusion element, possessor may choose at the start of each round to gain +2,500 to any one stat as a non-stacking buff until the end of the round, Possessor gains +5% Dodge against non-Conceptual opponents while Illusion element
Principle of Unseen Horror- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, actions replicated by possessor's 'Invisible Monster Harrying' ability deal double Damage, to a max of 5,000,000 additional points, to individuals not Immune to Confusion or Confusion: Fear if possessor's stats have not been scanned
Reflect Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor Reflects Illusion against sources below Level 20 if Level 20 or greater
Shedding Essences Like Glowing Butterflies- (Passive Ability, Other: Unreality Coordinator) Whenever possessor loses a stacked instance of an Illusion Magic buff, possessor may choose to also lose a stacked instance of a debuff from a source of equal or lower Level to the source of said buff, to a max of Level 60
Stability Within Illusion- (Passive Ability, Unreality Coordinator) Possessor gains 25% minor negative status effect resistance while in a Zone of Illusion
Thousand Actors' Phantasmal Puppet Show- (Passive Ability, Other: Unreality Coordinator) Possessor may, at the start of a round, pay 50,000 MP and then choose any number of allies (including possessor) who are either below Level 20 or are willing, Each such chosen entity cannot take any normal actions during the round, but whenever it would have been able to take an action, it may instead replicate the effect of any ability possessed by an entity on the Enemy List that is below Level 20, is below possssor's Level, and is normally fightable for drops as though said entity was performing said action
Thousand Falsely-Shining Spells- (Passive Ability, Other: Unreality Coordinator) Whenever possessor conducts a 'Magical Attack' or 'Overdrive' action, possessor may choose any number of possible targets below Level 60, each such target must declare what counter (if any, including preemptive counters) it will use against said action, paying the cost of said counter in advance, with possessor choosing which target(s) to actually target after said choice is made and only said declared counters being usable against said action, with individuals below Level 60 who were not chosen as final targets for said action being unable to counter it
Unified Knowledge of Illusion and Illusion Magic- (Passive Ability, Other: Unreality Coordinator) Possessor may count Unreality Coordinator abilities possessor possesses as Illusionist abilities (including for prerequisite purposes), Possessor may count Illusionist abilities possessor possesses as Unreality Coordinator abilities (including for prerequisite purposes)
Unreality Coordinator- (Passive Ability, Other: Unreality Coordinator) Possessor ignores (1 * (Possessor Level/5), rounded down)% Illusion Resistance, Possessor ignores Illusion Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Unseen Attendants' Splendid Cleaning Routine- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, at the start of any round that possessor is the only individual in possessor's battlespace, possessor may choose to lose any debuffs or minor or moderate negative status effects from sources below Level 60
Wings of Unreal Color- (Passive Ability, Other: Unreality Coordinator) Possessor gains 40% Dodge, +500 AGI, and +500 SPI, Possessor counts as 1 Level higher for purposes of having its stats scanned, with said effect not bypassing 'Immune to Under Level X' effects
Zonal Illusion Control- (Passive Ability, Other: Unreality Coordinator) Possessor may, at the start of each round, choose one Zone of Illusion that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

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

-Wanderer-
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Establish Dimensional Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Establish Temporal Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast



Weapons-
2 Spacetime Hypercleaver- (Weapon, Sword, Glory & Spatial & Time, 180,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +180,000 CON, +180,000 SPI, 130% Critical, 230% To Hit, Wielder may create or destroy a Zone of Air, Spatial, or Time at the start of each round, Wielder may deal 1,800,000 Flat Physical, Time, Glory, Technology, or Spatial element Damage to one opponent at the start of each round that also has a 100% chance of inflicting Fatigued: Elderly or removes 1 buff from a source below Level 60, deals full Damage to the back row, Wielder's offensive actions may gain the element Technology, Wielder must be Level 40 or greater


Armor-
2 Twentyfourfold Nested Mobile Aura of Retributive Pain- (Armorx1/24, Aura, Darkness & Warding, 210,000,000 Gold) +210,000 Defense, +210,000 MIN, +110,000 SPI, 80% inflicts Pain, 10% Base Element Resistance, 30% Darkness Resistance, 30% Agony Resistance, +5% Stat Drain Resistance (to a max of 200%), Stat Drain Immunity, Pain Immunity, Reflects Pain, Wearer gains a (Number of Auramancer abilities wearer possesses / 4, to a max of 80)% chance of being optionally able, up to 12 times per thread per instance of this item, of converting up to 80,000,000 points of Damage from a single attack or action from a source below Level 80 into Darkness element Damage targetting the source of said Damage and unequipping this item
w/Sublimely Status-Protecting- +10,000 Defense against Stat Damage, Applied Enchantment
w/Vital Overpulse- Wielder regenerates 1,000,000 HP at the start of each round, Applied Enchantment
w/Mystical Overpulse- Wielder regenerates 1,000,000 MP at the start of each round, Applied Enchantment

2 Twentyfourfold Nested Mobile Aura of Retributive Pain- (Armorx1/24, Aura, Darkness & Warding, 210,000,000 Gold) +210,000 Defense, +210,000 MIN, +110,000 SPI, 80% inflicts Pain, 10% Base Element Resistance, 30% Darkness Resistance, 30% Agony Resistance, +5% Stat Drain Resistance (to a max of 200%), Stat Drain Immunity, Pain Immunity, Reflects Pain, Wearer gains a (Number of Auramancer abilities wearer possesses / 4, to a max of 80)% chance of being optionally able, up to 12 times per thread per instance of this item, of converting up to 80,000,000 points of Damage from a single attack or action from a source below Level 80 into Darkness element Damage targetting the source of said Damage and unequipping this item
w/Sublimely Status-Protecting- +10,000 Defense against Stat Damage, Applied Enchantment
w/Vital Overpulse- Wielder regenerates 1,000,000 HP at the start of each round, Applied Enchantment
w/Mystical Overpulse- Wielder regenerates 1,000,000 MP at the start of each round, Applied Enchantment
w/Obdurately-Warding - Wielder's Defense cannot be pierced by entities below Level 90, Applied Enchantment

2 Twentyfourfold Nested Mobile Aura of Retributive Pain- (Armorx1/24, Aura, Darkness & Warding, 210,000,000 Gold) +210,000 Defense, +210,000 MIN, +110,000 SPI, 80% inflicts Pain, 10% Base Element Resistance, 30% Darkness Resistance, 30% Agony Resistance, +5% Stat Drain Resistance (to a max of 200%), Stat Drain Immunity, Pain Immunity, Reflects Pain, Wearer gains a (Number of Auramancer abilities wearer possesses / 4, to a max of 80)% chance of being optionally able, up to 12 times per thread per instance of this item, of converting up to 80,000,000 points of Damage from a single attack or action from a source below Level 80 into Darkness element Damage targetting the source of said Damage and unequipping this item
w/Sublimely Status-Protecting- +10,000 Defense against Stat Damage, Applied Enchantment
w/Vital Overpulse- Wielder regenerates 1,000,000 HP at the start of each round, Applied Enchantment
w/Mystical Overpulse- Wielder regenerates 1,000,000 MP at the start of each round, Applied Enchantment
w/Status Warded- Wielder is Immune to Minor Status Effects from sources below Level 80, Applied Enchantment

Accessories-
Phoenix-Feather Cloak- (Accessory, Cloak, Fire, 27,000,000 Gold) +26,000 AGI, +26,000 SPI, +29,000 Defense against Fire, The first time per thread that wearer is killed by a source below Level 80 that is not more than 20 Levels higher than wearer, wearer regenerates and is then healed for 1,000,000 points of Light & Fire element HP Healing and MP Healing, May only be wielded by individuals of Level 20 and greater
Benevolent Magatama- (Accessory, Crystal, Light & Earth, 110,000,000 Gold) +110,000 SPI, Wielder is afflicted with Elevated, Favored, and Favored: Anointed at the start of every round, Wielder must be Level 40 or greater
Demilich Eyes- (Accessory, Eyewear, Darkness & Magic, 150,000,000 Gold) Twice per battle, before one of wielder's actions, wielder may choose to inflict Instant Death on a target below wielder's Level that is below Level 80, with said effect not stacking across multiple copies of this item and individuals below Level 80 being unable to resurrect individuals killed by said effect, Wielder must be Level 40 or greater
Ring of Cosmic Birth- (Accessory, Ring, Life & Magic, 275,000,000 Gold) +2,750,000 HP as a non-stacking bonus, +2,750,000 MP as a non-stacking bonus, Wielder may spend an action to summon an Outsider, Planetary, or Astral Being below Level 95, Max 10 summoned, Wielder's summons regenerate 275,000 HP and MP at the start of each round as an effect that stacks 5 times, Wielder must be Level 40 or greater
World-Traveler's Wings- (Accessory, Cloak, Light & Darkness & Fate & Time & Spatial & Astral, 130,000,000 Gold) +130,000 AGI, +130,000 SPI, +130,000 Defense against Astral, +60,000 to wearer's turn-order-determining stat sum for turn-order-determining purposes as a non-stacking bonus that does not stack with other bonuses from items whose name includes 'Wings', 30% Darkness Resistance, 30% Time Resistance, 30% Ice Resistance, 30% Astral Resistance, 30% Spatial Resistance, 30% Light Resistance, 30% Air Resistance, 50% Frozen Resistance, 50% Suffocation Resistance, 50% Voidstruck Resistance, Effects attached to Zones by sources below Level 80 cannot inflict Frozen, Suffocation, Voidstruck, Awestruck, or Fatigued on wearer, Wearer must be Level 40 or greater, Wearer gains the ability to travel through space at generally-useful speeds as an RP power
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment

Illusion Slot
Cloak of Nested Illusions- (Accessory, Cloak, Illusion, 215,000,000 Gold) +115,000 to all stats, Actions from individuals below Level 80 have a 20% chance of failing to target wielder if wielder so desires as a non-stacking effect, Wielder must be Level 40 or greater


Spells-
Death Spray- (Spell, Biomancy, Darkness & Acid, 150,000 MP, 15,500,000 Gold) +15,500 Ranged Attack, 60% inflicts Dissolving, 30% inflicts Instant Death on targets below Level 70, 1 hit against 15
Telefrag- (Spell, Other: Spatial Magic, Spatial & Physical & Earth, 90,000 MP, 90,000,000 Gold) +90,000 Magical Attack, 30% inflicts Instant Death, Caster must be Level 40 or greater
Cast Into Emptiness- (Spell, Other: Spatial Magic, Spatial & Void, 230,000 MP, 215,000,000 Gold) 40% inflicts Vanished, Caster must be Level 40 or greater
Sublime Caress- (Spell, Enchantment, Light & Fire, 500,000 MP, 140,000,000 Gold) 30% inflicts Dominion, Caster must by Level 40 or greater
Global Defense (Geomantic Variant)- (Spell, Geomancy, Earth & Warding, 2,000,000 MP, 200,000,000 Gold) Caster and caster's allies obtain a non-stacking buff that provides +200,000 Defense, that allows its possessors to have a 20% chance of Reflecting actions from sources below Level 95 that are not 20 or more Levels greater than its caster, and that allows its possessors to deal 2,000,000 Flat Earth & Magic element Damage to entities that conduct offensive actions that target them at the end of such actions, Caster must be Level 40 or greater


Pets-
Paper Life-Egg of the Serpent Crane of Hyet'Nyeoor- (Pet, Outsider, Knowledge & Life, Lv. 46, 100,000,000 Gold)
HP- 4,560,000
MP- 4,560,000
STR- 52,800
AGI- 63,500
CON- 52,800
MIN- 63,500
SPI- 52,800
XP- 0
XP Needed- # (Standard Multiplier x2)
Minimum Level- 46
Defense- 15,000
Defense against Stat Damage- 6,250
Critical Chance- 96%
Resilience- 75%
To Hit- 216%
Dodge- 99%
Resistances and Immunities- 100% Water Resistance, 100% Magic Resistance, 100% Psychic Resistance, 300% Fire Weakness, 184% Minor Status Effect Resistance, Diseased Immunity, Fatigued Immunity, 92% Moderate Status Effect Resistance, 10% Major Status Effect Resistance
Prime Attribute- Mind + Constitution
Constant Effects-
Juices of Unborn Ink And Paper- Possessor regenerates 500,000 HP at the start of each round, Possessor's allies regenerate 500,000 MP at the start of each round, Constant Effect
Shell of Paper- Possessor may, up to three times per thread, choose to remove a debuff or minor or moderate negative status effect that it possesses, obtaining a buff that stacks 3 times that reduces its possessor's Fire Weakness by 100% per stacked instance whenever possessor does so, and, when possessor does so, to obtain a debuff that stacks three times that this effect cannot remove that provides -5,000 Defense and reduces the quantities of HP and MP that possessor's 'Juices of Unborn Ink and Paper' ability causes to be regenerated by 150,000 points, Constant Effect
Abilities-
Crystal Needles- 59,000 Damage, This action pierces 180,000 Defense, 1 hit against 50,000, Earth or Magic or Crystal (2), 0 MP
Dissolution Stinger- 68,500 Damage, 200% inflicts Dissolving, 200% inflicts Dissolving: Erosion, Acid, 120,500 MP
Serpent Eyes- 56,000 Damage, 12,000 MIN Damage, 200% inflicts Confusion: Fear, 100% inflicts Mindblasted, Psychic & Toxin, 89,000 MP
Shell Nesting Prison-Walls- 200% inflicts Paralyzed on target, this instance of Paralyzed additionally reduces the Damage its possessor deals by 30%, Physical & Wood & Knowledge & Spatial, 430,000 MP
Imperious Cry- Entities below Level 66 may not inflict buffs on entities that are not caster until the end of the round, Air & Nobility, 220,000 MP
Imaginary Fish-Feast- Caster regenerates 1,000,000 HP, Water & Illusion & Psychic, 250,000 MP
Modified Stats wrote: Caelum Aetherius (Time Cloned Spirit Binder) (Aeromage)
Human, Life
Level 59
HP- 2,841,250
MP- 3,129,750

STR- 3,060
AGI- 4,230
CON-3,450
MIN- 15,040 (+50 Uncapped from Murlakro)
SPI- 19,560 (80,650 for Turn-Order purposes)


---Defence---

40% Dodge

10% Base Element Resistance
30% Agony, Air, Astral, Darkness, Ice, Light, Spatial, Time Resistance
5% Illusion Resistance

Stat Drain Immunity
Pain Immunity
Immune to Minor Status Effects from sources below Level 80
Reflects Pain
Confusion Immunity against sources below Level 60
Fatigued: Sleep Immunity
50% Frozen, Suffocation, Voidstruck Resistance
30% Stat Drain Resistance
30% Confusion Resistance

Possessor's per-round auto recovery chances for minor and moderate negative status effects are checked twice per round

Immune to Time element debuffs from sources below Level 60
Up to 20 times per thread when possessor would acquire a debuff that reduces possessor's stats, possessor may choose for that instance of the debuff to reduce the amount it reduces each of possessor's by by 500, to a minimum of 0

+41,620 Defense
+60,120 Defense Against Stat Damage (may use SPI in place of SAN, INF, and RES and may choose to take SPI Damage instead of SAN Damage, INF Damage, or RES Damage)
+29,000 Defense against Fire

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

Wielder's Defense cannot be pierced by entities below Level 90

Actions from individuals below Level 80 have a 20% chance of failing to target wielder if wielder so desires as a non-stacking effect

The first time per thread that wearer is killed by a source below Level 80 that is not more than 20 Levels higher than wearer, wearer regenerates and is then healed for 1,000,000 points of Light & Fire element HP Healing and MP Healing

Does not count as being in the back row for purposes of the number of people in each row, but may not use this ability to be in the back row when nothing is in the front row unless possessor could do so otherwise


---Offence---

130% Critical
230% To Hit

80% inflicts Pain
Deals full damage to the back row
Wielder's offensive actions may gain the element Technology

+6,120 Melee Attack
+2,950 Magical Attack

Ignores 11% Illusion, Time Resistance

Amounts of Illusion element Damage possessor deals are increased by 40,550 points
Amounts of Time element Damage possessor deals are increased by 15,550 points

Deals 60,000 additional Damage to individuals who count the current round's number as a different number than possessor does


---Start of Round---

Wielder may create or destroy a Zone of Air, Spatial, or Time at the start of each round

(2x) Wielder may deal 1,800,000 Flat Physical, Time, Glory, Technology, or Spatial element Damage to one opponent at the start of each round that also has a 100% chance of inflicting Fatigued: Elderly or removes 1 buff from a source below Level 60

Wielder regenerates 6,000,000 HP and MP at the start of each round

Wielder is afflicted with Elevated, Favored, and Favored: Anointed at the start of every round

May, at the start of any round, choose for possessor's first action of the round to, instead of being placed in turn-order, be placed in possessor's Action Bank.


---Start of Action---

Twice per battle, before one of wielder's actions, wielder may choose to inflict Instant Death on a target below wielder's Level that is below Level 80, with said effect not stacking across multiple copies of this item and individuals below Level 80 being unable to resurrect individuals killed by said effect




Build 2: The Man Who Lifed To Time

Caelum Aetherius (Time Cloned Spirit Binder) (Aeromage)
Human, Life
Level 59
HP- 8,375
MP- 32,225
STR: 296 (5)
AGI: 413 (7)
CON: 335 (5)
MIN: 1,289 (21)
SPI: 1,846 (23)

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

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

-Genesis Architect-
Absorb Life- (Passive Ability, Other: Genesis Architect) Possessor Absorbs Life against sources below Level 20 if Level 20 or greater
Adept Life Synchronization- (Passive Ability, Other: Genesis Architect) Amounts of Life element Damage possessor deals are increased by 10,000 points, Life element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Life element Spells, and may not be converted into other types of slots by individuals below Level 100
Animal-Vitalizing Life Force- (Passive Ability, Other: Genesis Architect) Possessor's Animal allies gain +5,000 HP
Apprentice Affinity to Healing Via Life- (Passive Ability, Other: Genesis Architect) Whenever possessor obtains Life element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Life- (Passive Ability, Other: Genesis Architect) Possessor gains +500 Defense against Life
Apprentice Life Resistance- (Passive Ability, Other: Genesis Architect) Possessor gains 5% Life Resistance
Apprentice Life Synchronization- (Passive Ability, Genesis Architect) Possessor gains +50 to all stats for each Life element item equipped, Possessor's Life element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element allies gain +100 to all stats
Apprentice Weaponization of Life- (Passive Ability, Other: Genesis Architect) Quantities of Life element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Life- (Passive Ability, Other: Genesis Architect) Possessor gains +500 to all stats while in a Zone of Life
Basic Acceleration Within Life's Dominion- (Passive Ability, Other: Genesis Architect) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Life
Basic Affinity to Healing Via Life- (Passive Ability, Other: Genesis Architect) Whenever possessor obtains Life element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element pets and summons gain +50 to all stats
Basic Defenses Against Life- (Passive Ability, Other: Genesis Architect) Possessor gains +50 Defense against Life
Basic Life Resistance- (Passive Ability, Other: Genesis Architect) Possessor gains 1% Life Resistance
Basic Life Synchronization- (Passive Ability, Other: Genesis Architect) Possessor gains +25 to all stats if Life element
Basic Understanding of the Heart of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element allies gain +10 to all stats
Basic Weaponization of Life- (Passive Ability, Other: Genesis Architect) Quantities of Life element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Life- (Passive Ability, Other: Genesis Architect) Possessor gains +50 to all stats while in a Zone of Life
Control of Life- (Passive Ability, Other: Genesis Architect) Possessor has a 20% chance of being able to cancel the actions of Life element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Life- (Passive Ability, Other: Genesis Architect) Possessor gains +500 Defense if possessor has any Life-element items equipped that provide a Defense bonus
Detect Life- (Passive Ability, Genesis Architect) Possessor gains +1% To Hit against Life element targets
Elemental Attack-Conversion: Life- (Technique Ability, Other: Genesis Architect) Possessor may use 'Elemental Attack-Conversion: Life' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Life element and no other technique is used. Said action becomes solely the element Life.
Emanate Life- (Passive Ability, Other: Genesis Architect) Whenever possessor absorbs Damage that is Life element Damage, Possessor may choose to deal 10,000 Flat Life element Damage to up to 10 targets
Filled with Life- (Passive Ability, Other: Genesis Architect) If possessor is Life element, possessor is afflicted with Rejuvenation at the start of every round
First Genesis- (Passive Ability, Other: Genesis Architect) Possessor may, at the start of each round, if possessor is Life element, summon one individual who is below Level 20 and is normally fightable for drops on the Enemy List, Max 20 summoned
Font of Life- (Passive Ability, Other: Genesis Architect) If possessor is Life element, up to 30 of possessor's allies regenerate 5,000 HP at the start of each round
Genesis Architect- (Passive Ability, Other: Genesis Architect) Possessor ignores (1 * (Possessor Level/5), rounded down)% Life Resistance, Possessor ignores Life Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Greater Weaponization of Life- (Passive Ability, Other: Genesis Architect) Quantities of Life element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Life- (Passive Ability, Other: Genesis Architect) Whenever possessor obtains Life element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Life- (Passive Ability, Other: Genesis Architect) Possessor gains +5,000 Defense against Life
Improved Life Resistance- (Passive Ability, Other: Genesis Architect) Possessor gains 10% Life Resistance
Improved Understanding of the Heart of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element allies gain +250 to all stats
Improved Weaponization of Life- (Passive Ability, Other: Genesis Architect) Quantities of Life element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Life- (Passive Ability, Other: Genesis Architect) Possessor gains +1,000 to all stats while in a Zone of Life
Life Immunity- (Passive Ability, Other: Genesis Architect) Possessor gains Life Immunity against sources below Level 20 if Level 20 or greater
Life Manipulation- (Passive Ability, Other: Genesis Architect) Possessor may choose one of the following at the beginning of each round if Life element: Create a Zone of Life, Remove a Zone of Life created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Life by either possessor or a source below Level 20, Add Life to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Life element on a Life element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Life, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Life, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Life element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Life to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Life, 5% Life Resistance, or +50 Defense against Life and 1% Life Resistance until the end of the round as a non-stacking buff
Meditative Assumption of Life- (Passive Ability, Other: Genesis Architect) Possessor may choose, at the beginning of a thread, to become solely Life element
Naturally Resistant to Death- (Passive Ability, Other: Genesis Architect) If possessor is Life element, possessor gains 20% Instant Death Resistance against sources below Level 80
Nonsynchronous Elemental Attack-Conversion: Life- (Passive Ability, Other: Genesis Architect) Possessor may use the Technique 'Elemental Attack-Conversion: Life' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Life element.
Nourish Life- (Passive Ability, Other: Genesis Architect) Whenever possessor deals HP or MP healing to an Life element individual, possessor deals 300 additional points
Nourished By Life- (Passive Ability, Genesis Architect) If possessor is Life element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Life
Nullify Life- (Passive Ability, Other: Genesis Architect) Possessor may remove the element Life from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Life-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Life-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Life from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Overflowing with Life- (Passive Ability, Other: Genesis Architect) If possessor is Life element, up to 30 of possessor's allies are afflicted with Rejuvenation at the start of every round
Plant-Vitalizing Life Force- (Passive Ability, Other: Genesis Architect) Possessor's Plant allies gain +5,000 HP
Second Genesis- (Passive Ability, Other: Genesis Architect) Possessor may, at the start of each round, if possessor is Life element, summon one individual who is below Level 40 and is normally fightable for drops on the Enemy List, Max 20 summoned
Soothing Life Emanation- (Passive Ability, Other: Genesis Architect) Whenever possessor absorbs Damage that is Life element Damage, Possessor may choose to deal 10,000 Flat Life element HP Healing to up to 10 targets that are Life element
Through Life, Rebirth- (Passive Ability, Other: Genesis Architect) If possessor is Life element, once per thread, when possessor dies to a source that is below Level 60 and is no more than 19 Levels greater than possessor, possessor is immediately resurrected, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 60 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-ressurection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect
Through Life, Regeneration- (Passive Ability, Other: Genesis Architect) If possessor is Life element, possessor regenerates 5,000 HP at the start of every round
Vitalizing Life Force- (Passive Ability, Other: Genesis Architect) Possessor's allies gain +5,000 HP
Vivfiying Zone Creation- (Passive Ability, Other: Genesis Architect) Whenever possessor creates a Zone, possessor may attach an effect to it that gives all of possessor's allies (including possessor) that are in said zone +10,000 HP, with said effect stacking 5 times across zones and not stacking on the same Zone

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

-Guardian-
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Bulwark Stance- (Stance Ability, Guaridan) User must be in front row and have a Heavy Armor equipped, there is a 5% chance that any hit from a damage or stat-damage dealing attack that would hit an ally in the back row instead hits user
Hard to Push Around- (Passive Ability, Guardian) Possessor gains +450 STR and +450 CON per 5 levels (rounded up) to a max of +12,000 STR and +12,000 CON for purposes of resisting attempts to forcibly change possessor's row
Heavy Armor Wearer I- (Passive Ability, Guardian) Possessor gains +5 to all stats when possessor has a Heavy Armor equipped
Heavy Armor Wearer II- (Passive Ability, Guardian) Possessor gains +25 to all stats when possessor has a Heavy Armor equipped, Possessor gains +50 Defense when possessor has a Heavy Armor equipped
Security of Iron- (Passive Ability, Guardian) Possessor gains 15% Fear resistance while wearing Heavy Armor

-Healer-
Apprentice Healer Attunement- (Passive Ability, Healer) All Healer Magic Spells cost possessor and possessor's allies 20 less MP to cast
Apprentice Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 50 less MP to cast, Possessor's actions that Heal HP heal an additional 500 points
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster Defense- (Technique Ability, Healer) Possessor may use Bolster Defense in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Defense which stacks to a max of (20 x Possessor Level) Defense.
Bolster Health- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max HP which stacks to a max of (20 x Possessor Level) Max HP.
Bolster Magic- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max MP which stacks to a max of (20 x Possessor Level) Max MP.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Power- (Technique Ability, Healer) Possessor may use Bolster Power in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Magical Attack, +20 Melee Attack, or +20 Ranged Attack, which stacks to a max of (20 x Possessor Level) of each type of attack bonus.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Greater Healing- (Passive Ability, Healer) Wehanever possessor would Heal HP, possessor Heals an additional 2,500 points
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast,
Improved Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 500 points

-Shrine Maiden-
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Guarded by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +50 Defense while possessor possesses at least 2 Spirit allies
Guarded Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not summoned any non-'Spirit Magic' summons during this thread
Guarded Purity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not been afflicted with any negative status effects during this thread
Shrine Maiden- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +380 additional Magical Attack, have a 50% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 1,500 more HP, 100 more to each stat, and stay for 5 rounds longer, plus an additional +15 additional Magical Attack per possessor level
Spirit Magic Casting I- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 20 less MP to cast
Spirit Magic Casting II- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast
Spirit that Shines with Charity- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that buff targets and involve Spirit Magic
Spirit that Shines with Diligence- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that cure negative status effects of targets and involve Spirit Magic
Spirit that Shines with Kindness- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that heal targets and involve Spirit Magic
Spirit that Shines with Malice- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that inflict negative status effects on targets and involve Spirit Magic
Spirit that Shines with Rage- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that deal damage to targets and involve Spirit Magic
Spirit that Shines with Spite- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that debuff targets and involve Spirit Magic
Spiritual Infusion- (Active Ability, Shrine Maiden) Possessor may spend an action to give one of possessor's Spirit Magic spells a bonus of +1,000 additional Magical Attack that lasts the remainder of the thread in exchange for a thread-long reduction of 1 Base SPI point as an effect that stacks 200 times, Any Spirit summoned through such a Spirit Magic spell gains +1,000 to all stats as an effect independent of the number of the stackings of said effect, The caster of a spell affected by this effect may choose to make a Magical Attack or Cast a Spell action involving the casting of said spell solely Light or solely Darkness element, Spells that have no Magical Attack bonus may be affected by this effect
Shrine Maiden's Robe Proficiency- (Passive Ability, Shrine Maiden) Possessor gains +80 SPI while possessor has at least one Robe and at least one Spirit Magic spell equipped
Spiritual Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source
Summons Through Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +100 to all stats if summoned while possessor is not afflicted with any negative status effects


Weapons-
2 Spacetime Hypercleaver- (Weapon, Sword, Glory & Spatial & Time, 180,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +180,000 CON, +180,000 SPI, 130% Critical, 230% To Hit, Wielder may create or destroy a Zone of Air, Spatial, or Time at the start of each round, Wielder may deal 1,800,000 Flat Physical, Time, Glory, Technology, or Spatial element Damage to one opponent at the start of each round that also has a 100% chance of inflicting Fatigued: Elderly or removes 1 buff from a source below Level 60, deals full Damage to the back row, Wielder's offensive actions may gain the element Technology, Wielder must be Level 40 or greater


Armor-
2 Twentyfourfold Nested Mobile Aura of Retributive Pain- (Armorx1/24, Aura, Darkness & Warding, 210,000,000 Gold) +210,000 Defense, +210,000 MIN, +110,000 SPI, 80% inflicts Pain, 10% Base Element Resistance, 30% Darkness Resistance, 30% Agony Resistance, +5% Stat Drain Resistance (to a max of 200%), Stat Drain Immunity, Pain Immunity, Reflects Pain, Wearer gains a (Number of Auramancer abilities wearer possesses / 4, to a max of 80)% chance of being optionally able, up to 12 times per thread per instance of this item, of converting up to 80,000,000 points of Damage from a single attack or action from a source below Level 80 into Darkness element Damage targetting the source of said Damage and unequipping this item
w/Sublimely Status-Protecting- +10,000 Defense against Stat Damage, Applied Enchantment
w/Vital Overpulse- Wielder regenerates 1,000,000 HP at the start of each round, Applied Enchantment
w/Mystical Overpulse- Wielder regenerates 1,000,000 MP at the start of each round, Applied Enchantment

2 Twentyfourfold Nested Mobile Aura of Retributive Pain- (Armorx1/24, Aura, Darkness & Warding, 210,000,000 Gold) +210,000 Defense, +210,000 MIN, +110,000 SPI, 80% inflicts Pain, 10% Base Element Resistance, 30% Darkness Resistance, 30% Agony Resistance, +5% Stat Drain Resistance (to a max of 200%), Stat Drain Immunity, Pain Immunity, Reflects Pain, Wearer gains a (Number of Auramancer abilities wearer possesses / 4, to a max of 80)% chance of being optionally able, up to 12 times per thread per instance of this item, of converting up to 80,000,000 points of Damage from a single attack or action from a source below Level 80 into Darkness element Damage targetting the source of said Damage and unequipping this item
w/Sublimely Status-Protecting- +10,000 Defense against Stat Damage, Applied Enchantment
w/Vital Overpulse- Wielder regenerates 1,000,000 HP at the start of each round, Applied Enchantment
w/Mystical Overpulse- Wielder regenerates 1,000,000 MP at the start of each round, Applied Enchantment
w/Obdurately-Warding - Wielder's Defense cannot be pierced by entities below Level 90, Applied Enchantment

2 Twentyfourfold Nested Mobile Aura of Retributive Pain- (Armorx1/24, Aura, Darkness & Warding, 210,000,000 Gold) +210,000 Defense, +210,000 MIN, +110,000 SPI, 80% inflicts Pain, 10% Base Element Resistance, 30% Darkness Resistance, 30% Agony Resistance, +5% Stat Drain Resistance (to a max of 200%), Stat Drain Immunity, Pain Immunity, Reflects Pain, Wearer gains a (Number of Auramancer abilities wearer possesses / 4, to a max of 80)% chance of being optionally able, up to 12 times per thread per instance of this item, of converting up to 80,000,000 points of Damage from a single attack or action from a source below Level 80 into Darkness element Damage targetting the source of said Damage and unequipping this item
w/Sublimely Status-Protecting- +10,000 Defense against Stat Damage, Applied Enchantment
w/Vital Overpulse- Wielder regenerates 1,000,000 HP at the start of each round, Applied Enchantment
w/Mystical Overpulse- Wielder regenerates 1,000,000 MP at the start of each round, Applied Enchantment
w/Status Warded- Wielder is Immune to Minor Status Effects from sources below Level 80, Applied Enchantment

Accessories-
Cloak of Nested Illusions- (Accessory, Cloak, Illusion, 215,000,000 Gold) +115,000 to all stats, Actions from individuals below Level 80 have a 20% chance of failing to target wielder if wielder so desires as a non-stacking effect, Wielder must be Level 40 or greater
Phoenix-Feather Cloak- (Accessory, Cloak, Fire, 27,000,000 Gold) +26,000 AGI, +26,000 SPI, +29,000 Defense against Fire, The first time per thread that wearer is killed by a source below Level 80 that is not more than 20 Levels higher than wearer, wearer regenerates and is then healed for 1,000,000 points of Light & Fire element HP Healing and MP Healing, May only be wielded by individuals of Level 20 and greater
Benevolent Magatama- (Accessory, Crystal, Light & Earth, 110,000,000 Gold) +110,000 SPI, Wielder is afflicted with Elevated, Favored, and Favored: Anointed at the start of every round, Wielder must be Level 40 or greater
Demilich Teeth- (Accessory, Upgrade, Darkness & Magic, 150,000,000 Gold) Once per round, before one of wielder's actions, wielder may choose to inflict Instant Death on a target below wielder's Level that is below Level 80, with said effect not stacking across multiple copies of this item and individuals below Level 80 being unable to resurrect individuals killed by said effect, Wielder must be Level 40 or greater
Ring of Cosmic Birth- (Accessory, Ring, Life & Magic, 275,000,000 Gold) +2,750,000 HP as a non-stacking bonus, +2,750,000 MP as a non-stacking bonus, Wielder may spend an action to summon an Outsider, Planetary, or Astral Being below Level 95, Max 10 summoned, Wielder's summons regenerate 275,000 HP and MP at the start of each round as an effect that stacks 5 times, Wielder must be Level 40 or greater


Spells-
Death Spray- (Spell, Biomancy, Darkness & Acid, 150,000 MP, 15,500,000 Gold) +15,500 Ranged Attack, 60% inflicts Dissolving, 30% inflicts Instant Death on targets below Level 70, 1 hit against 15
Telefrag- (Spell, Other: Spatial Magic, Spatial & Physical & Earth, 90,000 MP, 90,000,000 Gold) +90,000 Magical Attack, 30% inflicts Instant Death, Caster must be Level 40 or greater
Cast Into Emptiness- (Spell, Other: Spatial Magic, Spatial & Void, 230,000 MP, 215,000,000 Gold) 40% inflicts Vanished, Caster must be Level 40 or greater
Sublime Caress- (Spell, Enchantment, Light & Fire, 500,000 MP, 140,000,000 Gold) 30% inflicts Dominion, Caster must by Level 40 or greater
Cosmic Doctor Fist- (Spell, Healer Magic, Astral, 30,000 MP, 15,000,000 Gold) +15,000 Melee Attack, May Heal, May cure any one minor or moderate negative status effect, May cure any one debuff with a source below Level 70, Caster must be Level 35 or greater

Geomancy Slot
Global Defense (Geomantic Variant)- (Spell, Geomancy, Earth & Warding, 2,000,000 MP, 200,000,000 Gold) Caster and caster's allies obtain a non-stacking buff that provides +200,000 Defense, that allows its possessors to have a 20% chance of Reflecting actions from sources below Level 95 that are not 20 or more Levels greater than its caster, and that allows its possessors to deal 2,000,000 Flat Earth & Magic element Damage to entities that conduct offensive actions that target them at the end of such actions, Caster must be Level 40 or greater


Pets-
*Gardening Emmanuel- (Pet, Human, Earth, Lv.59, 85,470,000 Gold)
HP- 4,600,000
MP- 3,850,000
STR- 57,000
AGI- 43,500
CON- 53,500
MIN- 45,500
SPI- 48,000
XP- 0
XP Needed- 332,800,000 (Standard Multiplier x2, bumped to x40 for level 59)
Defense- 21,000, +160,000 against Plants
Defense against Stat Damage- 2,800
Critical Chance- 68%
Resilience- 73%
To Hit- 163%
Dodge- 55%
Resistances and Immunities- 80% Plant Resistance, 60% Darkness Resistance, 60% Earth Resistance, 60% Corruption Resistance, 60% Agony Resistance, 60% Destruction Resistance, 60% Devastation Resistance, 100% Voidstruck Resistance, Reflects Awestruck, Voidstruck Immunity, Immune to minor status effects from sources below Level 80, 118% Minor Status Effect Resistance, 70% Moderate Status Effect Resistance, 10% Major Status Effect Resistance
Prime Attribute- Strength or Spirit
Constant Effects-
Just Can't Be Beeten- Possessor has a 60% chance of immediately being resurrected after being killed by a lower level source, to a max of 30 times per thread, Constant Effect
Treelly Knowledgeable About Plants- Possessor's Plant allies gain +15,000 to all stats, with this bonus being unable to raise their stats above 100,000, Constant Effect
Cultivate Purity- Possessor's Plant allies gain immunity to minor negative status effects from sources below possessor's Level that are below Level 80, Constant Effect
Nutty About Nut-Rition- Possessor gains +1,500,000 HP, Possessor's allies have a 90% chance of being cured of all minor and moderate negative status effects they possess that come from sources below Level 80 at the start of each round, Constant Effect
Savior of Plants- Possessor's Plant allies may not be prevented from being resurrected by individuals below Level 80, Constant Effect
Crown of Thorns- Possessor may deal 500,000 Flat Earth element Damage and may have a 150% chance of inflicting Wounded on any individual who targets possessor with an offensive action at the end of said action, Constant Effect
Guarded by the Generous Gifts of the Gods of Good and Grain- Possessor is Immune to individuals below Level 20, gains +60,000 to all stats, and gains +120,000 Defense, Constant Effect
Indexed Effects-
Owns Rare and Exotic Plants- Possessor counts as being worth 1,000,000 additional Gold, Constant Effect
Speak to Plants- Possessor may ignore the status effect Immunities of Level 1 Plants, Constant Effect
Impress Impressed Plants- Whenever possessor or one of possessor's allies inflicts Charm on a Plant, possessor may choose to inflict Invigorated on said plant, Constant Effect
Familiar with Plants of Some Import- Possessor is afflicted with Elevated at the start of each battle, Constant Effect
Powerwalk through Plants- Possessor gains 80% Dodge while possessor has two or more Plant allies, Constant Effect
Am-Bush Ambush- Possessor may choose to count as a Plant instead of possessor's standard subtypes on the first round of battle, Possessor gains +5,000 to all stats as a non-stacking buff on the first round of battle if possessor chooses to do so, Constant Effect
Phone that can Call Plants- Possessor may target allied Plants in other battles that do not contain opponents that are Level 40 or greater, Constant Effect
Become Tall as a Beanstalk- Possessor may, at the start of any round, choose to gain +700,000 HP, +11,000 CON, to deal full Damage to targets in the back row who are below Level 40, and to count as 5 individuals in possessor's row for row-order purposes, Constant Effect
Hole-ier Than Thou- Possessor may, at the start of any action, choose to set possessor's Dodge to a value equal to ((The highest Dodge value of any of possessor's opponents who are below Level 40) + 1)%, to a max of 100%, Constant Effect
Turnip Unexpectedly- Possessor's equipper has an 100% chance of gaining an extra action immediately after any action that equips possessor, Constant Effect
Added Effects-
Has Breathed In Murlakro's Breath- +5,000 Max MP, This ability does not persist through combos, Constant Effect
Abilities-
Green Thumb- 1,350,000 Damage, Heals, Only affects Plants, Earth, 0 MP
Drain Flowers- 250,000 Damage, Deals HP Drain, Only affects Plants and caster, May not deal drain to caster, Earth, 0 MP
Green Elbow- 68,000 Damage, Only affects non-Plants, Earth or Earth & Physical, 0 MP
Hot Potato Toss- 56,000 Damage, 140% inflicts Burning, Fire & Earth, 8 MP
Please Don't Bug Me!- Caster gains 45% Insect Resistance, does not stack, Air, 100 MP
Power Plant- 1,350,000 Damage, Heals MP, Only affects Plants, Electrical & Magic, 100 MP
Can Yew Please Do Me a Favor?- 160% inflicts Charm, Earth, 134 MP
Prepare for the Beet-Down- 60,000 Damage, deals no actual damage, instead reducing target’s Defense by the amount of damage that would be dealt for purposes of caster’s allies’ actions until either caster’s next action or two rounds have passed, if this debuff is stacked at least three times, its target does not get damage reduction benefits from being in a specific row, stacks 10 times, Physical, 3,000 MP
Grow Fruits of the Spirit- 900,000 Damage, Heals, Cures all minor and moderate negative status effects, Light & Earth, 100 MP
Plant Seeds of Virtue- Target has a 160% chance of being afflicted with Charm at the start of every round, does not stack, Has RP effects, Light & Earth, 500 MP
Resurrect Plants- Caster resurrects target Plant that was killed by a source below Level 80, May be cast a max of 15 times per thread, Light & Earth, 50,000 MP
Scythe Which Separates the Wheat from the Chaff- 80,000 Damage, Deals Healing to caster's allies, removes one buff from a source below Level 80 from opposing targets below Level 80, removes one debuff from a source below Level 80 from allied targets, Physical & Earth & Light & Darkness, 100,000 MP
Indexed Abilities-
Animate Plants- Target Plants are cured of Paralyzed and are afflicted with Invigorated: Zesty, 1 hit against 30, Light & Earth, 30,000 MP
Summon Lesser Treant- Caster summons one Level 20 Lesser Treant from the Zoo Record, Max 1 summoned, Earth, 40,000 MP
Summon Fruit Dragon- Summons 1 Fruit Dragon from the Enemy List, Max 1 Summoned, Earth, 55,000 MP
Trow-Slaying Trowel- 22,000 Damage, 50% inflicts Entombed, target may not regenerate if target is below Level 40, Physical & Earth, 30,000 MP
Sprinkle in Some Season-Ing- 70,000 Damage, Heals HP, targets, if Plants, may choose to count Call Unto Seasons: Spring, Call Unto Seasons: Fall, Call Unto Seasons: Winter, Call Unto Seasons: Summer, and / or Call Unto Seasons: Some Odd Blue Season as having been cast one additional time, Ice & Energy & Electrical & Acid & Magic, 40,000 MP
Branch Out and Learn New Skills- Caster gains a buff that causes caster to possess 1 ability from every base class, does not stack, Ignores inappropriate classes as an RP effect in RP threads, Psychic & Earth, 200,000 MP
Please Leaf Me Alone- This ability may only be used as a counter, All spells and abilities that target uses that affect caster have their MP costs raised by 50,000 if they are already at least 1, stacks 200 times, Earth, 50 MP
Pull Extra Lucky Clovers Out of His Pockets- Targets are afflicted with Favored and obtain a non-stacking buff that provides +7% Dodge, +7% To Hit, +7% Critical, and +7% Resilience, Light & Earth & Fortune, 40,000 MP
Prune Organizational Branches- 150,000 Damage, Only affects Large Structures, target obtains -3,000 to all stats as a debuff that stacks 5 times, Physical & Psychic & Air, 70,000 MP
Promote Plants in His Owner's Garden- Inflicts Elevated on target Plants, 1 hit against 300, Earth & Air, 100 MP
Seal Blossom- 80% inflicts Awestruck: Sealed on Plants, Target Plant below Level 40's actions have a 50% Chance of failing to work, with things that would occur before and after said actions still occurring, Earth & Light, 240,000 MP
Leaf That One to Me- Target, if below Level 40, deals half Damage to individuals who are not caster if target and caster are in the same battle and both alive, Caster if below Level 40 and in the same battle as said target while both are alive, may not target individuals other than itself and said target, does not stack on caster, on the same target, or on multiple non-caster targets at once, Earth & Spatial, 250,000 MP
Exploding Oasis Trap- 40,000 Damage, 60% inflicts Confusion: Surprised, 1 hit against 300, deals 1/2 Damage, Fire or Fire & Earth & Water, 197,000 MP
Make Like A Tree- Caster exits this thread, Caster may not be stopped from leaving battle or the thread by sources below (caster's Level + 20, to a max of 100), Earth, 80 MP
Sea the Forest for the Trees- 80,000 Damage, Only affects Plants that are Units and are below Level 80, Targets become solely Water element and cannot take more than one action per round, with things that would occur before and after skipped actions still occurring, Caster must have two or more Plant allies to cast this, Water, 200,000 MP
Grow Solar Fruit- Heals target Solar Being for 2,000,000 HP and 1,000,000 MP or heals target Light-element individual for 200,000 HP and 100,000 MP or heals target non-Darkness-element individual for 20,000 HP and 10,000 MP, Light & Earth, 2,000,000 MP
Ripe Old Age Ray- Target willing individual is afflicted with Fatigued: Elderly, and, if said infliction is successful, obtains +7,000 MIN and SPI as a non-stacking buff and is then afflicted with Elevated, Earth & Time, 65,000 MP (Indexed at Level 41)
Mow-Tivational Shout- 36,000 Damage, this action gains +90% Critical against Plants, if this action kills an opposing Plant, all of caster's allies are afflicted with Invigorated and Invigorated: High Morale, Physical & Sonic, 110,000 MP (Indexed at Level 45)
Blessed Flax Cannon- 77,077 Damage, this action gains +77% Critical, Technology & Earth & Hope, 250,000 MP (Indexed at Level 55)
Sage Advice- +10,000 MIN, stacks 5 times, Psychic or Earth or Magic, 250,000 MP (Indexed at Level 55)
Power of Honesty: Till It Like It Is- Caster scans the stats of all opponents, Caster removes all Illusion Magic buffs and debuffs from sources below Level 80 from all individuals in the same battlespace, Earth & Light, 250,000 MP (Indexed at Level 55)
Cook Steel Sunflower-Seed Bun Burger Supreme- 600,000 Damage, Heals, Cures 1 debuff from a source that is a non-allied Plant or Insect that is below Level 50, Metal & Earth, 250,000 MP (Indexed at Level 55)
Resuscitate the Forest's Heart- Caster, to a max of once per thread, resurrects all allied Plants that were killed by sources below Level 60, Earth & Electrical, 1,000,000 MP (Indexed at Level 59)
Lily Cricifix Attack- 15,951 Damage, caster chooses a row-order formation when performing this action, if said row-order formation has three or more rows, said action gains 1 hit against 1 target in each row that is not the row directly before the furthest-back row, which it instead gains 1 hit against 50 targets in; this action summons 3 Plants whose name includes 'Lily' that are below Level 50 that are normally fightable for drops on the Enemy List unless its performer or its performer's controller already possesses at least 3 such summons before said action, Max 5 summoned, This action gains 'heals' against allied targets if caster possesses at least one ally that is a Plant that is Level 5 or greater, this action inflicts Elevated and Favored on up to 5 chosen targets if its caster possesses at least 3 allies who are Plants whose name includes 'Lili' or 'Lily' at the beginning of said action, 100% inflicts Confusion: Berserk on targets that are Daemons, Devils, or Demons unless the current round of battle's number is 6, Light & Earth, 300,003 MP (Indexed at Level 59)
Enhancements-
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Others-
1 Fame
"The ability to learn some higher-level techniques more easily"
Awards-
Participated In The Quest 'A Phonecall from Donna'
Fought the Ascendants of the Fourth Ascension as Part of the Three of Swords Corporation
Modified Stats wrote: Caelum Aetherius (Time Cloned Spirit Binder) (Aeromage)
Human, Life
Level 59
HP- 2,836,250
MP- 3,074,750

STR- 3,060
AGI- 4,230
CON-3,450
MIN- 12,990
SPI- 18,560


---Defence---

10% Base Element Resistance
30% Darkness Resistance
30% Agony Resistance
10% Life Resistance
20% Instant Death Resistance against sources below Level 80
30% Stat Drain Resistance
Stat Drain Immunity
Pain Immunity
Immune to Minor Status Effects from sources below Level 80
Reflects Pain

+41,400 Defense
+60,000 Defense Against Stat Damage
+29,000 Defense against Fire
+5,550 Defense Against Life

Wielder's Defense cannot be pierced by entities below Level 90

Actions from individuals below Level 80 have a 20% chance of failing to target wielder if wielder so desires as a non-stacking effect

The first time per thread that wearer is killed by a source below Level 80 that is not more than 20 Levels higher than wearer, wearer regenerates and is then healed for 1,000,000 points of Light & Fire element HP Healing and MP Healing

If possessor is Life element, once per thread, when possessor dies to a source that is below Level 60 and is no more than 19 Levels greater than possessor, possessor is immediately resurrected


---Offence---

130% Critical
230% To Hit

80% inflicts Pain
Deals full damage to the back row
Wielder's offensive actions may gain the element Technology

+6,120 Melee Attack

Ignores 11% Life Resistance

Amounts of Life element Damage possessor deals are increased by 40,550 points


---Start of Round---

Wielder may create or destroy a Zone of Air, Spatial, or Time at the start of each round

(2x) Wielder may deal 1,800,000 Flat Physical, Time, Glory, Technology, or Spatial element Damage to one opponent at the start of each round that also has a 100% chance of inflicting Fatigued: Elderly or removes 1 buff from a source below Level 60

Wielder regenerates 6,000,000 HP and MP at the start of each round

Wielder is afflicted with Elevated, Favored, and Favored: Anointed at the start of every round

Afflicted with Rejuvenation at the start of every round

Once per round, before one of wielder's actions, wielder may choose to inflict Instant Death on a target below wielder's Level that is below Level 80, with said effect not stacking across multiple copies of this item and individuals below Level 80 being unable to resurrect individuals killed by said effect



Build 3: The Superman Who Lied, Did Time

Caelum Aetherius (Time Cloned Spirit Binder) (Aeromage)
Human, Life
Level 59
HP- 8,375
MP- 32,225
STR: 296 (5)
AGI: 413 (7)
CON: 335 (5)
MIN: 1,289 (21)
SPI: 1,846 (23)

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

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

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

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

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

-Spatial Mage-
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast

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

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

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

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

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

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

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

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

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

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

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

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


Weapons-
2 Spacetime Hypercleaver- (Weapon, Sword, Glory & Spatial & Time, 180,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +180,000 CON, +180,000 SPI, 130% Critical, 230% To Hit, Wielder may create or destroy a Zone of Air, Spatial, or Time at the start of each round, Wielder may deal 1,800,000 Flat Physical, Time, Glory, Technology, or Spatial element Damage to one opponent at the start of each round that also has a 100% chance of inflicting Fatigued: Elderly or removes 1 buff from a source below Level 60, deals full Damage to the back row, Wielder's offensive actions may gain the element Technology, Wielder must be Level 40 or greater


Armor-
2 Twentyfourfold Nested Mobile Aura of Retributive Pain- (Armorx1/24, Aura, Darkness & Warding, 210,000,000 Gold) +210,000 Defense, +210,000 MIN, +110,000 SPI, 80% inflicts Pain, 10% Base Element Resistance, 30% Darkness Resistance, 30% Agony Resistance, +5% Stat Drain Resistance (to a max of 200%), Stat Drain Immunity, Pain Immunity, Reflects Pain, Wearer gains a (Number of Auramancer abilities wearer possesses / 4, to a max of 80)% chance of being optionally able, up to 12 times per thread per instance of this item, of converting up to 80,000,000 points of Damage from a single attack or action from a source below Level 80 into Darkness element Damage targetting the source of said Damage and unequipping this item
w/Sublimely Status-Protecting- +10,000 Defense against Stat Damage, Applied Enchantment
w/Vital Overpulse- Wielder regenerates 1,000,000 HP at the start of each round, Applied Enchantment
w/Mystical Overpulse- Wielder regenerates 1,000,000 MP at the start of each round, Applied Enchantment

2 Twentyfourfold Nested Mobile Aura of Retributive Pain- (Armorx1/24, Aura, Darkness & Warding, 210,000,000 Gold) +210,000 Defense, +210,000 MIN, +110,000 SPI, 80% inflicts Pain, 10% Base Element Resistance, 30% Darkness Resistance, 30% Agony Resistance, +5% Stat Drain Resistance (to a max of 200%), Stat Drain Immunity, Pain Immunity, Reflects Pain, Wearer gains a (Number of Auramancer abilities wearer possesses / 4, to a max of 80)% chance of being optionally able, up to 12 times per thread per instance of this item, of converting up to 80,000,000 points of Damage from a single attack or action from a source below Level 80 into Darkness element Damage targetting the source of said Damage and unequipping this item
w/Sublimely Status-Protecting- +10,000 Defense against Stat Damage, Applied Enchantment
w/Vital Overpulse- Wielder regenerates 1,000,000 HP at the start of each round, Applied Enchantment
w/Mystical Overpulse- Wielder regenerates 1,000,000 MP at the start of each round, Applied Enchantment
w/Obdurately-Warding - Wielder's Defense cannot be pierced by entities below Level 90, Applied Enchantment

2 Twentyfourfold Nested Mobile Aura of Retributive Pain- (Armorx1/24, Aura, Darkness & Warding, 210,000,000 Gold) +210,000 Defense, +210,000 MIN, +110,000 SPI, 80% inflicts Pain, 10% Base Element Resistance, 30% Darkness Resistance, 30% Agony Resistance, +5% Stat Drain Resistance (to a max of 200%), Stat Drain Immunity, Pain Immunity, Reflects Pain, Wearer gains a (Number of Auramancer abilities wearer possesses / 4, to a max of 80)% chance of being optionally able, up to 12 times per thread per instance of this item, of converting up to 80,000,000 points of Damage from a single attack or action from a source below Level 80 into Darkness element Damage targetting the source of said Damage and unequipping this item
w/Sublimely Status-Protecting- +10,000 Defense against Stat Damage, Applied Enchantment
w/Vital Overpulse- Wielder regenerates 1,000,000 HP at the start of each round, Applied Enchantment
w/Mystical Overpulse- Wielder regenerates 1,000,000 MP at the start of each round, Applied Enchantment
w/Status Warded- Wielder is Immune to Minor Status Effects from sources below Level 80, Applied Enchantment

Accessories-
Cloak of Nested Illusions- (Accessory, Cloak, Illusion, 215,000,000 Gold) +115,000 to all stats, Actions from individuals below Level 80 have a 20% chance of failing to target wielder if wielder so desires as a non-stacking effect, Wielder must be Level 40 or greater
Phoenix-Feather Cloak- (Accessory, Cloak, Fire, 27,000,000 Gold) +26,000 AGI, +26,000 SPI, +29,000 Defense against Fire, The first time per thread that wearer is killed by a source below Level 80 that is not more than 20 Levels higher than wearer, wearer regenerates and is then healed for 1,000,000 points of Light & Fire element HP Healing and MP Healing, May only be wielded by individuals of Level 20 and greater
Benevolent Magatama- (Accessory, Crystal, Light & Earth, 110,000,000 Gold) +110,000 SPI, Wielder is afflicted with Elevated, Favored, and Favored: Anointed at the start of every round, Wielder must be Level 40 or greater
Owl's Eye-Discs- (Accessory, Eyewear, Darkness & Magic & Mystic, 245,000,000 Gold) +245,000 Melee Attack, Wearer gains Instant Death Immunity against sources below Level 80, Wearer's per-item Magic Attack bonus cap becomes 2 times the relevant stat, Wearer's 'Melee Attack' actions deal full Damage to targets below Level 90 in the back row and may use wearer's Ranged Attack or Magical Attack bonus instead of wearer's Melee Attack bonus, Individuals below Level 60 cannot heal Damage dealt by wearer, At the start of each round, wearer may scan the stats of one opponent, Wearer gains +25% To Hit against targets afflicted with Instant Death: Doomed as a non-stacking bonus, 15% inflicts Instant Death: Doomed, Once per round, before one of wielder's actions, wielder may choose to inflict Instant Death on a target below wielder's Level that is below Level 80, with said effect not stacking across multiple copies of this item and individuals below Level 80 being unable to resurrect individuals killed by said effect, Wielder must be Level 40 or greater
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
Ring of Cosmic Birth- (Accessory, Ring, Life & Magic, 275,000,000 Gold) +2,750,000 HP as a non-stacking bonus, +2,750,000 MP as a non-stacking bonus, Wielder may spend an action to summon an Outsider, Planetary, or Astral Being below Level 95, Max 10 summoned, Wielder's summons regenerate 275,000 HP and MP at the start of each round as an effect that stacks 5 times, Wielder must be Level 40 or greater


Spells-
Death Spray- (Spell, Biomancy, Darkness & Acid, 150,000 MP, 15,500,000 Gold) +15,500 Ranged Attack, 60% inflicts Dissolving, 30% inflicts Instant Death on targets below Level 70, 1 hit against 15
Telefrag- (Spell, Other: Spatial Magic, Spatial & Physical & Earth, 90,000 MP, 90,000,000 Gold) +90,000 Magical Attack, 30% inflicts Instant Death, Caster must be Level 40 or greater
Cast Into Emptiness- (Spell, Other: Spatial Magic, Spatial & Void, 230,000 MP, 215,000,000 Gold) 40% inflicts Vanished, Caster must be Level 40 or greater
Sublime Caress- (Spell, Enchantment, Light & Fire, 500,000 MP, 140,000,000 Gold) 30% inflicts Dominion, Caster must by Level 40 or greater
Global Defense (Geomantic Variant)- (Spell, Geomancy, Earth & Warding, 2,000,000 MP, 200,000,000 Gold) Caster and caster's allies obtain a non-stacking buff that provides +200,000 Defense, that allows its possessors to have a 20% chance of Reflecting actions from sources below Level 95 that are not 20 or more Levels greater than its caster, and that allows its possessors to deal 2,000,000 Flat Earth & Magic element Damage to entities that conduct offensive actions that target them at the end of such actions, Caster must be Level 40 or greater


Pets-
Paper Life-Egg of the Serpent Crane of Hyet'Nyeoor- (Pet, Outsider, Knowledge & Life, Lv. 46, 100,000,000 Gold)
HP- 4,560,000
MP- 4,560,000
STR- 52,800
AGI- 63,500
CON- 52,800
MIN- 63,500
SPI- 52,800
XP- 0
XP Needed- # (Standard Multiplier x2)
Minimum Level- 46
Defense- 15,000
Defense against Stat Damage- 6,250
Critical Chance- 96%
Resilience- 75%
To Hit- 216%
Dodge- 99%
Resistances and Immunities- 100% Water Resistance, 100% Magic Resistance, 100% Psychic Resistance, 300% Fire Weakness, 184% Minor Status Effect Resistance, Diseased Immunity, Fatigued Immunity, 92% Moderate Status Effect Resistance, 10% Major Status Effect Resistance
Prime Attribute- Mind + Constitution
Constant Effects-
Juices of Unborn Ink And Paper- Possessor regenerates 500,000 HP at the start of each round, Possessor's allies regenerate 500,000 MP at the start of each round, Constant Effect
Shell of Paper- Possessor may, up to three times per thread, choose to remove a debuff or minor or moderate negative status effect that it possesses, obtaining a buff that stacks 3 times that reduces its possessor's Fire Weakness by 100% per stacked instance whenever possessor does so, and, when possessor does so, to obtain a debuff that stacks three times that this effect cannot remove that provides -5,000 Defense and reduces the quantities of HP and MP that possessor's 'Juices of Unborn Ink and Paper' ability causes to be regenerated by 150,000 points, Constant Effect
Abilities-
Crystal Needles- 59,000 Damage, This action pierces 180,000 Defense, 1 hit against 50,000, Earth or Magic or Crystal (2), 0 MP
Dissolution Stinger- 68,500 Damage, 200% inflicts Dissolving, 200% inflicts Dissolving: Erosion, Acid, 120,500 MP
Serpent Eyes- 56,000 Damage, 12,000 MIN Damage, 200% inflicts Confusion: Fear, 100% inflicts Mindblasted, Psychic & Toxin, 89,000 MP
Shell Nesting Prison-Walls- 200% inflicts Paralyzed on target, this instance of Paralyzed additionally reduces the Damage its possessor deals by 30%, Physical & Wood & Knowledge & Spatial, 430,000 MP
Imperious Cry- Entities below Level 66 may not inflict buffs on entities that are not caster until the end of the round, Air & Nobility, 220,000 MP
Imaginary Fish-Feast- Caster regenerates 1,000,000 HP, Water & Illusion & Psychic, 250,000 MP
Modified Stats wrote: Caelum Aetherius (Time Cloned Spirit Binder) (Aeromage)
Human, Life
Level 59
HP- 3,071,250
MP- 3,199,750

STR- 13,060
AGI- 9,230
CON-8,450
MIN- 17,990
SPI- 23,560



---Defence---

10% Base Element Resistance
30% Darkness Resistance
30% Agony Resistance
30% Stat Drain Resistance
Stat Drain Immunity
Pain Immunity
Immune to Minor Status Effects from sources below Level 80
Reflects Pain

+127,150 Defense
+60,000 Defense Against Stat Damage
+29,000 Defense against Fire

Wielder's Defense cannot be pierced by entities below Level 90

Actions from individuals below Level 80 have a 20% chance of failing to target wielder if wielder so desires as a non-stacking effect

The first time per thread that wearer is killed by a source below Level 80 that is not more than 20 Levels higher than wearer, wearer regenerates and is then healed for 1,000,000 points of Light & Fire element HP Healing and MP Healing


---Offence---

130% Critical
230% To Hit

80% inflicts Pain
Deals full damage to the back row
Wielder's offensive actions may gain the element Technology

+26,120 Melee Attack
+8,850 Magical Attack

Ignores 11% War Resistance


---Start of Round---

Wielder may create or destroy a Zone of Air, Spatial, or Time at the start of each round

(2x) Wielder may deal 1,800,000 Flat Physical, Time, Glory, Technology, or Spatial element Damage to one opponent at the start of each round that also has a 100% chance of inflicting Fatigued: Elderly or removes 1 buff from a source below Level 60

Wielder regenerates 6,000,000 HP and MP at the start of each round

Wielder is afflicted with Elevated, Favored, and Favored: Anointed at the start of every round

Once per round, before one of wielder's actions, wielder may choose to inflict Instant Death on a target below wielder's Level that is below Level 80, with said effect not stacking across multiple copies of this item and individuals below Level 80 being unable to resurrect individuals killed by said effect
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The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Test of Versatility: Caelum

Post by The Nottest of Daves »

The Man Who Lied to Time fights:
Armory Dragon
Mr. Baggerty Went Off To War, But He Forgot His Britches: An Interperative Monster
Roc-Kraken
Reef of Sorceror Coral
Great White Whale
Celestial Champion of Valor
Greater Air Elemental
Bane Knight
Sea Serpent
Corpse-Eater Demon
Ash Dragon
Genie


The Man Who Lifed to Time fights:
Dao
Dao
Singer of Life
Redwood Treant
Day Dragon
Greater Fire Elemental
Kraken
Bane Knight
Core Dragon
Roc-Kraken
Corpse-Eater Demon
Nemean Lion


The Superman Who Lied, Did Time fights:
Greater Fire Elemental
Efreet
Greater Water Elemental
Mr. Baggerty Went Off To War, But He Forgot His Britches: An Interperative Monster
Snow Dragon
Nemean Lion
Celestial Guardian
Butterflies of the First Fire
Adamantine Submersible
Bane Knight
First Sculptor's Clay
Butterflies of the First Fire
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Aeromage
Arena Lieutenant
Posts: 1084
Joined: Wed May 27, 2020 10:54 pm
Location: Right here.

Re: Test of Versatility: Caelum

Post by Aeromage »

Right, let's get this sorted.

The Man Who Lied To Time Fights:
VS Armory Dragon wrote:Battle begins, and the Hypercleavers can't quite kill the thing off.

The Dragon is faster than Caelum is. Fortunately, even a max-damage critical can't kill him off, and Caelum's immune to Minor Status Effects from below-80 sources, so it can't stop what's coming.

Caelum activates the Demilich Eyes, and the Dragon dies.
VS Mr. Baggerty Went Off To War, But He Forgot His Britches: An Interperative Monster wrote:Mr. Baggerty is immune to Humans. Fortunately, Caelum chooses to enter this fight in Formshift: Animal stance.
Mr. Baggerty faces The Yak That Lied To Time.

Caelum is faster thanks to the World-Traveler's Wings, and the Demilich Eyes activate, and kill it off.

Fortunately, Caelum has enough Stat Defense to withstand the Abstract's considerable array of stat-damaging moves, and is immune to all of its Minor status effects. The Death Attack is thus weathered.
VS Roc-Kraken wrote:I'm sure this thing is an absolute delight to spot coming towards you at speed.
Spatial Hypercleaver damage chips away at it, killing it on Round 3 if Caelum doesn't do anything else. The thing has an impressive amount of health.

It can't kill Caelum with any of its attacks. Fortunately, unlike the Kraken, its Kraken Magics don't stack their debuff. It can, however, prevent Cael from acting by afflicting him with Drowining: Tide-Trapped via Tsunami Flap, although this only delays the inevitable.
VS Reef of Sorceror-Coral wrote:This thing has a lot of HP.
Fortunately, it can't outpace Caelum's regen, even if it brings all of its status effects to bear on him, and can't deal him stat damage.

Caelum casts Cast Into Emptiness each round until Vanished takes hold, or the Hypercleavers finally chip it down.
Great White Whale wrote:Much like Cael's fight, the Hypercleavers trigger, killing it off. If not, the Demilich gear does. It can't kill him off with any of its retaliatory options.
Celestial Champion of Valor wrote:Bright and shiny it may be, but the Hypercleavers take it down to near-zero health immediately. Caelum casts Global Defense and dares it to attack.
Nothing it can do can kill Caelum off, and even if it opts to pass on attacking to heal up, the Hypercleavers off it on the next round.
Greater Air Elemental wrote:The Hypercleavers see it off immediately. None of its attacks can kill Caelum, and choosing to summon lets Caelum set up Global Defense, ensuring that if it succeeds in calling up Greater Air Elementals, they immediately die upon hitting him.
If the Hypercleavers don't get them first.
Bane Knight wrote:Like Cael's fight against it, this turns into an exercise in bullying the constantly-resurrecting undead.
The Hypercleavers kill it off with Spatial damage. It gets a Death Attack! Unfortunately for it, nothing it can bring to bear can actually kill Caelum with this.
It has a 50% chance of resurrecting.
Caelum casts Global Defense for additional retaliatory damage fun.

The rounds continue until it stops resurrecting. Even if it were to use Apocalyptic Umbranova with Caelum in the front row and hit a max-damage critical, it still wouldn't be able to kill Caelum off, and Caelum would just regenerate back to maximum HP immediately after.
Sea Serpent wrote:This one can't be immediately Hypercleavered to death. Fortunately, that's what the Demilich gear is for.
None of its retaliatory options on Death Attack can kill Caelum off.
Corpse-Eater Demon wrote:The Hypercleavers kill it at the start of the round. Its Death Attacks can't kill Caelum off, or even really make much of a dent in him.
Ash Dragon wrote:Like previous dragons gone before in Cael's fights, it dies to the Demilich gear. It can't kill him off with any of its Death Attack options, either.
Genie wrote:The Hypercleavers kill it off at the start of the round. It gets a Death Attack! This would be best served as being a Wish or a summon.

This would be a fight, but frankly this is the only fight this build might have any problems with, so can safely be taken as this build's one allowed loss.

The Man Who Lifed To Time Fights:
Dao wrote:Of course, there would have to be a double-billing of this thing to kick the next build off. Fortunately, Caelum is faster and his Hypercleavers go off before it can get its free start-of-round action.

Its Death Attack hits. This is best served with either its Wish or Summon effect, and thus this becomes a (quite probably not too difficult) fight.
Dao wrote:It's this guy again. The above happens once more, and it once again becomes a fight.
Singer of Life wrote:The Hypercleavers trigger and kill it. Given the absolutely awful offensive power it holds, the best it can do with a Death Attack is to prolong the inevitable and resurrect itself with Lifesong.
Then the Demilich gear kills it again.
Redwood Treant wrote:The Redwood Treant has a lot of HP, but the Demilich Eyes to do their job and kill it off. It can't kill Caelum off with its Death Attack.
Day Dragon wrote:Much like Cael's fight, it's faster. Even a max-damage critical from it can't kill Caelum off, however, and he's immune to Minor Status Effects from below-80 sources, so it can't stop what's coming.

Caelum activates the Demilich Eyes, and the Dragon dies.
Greater Fire Elemental wrote:It's slower than Caelum to start with, and the Hypercleavers kill it off, much like with the Greater Air Elemental fight.
Also like the Greater Air Elemental fight, it can't kill Caelum with any of its Death Attack options. Summoning more Greater Fire Elementals, if it succeeds, is its best hope for posthumous victory, but Caelum can simply cast Global Defense and use a combination of that, the Hypercleaver damage, passive regen and Cast Into Emptiness to obliterate the followers.
Kraken wrote:Much like Cael's fight, except with even more of a time limit due to his lower AGI against the stacking Kraken Magic AGI-debuff. All of its other options can't outstrip his defenses or regen.
Fortunately for Caelum, two rounds is enough to see it off with the Hypercleaver damage.
Bane Knight wrote:It's back for more punishment. This goes exactly like the last time it tried.
Core Dragon wrote:Like every other dragon fight thusfar, it can't affect Caelum in any way that matters, and dies to the Demilich gear.
Roc-Kraken wrote:There's a food-based pun in this, I'm sure there is. Regardless, it goes down like the first time.
Corpse-Eater Demon wrote:It appears Caelum's getting a lot of rematches. This proceeds just like the fight before it.
Nemean Lion wrote:Much like Cael's experience with it, the Hypercleavers don't work, but the Demilich gear very much does. It can't kill Caelum off with any of its options or apply any problematic status effects before it stays down for good.

The Superman Who Lied, Did Time Fights:
Greater Fire Elemental wrote:Another rematch! It goes like the last one.
Efreet wrote:Oh, those elemental genies. The Hypercleavers kill it off, and it has a chance to cause problems with a Wish or summon. Likely not big problems, but still.
Greater Water Elemental wrote:Interesting that the non-Elementalist of the duo is hitting all of these guys.
The tactics here are the same for the other two, with similar results. The Hypercleavers immediately kill it, it can't kill Caelum with Death Attacks, and he casts Global Defense to mop up any successfully-summoned Greater Elementals along with the Hypercleavers.
Mr. Baggerty Went Off To War, But He Forgot His Britches: An Interperative Monster wrote:Mr. Baggerty is back, and still immune to Humans.
This time, however, Caelum isn't a Human. He's a Fae, entering the battle in Formshift: Fae Stance.

Unlike last time, he isn't faster than the Abstract. This doesn't really matter, however- like last time, it only gets one chance to kill him before the Demilich gear offs it, and it can't meaningfully affect him with anything in its collection.
Snow Dragon wrote:Another dragon, and it goes exactly the same as all those other dragons. The Demilich gear kills it, and it can't kill him before that.
Nemean Lion wrote:A rematch again! It goes the same way as the prior fight.
Celestial Guardian wrote:Caelum meets the defense-focused Celestial much as his other self did. Spatial-element Hypercleaver damage kills it.
None of its Death Attack options can kill Caelum off.
Butterflies of the First Fire wrote:These guys are immune to Humans, too. Good thing Caelum is a Fae for this! Formshift: Fae saves the day again.

Things proceed roughly as Cael fought it:
The Hypercleavers kill it immediately.
Its best option is to then summon up 20 more of itself.
Caelum responds with Global Defense.
The resulting Butterflies are picked off either through Hypercleaver damage, or through retaliatory Global Defense damage when they attempt offensive actions against Caelum. Said actions can't deal any stat damage on him, thanks to his huge stat defense, can't deal him enough regular damage to kill him off before they all die thanks to his regen, and their only real hope is to inflict him with Burning: Mindfire to whittle his MIN down that way.
Caelum has more than enough time before his MIN empties, even if none of the rest of them take offensive actions and have to purely be picked off with Hypercleavers.
Adamantine Submersible wrote:This one, on the other hand, is a problem. 15,550,000 HP is more than can be Hypercleavered away in one go, it takes a quarter of the normal amount of damage Caelum can put out with the Hypercleavers, is immune to all Base Elements and one non-T3 element of its choice, and it has 80% Major Status Effect Resistance.
It also has a multihit Instant Death-inflicting attack.
Frankly, as enemies of its level-band go, it's top-tier.

It's faster than Caelum, and can kill him simply by invoking Debilitation Screen. He has a chance to avoid it (thanks to the Cloak of Nested Illusions) but frankly this isn't a fight I want to play out, if at all possible. Perhaps if the Efreet fight fails and I really have to clutch at straws.
Bane Knight wrote:It just keeps coming back. Caelum proceeds exactly as he did before in the hopes it finally gets the hint.
First Sculptor's Clay wrote:The Hypercleavers go off, dealing it 3,566,000 Spatial damage after taking its Defense into account. As this isn't an action, the Clay can't pre-emptively counter-transform.

It's faster than Caelum is, however, and likely uses its action to transform anyway.

This then becomes a fight, depending on what it chooses to become.
Butterflies of the First Fire wrote:There's an infestation of the damn things. This goes exactly like the last one did, however.


Fights Needing Processing

Each build can lose one fight. The Man Who Lied To Time can safely ignore his potentially-tricky Genie.

The Man Who Lifed To Time, however, has a couple of Dao to deal with. Beating one will win that build's run.

The Superman Who Lied, Did Time needs to fight that Efreet and the First Sculptor's Clay, as the Adamantine Submersible is almost-certainly a loss (but will be fought if he manages to somehow lose one of the other two fights).
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Re: Test of Versatility: Caelum

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The Man Who Lifed To Time vs Dao


Dao
Level 60
Magic Being, Earth
HP- 2,000,000
MP- 2,000,000
STR- 17,000
AGI- 17,000
CON- 22,000
MIN- 17,000
SPI- 17,000
XP- 0
Defense- 15,000
Defense against Stat Damage- 1,500
Critical Chance- 60%
Resilience- 65%
To Hit- 160%
Dodge- 60%
Resistances and Immunities- Absorbs Earth, Reflects Physical, Magic Immunity, Technology Immunity, 50% Base Element Resistance, 100% Air Weakness, Minor Status Effect Immunity, Moderate Status Effect Immunity, 50% Major Status Effect Resistance
Prime Attribute- Spirit + Spirit
Constant Effects-
Great Magical Power- Possessor is immune to individuals below Level 20, Possessor is immune to debuffs and negative status effects from sources below Level 40, buffs and debuffs with possessor as a source may not be removed by individuals below Level 40, possessor's summons may not be unsummoned by individauls below Level 40, Constant Effect
Primal Earth- Possessor ignores Earth and Entombed Resistance, Immunity, Absorbtion, and Reflection of individuals below Level 60, When wielder deals Earth-element damage, said damage is increased by 30,000 points, Constant Effect
Warper of Subterranean Reality- Possessor may create a Zone of Earth at the beginning of battle, Possessor gains an additional action at the beginning of every round when in a Zone of Earth, Possessor may use Spirit as possessor's turn-order-determining stat while in a Zone of Earth, Constant Effect
Abilities-
Rumbling Mystic Smackdown- 36,000 Damage, may inflict Entombed, Magic or Earth, 0 MP
Ban Air- All Air element spells and abilities cost 10,000 additional MP, individuals below Level 50 treat Air as a non-base element, All Air element individuals suffer -500 to all stats, stacks 50 times, Earth, 50,000 MP
Steadfast Wish- Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability and only being able to be used to conduct non-offensive actions, Magic, 200,000 MP
Fabricate Life Essence- Summons any 5 Earth element individuals from the Enemy List that are below Level 50 and normally fightable for drops, Max 50 summoned, Magic or Earth, 500,000 MP
Mystic Whim- May provide -1,500 to any stats, May provide +1,500 to any stats, stacks 40 times, Magic or Earth, 115,000 MP
Mystic Storm- 6,000 Damage, inflicts Manablasted, 1 hit against 100,000, Magic or Earth, 55,000 MP
All-Collapse- Inflicts Entombed, Caster may stack additional instances of Entombed on individuals who are afflicted with Entombed, to a max of 5 stacking instances, through this ability, 1 hit against 20,000, Earth, 100,000 MP
Drops-
280,000 Gold
18,000 XP
50% Square Mile of Caverns on a Random World- (Item, Property, Earth, 60,000 Gold)
48% Finery of the Calif of Earth- (Armor, Clothing, Earth, 8,700,000 Gold) +8,400 Defense, +8,100 to all stats if wielder is Earth element, 30% Earth Resistance, Wielder's Earth element spells and abilities cost 10,000 less MP
1% Gem of the Man Who Wished for Boundless Constitution- (Permanent Consumable, Stat Upgrade, Earth, 1 Charge, 10,000,000 Gold) Teaches user "Has Wished for Boundless Constitution"
1% Wish- (Spell, Wizard Magic, Magic, 100,000 MP, 50,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability, May be cast a max of 12 times per thread per caster and per copy of this spell, Summons created through this spell may not summon, Costs 5,000 XP and 1,000,000 Gold to cast, Has RP effects


The Dao Whims at Caelum giving him -1,500 STR

The Dao is slain by Hypercleavers! It uses Steadfast Wish to replicate the Nekomata's Leap Over Corpse ability to resurrect itself as a Death Attack!

The Dao Whims at Caelum, giving him another -1,500 STR!

Caelum Hypercleaves it to death again, then uses Cosmic Doctor Fist!

VICTORY
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Re: Test of Versatility: Caelum

Post by The Nottest of Daves »

The Superman Who Lied, Did Time vs Efreet


Efreet
Level 60
Magic Being, Fire
HP- 2,000,000
MP- 2,000,000
STR- 22,000
AGI- 17,000
CON- 17,000
MIN- 17,000
SPI- 17,000
XP- 0
Defense- 12,500
Defense against Stat Damage- 1,500
Critical Chance- 65%
Resilience- 60%
To Hit- 160%
Dodge- 60%
Resistances and Immunities- Absorbs Fire, Reflects Physical, Magic Immunity, Technology Immunity, 50% Base Element Resistance, 100% Water Weakness, Minor Status Effect Immunity, Moderate Status Effect Immunity, 50% Major Status Effect Resistance
Prime Attribute- Spirit + Spirit
Constant Effects-
Great Magical Power- Possessor is immune to individuals below Level 20, Possessor is immune to debuffs and negative status effects from sources below Level 40, buffs and debuffs with possessor as a source may not be removed by individuals below Level 40, possessor's summons may not be unsummoned by individauls below Level 40, Constant Effect
Primal Fire- Possessor ignores Fire and Burning Resistance, Immunity, Absorbtion, and Reflection of individuals below Level 60, When wielder deals Fire-element damage, said damage is increased by 30,000 points, Constant Effect
Warper of Burning Reality- Possessor may create a Zone of Fire at the beginning of battle, Possessor gains an additional action at the beginning of every round when in a Zone of Fire, Possessor may use Spirit as possessor's turn-order-determining stat while in a Zone of Fire, Constant Effect
Abilities-
Blzaing Mystic Smackdown- 36,000 Damage, may inflict Burning, Magic or Fire, 0 MP
Ban Water- All Water element spells and abilities cost 10,000 additional MP, individuals below Level 50 treat Water as a non-base element, All Water element individuals suffer -500 to all stats, stacks 50 times, Fire, 50,000 MP
Vindictive Wish- Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability and only being able to be used to conduct offensive actions, Magic, 200,000 MP
Fabricate Life Essence- Summons any 5 Fire element individuals from the Enemy List that are below Level 50 and normally fightable for drops, Max 50 summoned, Magic or Fire, 500,000 MP
Mystic Whim- May provide -1,500 to any stats, May provide +1,500 to any stats, stacks 40 times, Magic or Fire, 115,000 MP
Mystic Storm- 6,000 Damage, inflicts Manablasted, 1 hit against 100,000, Magic or Fire, 55,000 MP
All-Blaze- Inflicts Burning, Caster may stack additional instances of Burning on individuals who are afflicted with Burning, to a max of 5 stacking instances, through this ability, 1 hit against 20,000, Fire, 100,000 MP
Drops-
280,000 Gold
18,000 XP
50% Square Mile of Desert on a Random World- (Item, Property, Fire, 20,000 Gold)
48% Finery of the Calif of Fire- (Armor, Clothing, Fire, 8,700,000 Gold) +8,400 Defense, +8,100 to all stats if wielder is Fire element, 30% Fire Resistance, Wielder's Fire element spells and abilities cost 10,000 less MP
1% Gem of the Man Who Wished for Boundless Strength- (Permanent Consumable, Stat Upgrade, Fire, 1 Charge, 10,000,000 Gold) Teaches user "Has Wished for Boundless Strength"
1% Wish- (Spell, Wizard Magic, Magic, 100,000 MP, 50,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability, May be cast a max of 12 times per thread per caster and per copy of this spell, Summons created through this spell may not summon, Costs 5,000 XP and 1,000,000 Gold to cast, Has RP effects


At the start of the round, the Efreet Whims at Caelum, giving him -1,500 STR.

It is then diced by the Hypercleavers, and Death Attacks with another Mystic Whim for -1,500 STR

Caelum wins!
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Re: Test of Versatility: Caelum

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The Superman Who Lied, Did Time vs First Sculptor's Clay as Roc-Kraken


First Sculptor's Clay
Level 67
Spirit, Earth & Life
HP- 3,500,000
MP- 3,500,000
STR- 23,000
AGI- 23,000
CON- 23,000
MIN- 23,000
SPI- 32,000
XP- 0
Defense- 17,000
Defense against Stat Damage- 2,000
Critical Chance- 62%
Resilience- 65%
To Hit- 160%
Dodge- 60%
Resistances and Immunities- Absorbs Earth, Absorbs Life, Absorbs Water, Fire Immunity, Electrical Immunity, Air Immunity, 124% Minor Status Effect Resistance, 80% Moderate Status Effect Resistance, Spirit Traits, Golem Traits, Elemental Traits
Prime Attribute- Spirit
Constant Effects-
Primordial Clay- Possessor is Immune to individuals below Level 39, gains +1,750,000 HP, gains +11,500 to all stats, and gains the subtypes Golem and Elemental, Constant Effect
Transformation Master- Possessor's transformations gain +10,000 to all stats, gain +1,000,000 HP, gain +1,000,000 MP, and deal 20,000 additional Damage, Constant Effect
Abilities-
Sculpted Armaments- 45,000 Damage, Physical or Earth, 0 MP
Self-Restore- Caster regenerates 1,000,000 HP, Earth or Earth & Life, 0 MP
Become Truly Alive- Caster transforms into a Human, Humanoid, Fae, Animal, Cthonian, Aerial, Aquatic, or Monster below Level 65 that is normally fightable for drops on the enemy list and detransforms when killed in said form instead of dying, This ability may be used once per round as a preemptive counter, Earth or Life or Earth & Life, 0 MP
Drops-
240,000 Gold
23,450 XP
80% Primordial Clay- (Item, Material, Earth & Life, 15,000,000 Gold)
10% Self-Sculpting Force- (Weapon, Force, Earth & Life, 60,000,000 Gold) Wielder may spend an action to Transform into one lower-Level Human, Humanoid, Fae, Animal, Cthonian, Aerial, Aquatic, or Monster below Level 65 that is normally fightable for drops on the enemy list
10% Primordial Sculptor's Clay- (Consumable, Summoning Stone, Earth & Life, 1 Charge, 60,000,000 Gold) Summons one Human, Humanoid, Fae, Animal, Cthonian, Aerial, Aquatic, or Monster below Level 65 that is normally fightable for drops on the enemy list



Roc-Kraken
Level 64
Aerial, Water
HP- 3,650,000
MP- 2,810,000
STR- 33,000
AGI- 20,050
CON- 28,500
MIN- 29,240
SPI- 22,150
XP- 0
Defense- 12,450
Defense against Stat Damage- 22,400
Critical Chance- 67%
Resilience- 65%
To Hit- 177%
Dodge- 45%
Resistances and Immunities- Reflects Air, Water Immunity, 100% Electrical Weakness, Minor Status Effect Immunity, Drowning Immunity, Suffocation Immunity, 50% Moderate Status Effect Resistance, 30% Major Status Effect Resistance
Prime Attribute- Strength
Constant Effects-
Aquatic-Bird Hybrid- Possessor gains the subtype Aerial, Constant Effect
Dweller of Waves and Sky- A Zone of Water and a Zone of Air are created when possessor enters battle, they may not be removed or altered by individuals of lower level than possessor without possessor's permission, All zones that are of base elements that are not Water or Air are removed when possessor enters battle, Individuals of lower Level than possessor may not create Zones of base elements other than Water or Air while possessor is in battle, Possessor gains +5,000 to all stats, +500,000 HP, +800,000 MP, +30% Dodge, and +15,000 to all Damage values possessor's abilities possess while possessor is in a Zone of Water, Possessor gains +5,000 to all stats, +500,000 HP, +800,000 MP, +30% Dodge, and +15,000 to all Damage values possessor's abilities possess while possessor is in a Zone of Air, Constant Effect
Skyship-Breaker- Possessor gains +1,900,000 HP, May count as up to 20 individuals in its row for row-order determining purposes, is immune to individuals below Level 15, and cannot be debuffed by individuals below Level 40, Constant Effect
Many Tentacles- Possessor gains 4 additional actions per round, Constant Effect
Massive- Possessor gains +600,000 HP, +10,000 STR, +10,000 CON, +45% Resilience, and may choose to count as 15 individuals in its row for row-order-determining purposes, Constant Effect
Great Health- Possessor gains +800,000 HP, Constant Effect
Daunting Beast- Possessor is immune to debuffs, status effects, and sources of unapproved action control that are below Level 60, Constant Effect
Absurdly Hard to Hit for Something Its Size- Possessor gains +45% Dodge, Possessor's Dodge cannot be reduced by individuals below Level 60, Possessor may Dodge Flat Damage attacks from sources below Level 60, Constant Effect
Unfettered- Possessor gains +40% Dodge, Possessor's actions cannot be skipped by minor or moderate status effects or by any effect with a source below Level 80, Constant Effect
Abilities-
Tentacle-Smash- 48,000 Damage, 100% inflicts Fatigued: Stun, Physical, 0 MP
Great Beak- 44,000 Damage, inflicts Wounded, Physical, 0 MP
Snatch- Target is removed from battle until caster is defeated, Only affects (targets below Level 40 or who are Animals or Aquatics) or (targets below level 50 who are Steeds or Vessels), Air or Water, 0 MP
Wind Burst- 35,000 Damage, 1 hit against 5, Air, 0 MP
Wave Burst- 35,000 Damage, 1 hit against 5, Water, 0 MP
Skyship-Wrecker- 39,000 Damage, deals double damage to Vessels, to a max of 1,000,000,000 additional damage, Earth or Physical or Water or Air, 110,000 MP
Tentacle Assault- 30,000 Damage, deals 11 additional hits divided among 11, Physical, 167,000 MP
Pull Into Sky- 25,000 Damage, inflicts Paralysis, target takes 150,000 Flat Earth element Damage at the start of the next round if caster is still alive, Physical or Water or Physical & Water, 65,000 MP
Kraken Magics- 40,000 Damage, -4,000 AGI, Inflicts Drowning, Does Not Stack, 1 hit against 5, Water & Magic or Magic, 200,000 MP
Kraken Ink- 12,450 Damage, -20% To Hit as a debuff that stacks 5 times, Inflicts Impaired: Blind, Caster gains +10% Dodge as a buff that stacks 5 times, 1 hit against 20, Darkness & Water, 80,000 MP
Whirlpool Sky- 5,000 Damage, inflicts Drowning and Suffocation, Switches target's row to the front row, this action repeats at the start of the round for 5 rounds if none of caster's other actions have repeated on said rounds, 1 hit against 1,000, Water & Air, 215,000 MP
Island-Cracking Beak- 49,000 Damage, Sets target's Defense to 0 if target is below Level 40, -4,500 Defense, stacks 10 times, Physical or Physical & Air or Physical & Water, 141,000 MP
Screech- 9,000 Damage, inflicts Suffocation: Sonic Whiplash, inflicts Suffocation: Sonic Assault, inflicts Impaired: Deafened, inflicts Confusion: Fear, -1,000 to all stats, Does Not Stack, 1 hit against 300, Sonic, 25,000 MP
Soar- Caster counts as being in the back row regardless of caster's actual row, Caster gains 70% Earth Resistance, Caster's row cannot be changed by sources below Level 80, Caster gains +35% Dodge, does not stack, lasts 15 rounds, Air, 25,000 MP
Tsunami Flap- 22,000 Damage, inflicts Drowning: Tide Trapped, may switch the rows of targets below Level 50, 1 hit against 2,000, Water, 340,000 MP
Drops-
220,000 Gold
20,800 XP
50% Kraken Tendril- (Item, Antiquity, Water, 2,000,000 Gold)
30% Skycraper-Sized Feather- (Item, Antiquity, Air, 1,000,000 Gold)
10% Kraken Ink- (Item, Antiquity, Water, Water & Darkness, 2,100,000 Gold)
10% Sea Egg Medallion- (Accessory, Amulet, Water 7,400,000 Gold) +8,000 AGI, +7,300 SPI, Water element spells and abilities cost wielder 35,000 less MP to cast, Wielder's Water element summons gain +1,000 to all stats


ROUND 1
Spacetime Hypercleavers cleave the First Sculptor's Clay! It uses Become Truly Alive as a Death Attack to become a Roc-Kraken!

Egg uses Imperious Cry! The Roc-Kraken cannot buff itself!

The Roc-Kraken uses Tsunami Flap! It inflicts Drowning: Tide-Trapped on Caelum!

Caelum is Tide-Trapped! He cannot act!


ROUND 2
Caelum takes 5% of Max HP in Water Damage. He heals 6,000,000 HP. The Hypercleavers go snicker-snack!

Egg uses Imperious Cry! The Roc-Kraken cannot buff itself!

The Roc-Kraken uses Tentacle Smash five times! It hits three times, the other two attacks falling off target due to the Cloak of Nested Illusions

It manages one middling-damage crit and two normal strikes, not enough to kill Caelum.

Caelum is Tide-Trapped! He cannot act!


ROUND 3
Caelum takes 5% of Max HP in Water Damage. He heals 6,000,000 HP. The Hypercleavers go snicker-snack!

Egg uses Imperious Cry! The Roc-Kraken cannot buff itself!

The Roc-Kraken uses Tentacle Smash five times! It hits twice, the other three getting Cloak'd! Even with maximum damage crits, this cannot kill Caelum.

Caelum is Tide-Trapped! He cannot act!


ROUND 4
Caelum takes 5% of Max HP in Water Damage. He heals 6,000,000 HP. The Hypercleavers go snicker-snack!

The Roc-Kraken is slain!


VICTORY
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