Kazivon (Geddoe)
Dragon, Electrical
Level 59
HP - 29,350
MP - 14,775
STR – 1,173 (15)
AGI – 296 (5)
CON – 1,469 (20)
MIN - 591 (10)
SPI - 591 (10)
SAN - 295 (5)
INF - 295 (5)
RES - 295 (5)
XP Required- 8,320,000, Holy Imperial Seal of Glory
41 | Fame
0 | Gold
182,010,265 | XP
Bonus Weeks: 157 Bonus Weeks, 30 Archsmith of Metal Weeks, 3 Botanist only weeks, 5 Demonologist weeks, 30 Lord of Trees Weeks, 3 Monk Weeks, 12 Necromancer Weeks, 10 | Unbound Guru Bonus Weeks
Will Learn:
Track A:
Track B:
Devout Worshipper of Lady Luck
Worshipper Benefits
Incredible Luck- Possessor gains (2 * Possessor Level)% Critical, (2 * Possessor Level)% Dodge, (2 * Possessor Level)% Resilience, and (100 + (2 * Possessor Level))% To Hit, Worshipper Benefit
Resist Ill Fortune- If possessor is Level 5 or greater, possessor gains Hexed: Ill Fortune Immunity, Worshipper Benefit
Lucky Jackpot- If possessor is Level 15 or greater, possessor always gains treasure and gold drops in normal arena matches when there is a chance of such, Worshipper Benefit
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive or Mental Overdrive or Physical Overdrive
Attack With Finesse
Meditate- (Active Ability, Attack) Possessor may spend an action to Regenerate an amount of MP equal to (5% of user's Max MP). Cannot be used more times than user's level in one battle. User must be in the back row.
Rest- (Active Ability, Attack) Possessor may spend an action to Regenerate an amount of HP equal to (5% of user's Max HP). Cannot be used more times than user's level in one battle. User must be in the back row.
Weapons-
Arena Member's Bow- (Weaponx2, Bow, Wielder's Element, 100 Gold) +20 Ranged Attack, +10 Damage of Wielder's Element
Arena Member's Blade- (Weapon, Sword, Wielder's Element, 100 Gold) +15 Melee Attack , +10 Damage of Wielder's Element
Arena Member's Shield- (Weapon, Shield, Wielder's Element, 100 Gold) +15 Defense, +10 Damage of Wielder's Element
Arena Member's Staff- (Weaponx2, Staff, Wielder's Element, 100 Gold) +20 Magical Attack, +10 Damage of Wielder's Element
Dr. Warcannon- (Weapon, Gun, Technology & War, 77,000,000 Gold) +77,000 Ranged Attack, When conducting 'Ranged Attack' actions, wielder may, instead of using wielder's normal Prime Attribute, elect to use a static MIN value of 77,000 as said action's Prime Attribute, This item talks as an RP power (generally giving tactical advice or fun-facts)
2,400 Dwarf-Made Rifle- (Weapon, Gun, Physical & Earth, 290,000 Gold) +290 Ranged Attack, +200 AGI, +200 CON, 120% To Hit
1,199 Dwarven Axelord's Axe- (Weapon, Axe, Earth & Physical, 16,000,000 Gold) +16,000 Melee Attack, +16,000 STR, +16,000 CON, 30% may inflict Wounded on Humanoids, Dragons, Fae, and Monsters, 35% Critical
13 Dwarven Commander's Axe- (Weapon, Axe, Earth & Physical, 2,000,000 Gold) +2,000 Melee Attack, +2,000 STR, +2,000 CON, +2,000 MIN, +20,000 HP as a non-stacking bonus, 35% Critical, Wielder's allies gain +200 to all stats as a non-stacking bonus
61 Dwarven Grandcannon- (Weapon, Other: Siege Weapon, Earth & Fire, 31,000,000 Gold) +31,000 Ranged Attack, +31,000 CON, 60% Critical against Humanoids, Dragons, Fae, and Monsters, Wielder deals double Damage to Large Structures as an effect that does not stack with other Damage-multiplying effects that specifically trigger against Large Structures
1,600 Dwarven Gunlord's Gun- (Weapon, Gun, Physical & Earth, 16,000,000 Gold) +16,000 Ranged Attack, +16,000 AGI, +16,000 CON, 30% may inflict Wounded on Humanoids, Dragons, Fae, and Monsters, 35% Critical
240 Dwarven Hammerlord's Hammer- (Weapon, Hammer, Earth & Physical, 16,000,000 Gold) +16,000 Melee Attack, +16,000 STR, +16,000 CON, 60% may inflict Fatigued: Stun on Humanoids, Dragons, Fae, and Monsters, 35% Critical
960 Dwarven Runecaster's Staff- (Weapon, Staff, Earth & Magic, 16,000,000 Gold) +16,000 Magical Attack, +16,000 MIN, +16,000 CON, 30% may inflict Manablasted on Humanoids, Dragons, Fae, and Monsters, 135% To Hit
57 Dwarven Sniper's Rifle- (Weapon, Gun, Physical & Earth, 600,000 Gold) +600 Ranged Attack, +600 AGI, +600 CON, 140% To Hit
Grim Reaper's Scythe- (Weapon, Scythe, Darkness & Fate, 94,242,564 Gold) +90,564 Melee Attack, +90,000 STR, +90,000 AGI, +90,000 SPI, +45,000 CON, 130% Critical, 30% inflicts Instant Death, Wielder must be Level 40 or greater
Orochi Fangs- (Weapon, Deadly Item, Physical & Darkness & Acid, 180,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +180,000 CON, +180,000 SPI, 130% Critical, 230% To Hit, 1% inflicts Instant Death, 100% inflicts Wounded, Wielder must be Level 40 or greater
12 Rimedead Blade- (Weapon, Sword, Darkness & Ice, 7,500,000 Gold) +7,500 Melee Attack, +7,500 STR, +7,500 CON, 60% inflicts Frozen, 60% inflicts Voidstruck, 50% inflicts Frozen: Frostbite
12 Rimedead Deathbow- (Weaponx2, Bow, Darkness & Ice, 7,500,000 Gold) +15,000 Ranged Attack, +15,000 AGI, +15,000 MIN, 60% inflicts Frozen, 60% inflicts Voidstruck, 50% inflicts Frozen: Frostbite, 1% inflicts Instant Death
12 Rimedead Doomlance- (Weapon, Spear, Darkness & Ice, 11,500,000 Gold) +11,500 Melee Attack, +11,500 STR, +11,500 CON, 75% inflicts Frozen, 75% inflicts Voidstruck, 75% inflicts Frozen: Frostbite, 75% inflics Wounded, 2% inflicts Instant Death
8,999 Ruined Dwarven Axe- (Weapon, Axe, Earth, 60 Gold) +1 Melee Attack, Each round this item has a 50% chance of providing no benefits to its wielder
9,000 Ruined Dwarven Shield- (Weapon, Shield, Earth, 60 Gold) +1 Defense, Each round this item has a 50% chance of providing no benefits to its wielder
9,000 Ruined Dwarven Sword- (Weapon, Sword, Earth, 60 Gold) +1 Melee Attack, Each round this item has a 50% chance of providing no benefits to its wielder
54,310 Salt-Edge Axe- (Weapon, Axe, Physical & Water, 17,500 Gold) +18 Melee Attack, 60% inflicts Pain, 60% inflicts Stat Drain on Undead
Sunblade Claws- (Weapon, Fist Weapon, Light & Fire, 55,000,000 gold) +55,000 Melee Attack, +40,000 STR, +40,000 AGI, 40% inflicts Wounded, 40% inflicts Burning, Wielder may choose at the start of a thread to have this item count as an Sword in addition to a Fist Weapon as a non-stacking buff on this item
9 | Tengu's Magic Gun- (Weapon, Gun, Magic & Technology, 6,100,000 Gold) +6,100 Ranged Attack, 160% To Hit, Wielder's attacks may not be Dodged and may not Miss as though they were Flat Damage attacks provided they are targetting individuals below Level 60
Totally Awesome Dead Walrus!- (Weapon, Other: Chaos Talon, Water, 70,000 Gold) +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, +70 to all stats
Totally, Absolutely Awesome Dead Walrus, Silver Edition!- (Weapon, Other: Chaos Talon, Water, 240,000 Gold) +240 Melee Attack, +240 Ranged Attack, +240 Magical Attack, +240 to all stats
Ven-Prauvsdale II- (Weapon, Staff, Light & Magic, 140,000 Gold) +130 Melee Attack, +130 Magical Attack, Healer Magic Spells cast by wielder cost 400 less MP, +140 additional Magical Attack for Healer Magic spells, 20% Confusion Resistance, 20% Paralysis Resistance, 20% Poison Resistance, 40% Fear Resistance, 20% Charm Resistance, 20% Berserk Resistance, 20% AGI Drain Resistance, 20% CON Drain Resistance, 20% SPI Drain Resistance, 20% STR Drain Resistance, 20% MIN Drain Resistance, 20% Hexed Resistance, 20% Pain Resistance, 20% Ill Fortune Resistance, 20% Stunned Resistance, 5% Wounded Resistance
Armor-
2 Ancient Dwarf King's Armor- (Armor, Heavy Armor, Earth & Physical, 45,000,000 Gold) +45,000 Defense, +41,000 Melee Attack, +45,000 STR, +45,000 CON, +45,000 MIN, +450,000 HP as a non-stacking bonus, 45% Critical, 90% Resilience
Arena Member's Armor- (Armor, Light Armor, Wielder's Element, 100 Gold) +20 Defense, +10 Defense against Wielder's Element
1,439 Dwarven Axelord's Armor- (Armor, Heavy Armor, Earth & Physical, 16,000,000 Gold) +16,000 Defense, +16,000 Melee Attack, +16,000 STR, +16,000 CON, +160,000 HP as a non-stacking bonus, 35% Critical
60 Dwarven Cannonmaster's Uniform- (Armor, Light Armor, Earth & Air, 18,000,000 Gold) +18,000 Defense, +18,000 Ranged Attack, +18,000 AGI, +18,000 CON, +60,000 HP as a non-stacking bonus, 135% To Hit, Wielder's allies gain +2% To Hit as a non-stacking bonus
Dwarven Citadel-Defense Marshall's Armor- (Armor, Heavy Armor, Earth & Physical, 31,000,000 Gold) +31,000 Defense, +31,000 Melee Attack, +31,000 STR, +31,000 CON, +31,000 MIN, +310,000 HP as a non-stacking bonus, 60% Resilience, Wielder's allies may use wielder's Resilience value (to a max of 100%), Wielder's allies gain +3,100 Defense as a non-stacking bonus
14 Dwarven Commander's Armor- (Armor, Heavy Armor, Earth & Physical, 2,000,000 Gold) +2,000 Defense, +2,000 Melee Attack, +2,000 STR, +2,000 CON, +2,000 MIN, +20,000 HP as a non-stacking bonus, 35% Critical, 35% Resilience
1,559 Dwarven Gunlord's Uniform- (Armor, Light Armor, Earth & Air, 16,000,000 Gold) +16,000 Defense, +16,000 Ranged Attack, +16,000 AGI, +16,000 CON, +60,000 HP as a non-stacking bonus, 135% To Hit
2,399 Dwarven Gunner's Uniform- (Armor, Light Armor, Earth & Air, 200,000 Gold) +200 Defense, +200 AGI, +200 CON, 120% To Hit
960 Dwarven Runecaster's Robe- (Armor, Robe, Earth & Magic, 16,000,000 Gold) +16,000 Defense, +16,000 Magical Attack, +16,000 MIN, +16,000 CON, +160,000 HP as a non-stacking bonus, 35% Resilience
56 Dwarven Sniper's Uniform- (Armor, Light Armor, Earth & Air, 600,000 Gold) +600 Defense, +600 AGI, +600 CON, 140% To Hit
Hambelstern Prototype Force Field- (Armor, Aura, Technology, 31,522,918 Gold) +30,455 Defense, +30,000 to all stats, +300,000 HP, 25% Technology Resistance, +6,000 additional Defense for each ally who has a Technology element Aura equipped, to a max of 5 such allies, wearer may reflect actions from sources below Level 20, 90% wearer may reflect actions from sources below Level 40, 10% wearer may reflect actions from sources above Level 39 but below Level 50, May only be equipped by individuals above Level 19
8,999 Ruined Dwarven Armor- (Armor, Heavy Armor, Earth, 60 Gold) +1 Defense, Each round this item has a 50% chance of providing no benefits to its wielder
Serpent-Slayer's Armor- (Armor, Heavy Armor, Magic & Light, 24,000,000 Gold) +24,000 Defense, +24,000 to all stats, 30% Serpent Blessed Resistance
Tia Costume- (Armor, Disguise, Fire, 100,000,000 Gold) Wearer's subtype becomes solely Humanoid and wearer's element becomes solely Fire, Wearer's Base STR becomes 5, Wearer's Base AGI becomes 16, Wearer's Base CON becomes 7, Wearer's Base MIN becomes 16, Wearer's base SPI becomes 16, Wearer's name becomes 'Tia Telaria'
Accessories-
*Doctor Bird- (Accessory, Other: Legionnaire, Terror & Knowledge & Agony & Evil, 125,000,000 Gold) +125,000 Melee Attack, +125,000 Ranged Attack, 200% inflicts Pain and Pain: Wracked, 150% inflicts Wounded, Wounded: Bleeding, Wounded: Maimed, Wounded: Laid Open, Wounded: Sawn Apart, and Voidstruck: Endless Torment, Wielder's 'Melee Attack' and 'Attack with Finesse' actions may scan their targets' stats, Whenever wielder's stats would be scanned by a source below Level 80, wielder may, if wielder killed an entity earlier in the same thread, choose to broadcast the message 'IT'S THE DOCTOR BIRD SHOW!', cause the scanner to have a 150% chance of being afflicted with Confusion: Fear, Mindblasted, Voidstruck, and Pain: Discomfort, and instead cause the scanner to scan that previously-killed entity's stats at the time of its death, Wielder may, whenever wielder kills an individual, replicate a buff or a debuff from a source below Level 80 that was on that killed entity at the time of its death onto a chosen target, with the replication of a debuff in this manner having a 200% chance of inflicting Voidstruck: Endless Torment and Wounded: Maimed on the individual it is replicated onto, Wielder counts as possessing an additional Undead & Horror ally
*Note About Heinmuir VI- (Accessory, Quest Item, Air & Darkness, 60,000 Gold) +1 Defense against Voidstruck
201 | Ash Dragon's Gem- (Accessory, Crystal, Fire, 9,000,000 Gold) +9,000 Magical Attack, +8,500 to all stats, +50,000 Damage to all of possessor's damage-dealing actions that are Fire element as a non-stacking effect
16 | Extra Bullet- (Accessory, Ammo, Technology & Light, 70,000 Gold) Possessor’s Guns, active Gunslinger abilities, and Gunslinging spells that have at least 5 hits against at least 1 target, gain 1 hit against each target that they would have at least 5 hits against not counting this item, does not stack
Arena Member's Charm- (Accessory, Amulet, Wielder's Element, 100 Gold) +15 Damage for all attacks that include Wielder's Element as one of their element
Bag Full of Tiny Butlers- (Accessory, Trinket, Air & Physical, 20,000,000 Gold) At the start of each round, wielder is either cured of a debuff from a source below Level 40 or may equip or unequip any one item
Balloon-Equipped Future-Reflecting Mirror- (Accessoryx0, Magic Item, Fate & Mystic, 80,000,000 Gold) Wielder may count as having scanned its own stats, 30% Instant Death: Doomed Resistance
Crown of the High Queen of All Dragons- (Accessory, Crown, Nobility, 450,000,000) +450,000 Defense, +450,000 Magical Attack, +450,000 SPI, +450,000 CON, Dragons below Level 65 have their actions controlled by wearer unless they are Immune to Dominion, Wearer must be Level 40 or greater
2 Elder Symbol of Unbound Life- (Accessory, Other: Elder Symbol, Life, 36,000,000 Gold) +36,000 CON, +36,000 SPI, +360,000 HP as an effect that stacks twice, Wielder regenerates 360,000 HP at the start of every round as an effect that stacks twice, 10% Life Resistance
Holy Festival Scarf- (Accessory, Amulet, Hope & Wonder, 5,000,000 Gold) +500 Defense against Stat Damage, +5,000 to all stats, 30% Moon Resistance
Panopticum Scales- (Accessory, Bioaugmentation, Earth, 94,500,000 Gold) +96,700 Defense, +97,000 CON, 30% Physical Resistance, 10% Base Element Resistance, Wielder may Reflect actions from sources of lower Level than wielder who are below Level 40, 25% Wielder may Reflect actions from non-unique sources of lower Level than wielder who are below Level 60, Wearer may scan the stats of any individual who conducts a hostile action against wearer, Wielder loses 1 Armor slot if wearer has any other Bioaugmentation whose name includes 'Scales', 'Hide', 'Flesh', or 'Chitin' equipped, Wielder must possess the ability 'Deflective Scales', Wielder must be at least Level 40
Purified Viper Sigil- (Accessory, Sigil, Darkness, 1,000 Gold) +15 Melee Attack, 1% Poisons enemy on hit
Purple Heart- (Accessory, Bioaugmentation, Physical & Technology, 4,000,000 Gold) +40,000 HP, 30% Wounded Resistance
Nethermind Rune- (Accessory, Rune, Darkness & Psychic & Law, 5,000,000 Gold) +5,600 MIN, Wielder's turn-order-determining stat becomes Mind, all of wielder's pets and summons may act on possessor's turn-order-determining stat's value instead of their own provided that no opponents are above (Wielder's Level + 20) or above Level 99
Nightbringer Wyrm's Teeth- (Accessory, Bioaugmentation, Darkness, 185,000,000 Gold) +185,000 Melee Attack, +185,000 STR, 110% Critical, 120% inflicts Impaired: Blind, 100% inflicts Voidstruck, 70% inflicts Voidstruck: Turned to Shadow, 50% inflicts Voidstruck: Blackout, Wielder must be Level 55 or greater
Ruin-Diamond Teeth- (Accessory, Bioaugmentation, Destruction & Darkness & Fire & Chaos & Physical, 140,000,000 Gold) +120,000 Melee Attack, +120,000 STR, 215% To Hit, 115% Critical, 50% inflicts any 3 minor or moderate negative status effects, Wearer’s per-item Melee Attack bonus cap becomes 2x the relevant stat, May only be wielded by individuals of Level 40 or greater
9,000 Ruined Dwarven Boots- (Accessory, Boots, Earth, 60 Gold) +1 Defense, Each round this item has a 50% chance of providing no benefits to its wielder
*That Tiny Magic Sticky Note that Reminds You You're TOTALLY AWESOME- (Accessory, Trinket, Magic & Air, 15,000,000 Gold) Wielder may choose to auto-recover from any single minor or moderate status effect from a source below Level 60 or debuff from a source below Level 60 at the beginning of their first action on that round, to a max of one use per thread per 10 levels possessed, rounded down, as an effect that may be used any number of times on different effects in a single round, with this effect only being usable by one individual per thread.
3 Thunderbird-Feather Cloak- (Accessory, Cloak, Electrical, 26,000,000 Gold) +25,000 Defense, +20,000 Magical Attack, +25,000 AGI, +25,000 SPI, +25,000 Defense against Electrical, 30% Electrical Resistance, 30% inflicts Electrocuted, May only be worn by individuals of Level 20 and greater
Undead's Essence- (Accessory, Other: Mystic Infusion, Darkness & Magic, 800,000 Gold) Wielder's subtype becomes Undead
Winter Pendant- (Accessory, Amulet, Ice, 115,000 Gold) +30 to all stats, +60 Magical Attack, wearer may cast spells as if Call Unto Seasons: Winter has already been cast, 10% Ice Resistance
23 | Sheriff's Star- (Accessory, Trinket, Light & Air, 96,000 Gold) 30% Critical for Gunslinging spells and Gunslinger active abilities, 15% inflicts Stun for Gunslinging spells and Gunner active abilities, 50% inflicts Awestruck on Humans under level 5 at the beginning of battle
Consumables-
None
Items-
7 | 1/12 Holy Imperial Seal of Glory- (Item, Antiquity, Universe, 48,000,000,000 Gold) This item may not be equipped, traded, sold, stolen, discarded, or destroyed, with this item's wording taking precedence over effects that can equip items that cannot normally be equipped, trade items that cannot normally be traded, steal items that cannot normally be stolen, discard items that cannot normally be discarded, or destroy items that cannot normally be destroyed; when this item is obtained as loot from anything, it may not be assigned, given to, or taken by any individual other than the individual that it was generated for, instantaneously being moved to said individual's inventory and being removed from the thread which generated it as an effect that ignores effects that prevent loot leaving a thread or being assigned or taken; this item's text may not be removed or altered as an effect that takes precedence over effects that can remove text from an item that cannot otherwise be removed or alter text on an item that cannot normally be altered; this item may not be equipped, carried, or brought into a thread or by a pet, transformation, or other item that can carry items and may not be held by another pet, transformation, or other item at any time in a thread; effects and/or text may not be added to this item as an effect that takes precedence over effects that may add effects or text to items that cannot normally have effects or text added to them; all effects on this item count as though coming from a Level 101 source
*Amethyst All-Key- (Item, Key, Darkness, 250,000,000 Gold)
*Crystal Sphere of Magniom- (Item, Antiquity, Magic & Water, 40,000,000 Gold)
*Dust Sapphire of the Estrian Plains- (Item, Antiquity, Earth & Air, 12,700,000 Gold)
*Great Diamond of Bruinar II- (Item, Antiquity, Earth, 40,000,000 Gold)
*Heart of Kasmodenn (Gemstone)- (Item, Antiquity, Earth & Water, 41,000,000 Gold)
*Irimeyil The Elfcrown (Jewel)- (Item, Antiquity, Earth & Light, 45,000,000 Gold)
*Kazivon's Special Bauble from Disc 101- (Item, Antiquity, Knowledge & Time, 101,101,101 Gold)
*Magma Ruby of Belmarr IV- (Item, Antiquity, Fire & Earth, 14,500,000 Gold)
*Sceptre of Bruinar I- (Item, Antiquity, Earth, 2,000,000 Gold)
*Sceptre of Belmarr I- (Item, Antiquity, Earth, 6,000,000 Gold)
*Skull of Visethethryx the Nation-Burner- (Item, Antiquity, Fire & Darkness, 46,100,000 Gold)
*Skull of Oorwulm the Nightlit Wurm- (Item, Antiquity, Darkess & Earth & Water, 41,500,000 Gold)
*Tapestry of the Building of the Citadel of Grandhall- (Item, Antiquity, Earth, 750,000 Gold)
Advertising Mail For Jack's Shack's Breakfast Specials- (Item, Antiquity, Fire & Air & Hope, 600 Gold)
Ancient Dwarf King's Decorative Cloak- (Item, Antiquity, Earth, 40,000,000 Gold)
Ancient Fish Gift-Box- (Item, Ticket, Wonder, 36,000,000 Gold) Can be opened at the Warehouse for a roll on the Ancient Fish Gift-Box table
54,310 Box of Premium Salt- (Item, Antiquity, Water & Light, 17,500 Gold)
266 Breath of Animating Void- (Item, Material, Darkness & Astral, 31,000,000 Gold)
Daemon Detective's Brain in a Jar- (Item, Antiquity, Darkness & Psychic & Air, 1,500,000 Gold)
50 Dwarf King's Treasures- (Item, Antiquity, Earth, 40,000,000 Gold)
1 | Elemental Domain Core: Fire- (Item, Antiquity, Fire, 80,000,000 Gold)
Festive Landscape Giftbox- (Item, Ticket, Ice & Fire & Hope, 40,000,000 Gold) Can be opened at the Warehouse for a roll on the Festive Landscape Giftbox table
27 Goblet of the Dwarf Lords- (Item, Antiquity, Earth, 2,000,000 Gold)
Land of the Venison Trees- (Item, Property, Earth & Fire, 35,000,000 Gold)
Lizard Dude's Sweat- (Item, Antiquity, Water & Acid, 5,000 Gold)
5 Magic Copper Ore- (Item, Material, Magic, 5,000 Gold)
5 Magic Gold Ore- (Item, Material, Magic, 100,000 Gold)
5 Magic Silver Ore- (Item, Material, Magic, 50,000 Gold)
Orihalcum Shield Ruined by the Claws of a Great Dragon Lord- (Item, Antiquity, Earth & Physical & Magic, 70,000,000 Gold)
Pocket Dimension: One of Fritz's Endless Parties- (Item, Property, Whimsy & Chaos & Time, 55,000,000 Gold)
1,136 | Purity- (Item, Material, Light, 5,000,000 Gold)
Random Ultra-Festive Giftbox Plus- (Item, Ticket, Ice & Chaos & Hope, 40,000,000 Gold) Can be opened at the Warehouse for a roll on the Random Ultra-Festive Giftbox Plus table
2,200 Shadow's Essence- (Item, Material, Darkness, 47,000 Gold)
Wondrous Mountainheart Diamond- (Item, Material, Earth & Glory & Wonder, 80,000,000 Gold)
Spells-
Fading Call: Fiends that Never Were- (Spell, Summoner Magic, Darkness & Illusion & Time, 5,000,000 MP, 250,000,000 Gold) Wielder replicates an action called 'Destruction Beyond Time' that counts as coming from an Enemy that is a Darkness & Illusion & Time Fiend of Level equal to caster's Level +5 (to a max of Level 59 if caster is below Level 60, to a max of 79 if caster is below Level 80, and to a max of 99 otherwise) that possesses a Prime Attribute of 270,000 and a Damage value of 300,000 that possesses the name 'Fiend that Never Was', with said action being any combination of the elements Darkness, Destruction, Illusion, Mystic, Time, and Acid, as though a copy of an entity of said type were performing said action
10 Gates of the Necropolis- (Spell, Necromancy, Darkness, 65,000 MP, 8,300,000 Gold) +8,100 Magical Attack, 95% inflicts Voidstruck, May deal no damage to Undead, May avoid afflicting negative status effects on Undead, May give target Undead +2,500 to all stats as a non-stacking buff, 1 hit against 30, deals 1/4 damage, May only be cast by individuals above Level 29
One Card of Dis-Summon- (Spell, Arcanist Magic, Magic, 50 MP, 12,000 Gold) Unsummons 1 summoned entity that is under level 10 and were summoned by an entity that is under level 10
One Card of Dis-Buff- (Spell, Arcanist Magic, Magic, 50 MP, 12,000 Gold) Removes all stacked copies of 1 positive enhancements accrued on a single opposing character from items used by characters under level 10, spells cast by characters under level 10, and abilities activated by pets, summons, and transformations under level 10
One Card of Flame Lash- (Spell, Arcanist Magic, Fire, 80 MP, 31,000 Gold) +40 Magical Attack
One Card of Summon Soldier- (Spell, Arcanist Magic, Magic, 60 MP, 29,000 Gold) Summons 1 One Soldier, Max 100 Summoned
12 | Trick Shot: Throw the Gun in the Air, Catch It, and Fire- (Spell, Gunslinging, Technology & Air, 30 MP, 61,000 Gold) +40 Ranged Attack if wielder has a Gun equipped, 25% ignores being cancelled by counters performed by individuals of lower level than caster, user’s Guns cannot be unequipped in response to this attack by individuals under level 60
Pets-
Dark War Iron Dragon- (Pet, Dragon, Darkness & War & Destruction, Lv.55, 60,000,000 Gold)
HP- 3,600,000
MP- 3,600,000
STR- 31,000
AGI- 21,000
CON- 31,000
MIN- 31,000
SPI- 31,000
XP- 0
XP Needed- 12,640,000 (Standard Multiplier x 2)
Minimum Level- 55
Defense- 17,000, +25,000 Defense against Fire, +25,000 Defense against Darkness, +25,000 Defense against Physical, +25,000 Defense against War, +25,000 Defense against Destruction
Defense against Stat Damage- 1,300
Critical Chance- 60%
Resilience- 55%
To Hit- 160%
Dodge- 45%
Resistances and Immunities- 95% Fire Resistance, 95% War Resistance, 95% Darkness Resistance, 95% Physical Resistance, 95% Destruction Resistance, 50% Psychic Weakness, 110% Minor Status Effect Resistance, 55% Moderate Status Effect Resistance
Prime Attribute- Two Highest Stats
Constant Effects-
Dark War Iron Scales- +20,000 Defense, +40% Resilience, possessor gains Wounded Immunity, Constant Effect
Dark War Iron Spines- Possessor deals 40,000 Flat War & Darkness & Destruction element Damage to the source of each offensive action that targets possessor at the end of each such action, Constant Effect
Fury Aura- Possessor may deal 35,000 Flat War or Destruction element Damage to each opponent at the start of each round, Constant Effect
Colossal- Possessor gains +800,000 HP, +5,000 STR, +5,000 CON, +40% Resilience, and may count as up to 80 individuals for row-order-determining purposes, Constant Effect
Piercing Attacks- Possessor's attacks pierce 37,000 Defense, Constant Effect
Abilities-
Dark War Iron Claw- 60,000 Damage, This action gains +45% Critical, Darkness & War & Destruction, 0 MP
Dark War Iron Teeth- 60,000 Damage, deals HP Drain, Darkness & War & Destruction, 0 MP
Brawl- 70,000 Damage, Physical, 0 MP
Death-Shrapnel Breath- 54,000 Damage, 100% inflicts Wounded, 200% inflicts Hexed, 1 hit against 60, Darkness & War & Destruction, 0 MP
Moment of Violence- All attacks deal 50,000 additional Damage, does not stack, lasts 1 round, Fire & Destruction, 250,000 MP
10 Minion- (Pet, Human, Darkness, Lv.1, 500 Gold)
HP- 100
MP- 10
STR- 10
AGI- 10
CON- 10
MIN- 10
SPI- 10
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 3
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Strength + Mind
Constant Effects-
None
Abilities-
Punch- 10 Damage, Physical, 0 MP
Assist- +1 Defense to controller, Physical, 0 MP
Transformations-
None
Permanant Consumables-
*Gemstone Bearing Ameryu's True Name- (Permanent Consumable, Jewel, Electrical, X Gold) Teaches user 'May Summon Ameryu the Storm-Born'
1,199 | Essence Sphere: Botanist- (Permanent Consumable, Essence Sphere, Earth & Technology, 1 Charge, 1,000,000 Gold) Gives user 1 bonus week that may only be used on Botanist abilities, Gives user the award 'Has Consumed X (where X = X+1) Essence Sphere: Botanist', May not be used by a user who already has X equaling 5 or greater for such an award
Premier Mana Supplement- (Permanent Consumable, Empowered Item, Magic & Technology & Light, 1 Charge, 50,000 Gold) Teaches user "Has Consumed X = # of the Permanent Consumable "Premier Mana Supplement"", Cannot be used if # is already 100 or greater
Secret Formulas-
Secret Formula- World-Burning Furnace-Heart
Point Value- 10
Requires:
None
Consumes:
200 Heart of the First Fire
200 Essence of the First Fire
200 Ash Dragon's Gem
200 Volcano Dragon's Gem
16 Volcanic Eruption
1 Elemental Domain Core: Fire
1 Fire Crystal
Produces:
World-Burning Furnace-Heart- (Accessory, Bioaugmentation, Fire, 225,000,000 Gold) Wielder gains +2,000,000 MP as a non-stacking bonus if possessor is a Dragon, Wielder's 'Dragon's Breath' actions have the Flat Fire element Damage they deal increased by 4,000,000 points against unique targets and by 200,000 points against non-unique targets as a non-stacking effect, Wielder's 'Dragon's Breath' actions have their chances of inflicting Burning increased by 30% as a non-stacking effect, Wielder's Fire-element 'Dragon's Breath' actions may gain '1 hit against 4,000,000', Wielder must be Level 40 or greater
Artifacts-
*Crowns of the Wyrmsovereign- (Level 59, 0 XP, # XP Required, Standard Multiplier x12, Raised to x60 to bypass Level 59)
*Crown of the Sovereign of the Deep Wyrms- (Accessory Aspect- Crowns of the Wyrmsovereign, Crown, Earth & Mystic & Glory, X Gold) Wearer controls the decisions of non-unique Earth-element Dragons below Level 59 and of unique Earth-element Dragons below Level 39
*Crown of the Sovereign of the Sky Wyrms- (Accessory Aspect- Crowns of the Wyrmsovereign, Crown, Air & Mystic & Glory, X Gold) Wearer controls the decisions of non-unique Air-element Dragons below Level 59 and of unique Air-element Dragons below Level 39
*Crown of the Sovereign of the Flame Wyrms- (Accessory Aspect- Crowns of the Wyrmsovereign, Crown, Fire & Mystic & Glory, X Gold) Wearer controls the decisions of non-unique Fire-element Dragons below Level 59 and of unique Fire-element Dragons below Level 39
*Crown of the Sovereign of the Sea Wyrms- (Accessory Aspect- Crowns of the Wyrmsovereign, Crown, Water & Mystic & Glory, X Gold) Wearer controls the decisions of non-unique Water-element Dragons below Level 59 and of unique Water-element Dragons below Level 39
*Crown of the Sovereign of the Night Wyrms- (Accessory Aspect- Crowns of the Wyrmsovereign, Crown, Darkness & Mystic & Glory, X Gold) Wearer controls the decisions of non-unique Darkness-element Dragons below Level 59 and of unique Darkness-element Dragons below Level 39
*Crown of the Sovereign of the Heroic Wyrms- (Accessory Aspect- Crowns of the Wyrmsovereign, Crown, Hope & Mystic & Glory, X Gold) Wearer controls the decisions of non-unique Hope-element Dragons below Level 59 and of unique Hope-element Dragons below Level 39
*Crown of the Sovereign of the Sorcerer Wyrms- (Accessory Aspect- Crowns of the Wyrmsovereign, Crown, Magic & Mystic & Glory, X Gold) Wearer controls the decisions of non-unique Magic-element Dragons below Level 59 and of unique Magic-element Dragons below Level 39
*Crown of the Sovereign of the Silvery Wyrms- (Accessory Aspect- Crowns of the Wyrmsovereign, Crown, Technology & Mystic & Glory, X Gold) Wearer controls the decisions of non-unique Technology-element Dragons below Level 59 and of unique Technology-element Dragons below Level 39
*Crown of the Sovereign of the Dominant Wyrms- (Accessory Aspect- Crowns of the Wyrmsovereign, Crown, Physical & Mystic & Glory, X Gold) Wearer controls the decisions of non-unique Physical-element Dragons below Level 59 and of unique Physical-element Dragons below Level 39
*Crown of the Sovereign of the Frost Wyrms- (Accessory Aspect- Crowns of the Wyrmsovereign, Crown, Ice & Mystic & Glory, X Gold) Wearer controls the decisions of non-unique Ice-element Dragons below Level 59 and of unique Ice-element Dragons below Level 39
*Crown of the Sovereign of the Glittering Wyrms- (Accessory Aspect- Crowns of the Wyrmsovereign, Crown, Energy & Mystic & Glory, X Gold) Wearer controls the decisions of non-unique Energy-element Dragons below Level 59 and of unique Energy-element Dragons below Level 39
*Crown of the Sovereign of the Storm Wyrms- (Accessory Aspect- Crowns of the Wyrmsovereign, Crown, Electrical & Mystic & Glory, X Gold) Wearer controls the decisions of non-unique Electrical-element Dragons below Level 59 and of unique Electrical-element Dragons below Level 39
*Crown of the Sovereign of the Swamp Wyrms- (Accessory Aspect- Crowns of the Wyrmsovereign, Crown, Acid & Mystic & Glory, X Gold) Wearer controls the decisions of non-unique Acid-element Dragons below Level 59 and of unique Acid-element Dragons below Level 39
*The Clown Sheriff's Codpiece (Level 60, 0 XP, # XP Required, Standard Multiplier x12) (Bound to Kazivon)
*The Clown Sheriff's Codpiece- (Accessory Aspect: The Clown Sheriff's Codpiece, Trinket, Warding & Whimsy & Law, X Gold) +200,000 Defense, 200% inflicts Confusion, 200% inflicts Confusion: Fear, 200% inflicts Entombed: Incarcerated, Entombed: Incarcerated Immunity, 30% Law Resistance, 30% Chaos Resistance, 30% Whimsy Resistance, Wielder has a 5% chance of Reflecting the attacks of equal or lower Level Demons and Illuminated
*The Clown Sheriff's Makeup- (Armorx0 Aspect: The Clown Sheriff's Codpiece, Disguise, Law & Whimsy, X Gold) +100,000 Defense, Wielder gains the element Law, Wielder's name gains the prefix 'Clown Sheriff '
*The Clown Sheriff's Gun- (Weapon Aspect: The Clown Sheriff's Codpiece, Gun, Sonic & Illusion & Whimsy, X Gold) Wielder's 'Ranged Attack', 'Snipe', 'Point Blank', and 'Ranged Overdrive' actions announce the message 'BANG!'
*The Clown Sheriff's Squeaky Horn- (Weapon Aspect: The Clown Sheriff's Codpiece, Instrument, Sonic & Destruction, X Gold) +200,000 Ranged Attack, wielder's attacks may deal no Damage, 200% inflicts Entombed: Incarcerated, 200% inflicts Confusion, 200% inflicts Confusion: Surprise, Wielder's first attack each battle that incorporates one of this item's attack bonuses inflicts Confusion: Surprise if wielder's stats have not been scanned during that battle, Wielder's 'Ranged Overdrive' actions deal double Damage to Large Structure subtype targets, Chaos element targets, Demon subtype targets, Illuminated subtype targets, Rot element targets, and targets who possess the ability 'Thief', and as an effect that does not stack with other effects that multiply Damage against targets of specific subtypes or elements or who possess a specific Ability, wielder's attacks may gain the element Sonic and/or the element Whimsy, This item additionally possesses the subtypes Gun, Deadly Item, and Siege Weapon
*The Squad Car- (Accessory Aspect: The Clown Sheriff's Codpiece, Container, Spatial & Whimsy & Law, X Gold) +200,000 Defense, +200,000 AGI, Wielder's turn-order-determining stat sum is increased by 20,000 points for turn-order-determining purposes as a non-stacking effect, Wielder may spend an action to summon 200 entities from the Enemy List who are below Level 61 and who are either Law element or whose name includes 'Clown', Max 2,000 summoned, Wielder gains an infinite Passenger Capacity and may spend an action to pick up or deploy any number of passengers, this item's wielder gains the subtype Vehicle, this item additionally possesses the subtype Vehicle
Cosmic To-Do List-
If Kazivon:
1) Obtains at least 4,100,000,000 Gold worth of unique items from adventurers and heroes that he kills
2) Lures an adventurer who is at least Level 50 into a realm of mirrors and kills them there
3) Breaks a unique sword that someone tries to use against him
Then Kazivon gets:
'Acquired the Impervious Scales of the Muuthelweister'
*Impervious Scales of the Muuthelweister- (Armor, Pelt, Warding, 410,000,000 Gold) +410,000 Defense, 120% Resilience, 30% Spatial Resistance, 30% Ice Resistance, 30% Dopple Resistance, 15% Sword Resistance, 15% Combat Arts Resistance, 15% Human Resistance, Once per thread, at the start of a round, wearer may gain a non-stacking buff that lasts three rounds that prevents wearer from being negatively affected by non-unique entities below Level 60, Wearer gains Immunity to sources below Level 40, Wearer must be Level 40 or greater and must possess the ability 'Adept Pelt Mastery', the ability 'Adept Master of Monsters Knowledge', the ability 'Adept Warding Synchronization', or the award 'Acquired the Impervious Scales of the Muuthelweister''
Awards-
Level 40 in Alternate Boss Rush
Level 20 in Boss Rush
Level 41 in Endurance Match
'Has used 10 Manual of A Thousand Arts', cannot be used if X would become greater than 10
‘Has used 12 Grandmaster's Text’ if user is Level 39 or greater and possesses at least one <Adept <X>, Tier 4> ability, cannot be used if X would become greater than 12
Has Completed the First Holy Imperial Challenge of Worth: Test of Fortune
Has Completed the Second Holy Imperial Challenge of Worth: Test of Skill
Has Completed the Third Holy Imperial Challenge of Worth: Test of War
Has Completed the Fourth Holy Imperial Challenge of Worth: Test of Seeking
Has Completed the Fifth Holy Imperial Challenge of Worth: Test of Mastery
Has Completed the Sixth Holy Imperial Challenge of Worth: Test of Stamina
Has Completed the Seventh Holy Imperial Challenge of Worth: Test of Test of Echos
Has Completed the Eighth Holy Imperial Challenge of Worth: Test of Time
Has Completed the Ninth Holy Imperial Challenge of Worth: Test of Collecting
Has Completed the Tenth Holy Imperial Challenge of Worth: Test of Combat
Has Completed the Eleventh Holy Imperial Challenge of Worth: Test of Remembrance
Has Completed the Twelfth Holy Imperial Challenge of Worth: Test of Choices
Has Completed the 'First Holy Imperial Challenge of Power: Test of Wealth'
Has Completed the 'Second Holy Imperial Challenge of Power: Test of Talent'
Has Completed the 'Third Holy Imperial Challenge of Power: Test of Slaying'
Has Completed the 'Fourth Holy Imperial Challenge of Power: Test of Hours'
Has Completed the 'Fifth Holy Imperial Challenge of Power: Test of Opposition'
Has Completed the 'Sixth Holy Imperial Challenge of Power: Test of Tenacity'
Has Completed the 'Seventh Holy Imperial Challenge of Power: Test of Essence'
Has Completed the 'Eighth Holy Imperial Challenge of Power: Test of Leadership'
Has Completed the 'Ninth Holy Imperial Challenge of Power: Test of Fame and Fortune'
Has Completed the 'Tenth Holy Imperial Challenge of Power: Test of Versatility'
Has Completed the 'Eleventh Holy Imperial Challenge of Power: Test of Memories'
Has Completed the 'Twelfth Holy Imperial Challenge of Power: Test of Options'
Has Completed the 'Second Holy Imperial Challenge of Glory: Test of Esoterica'
Has Completed the 'Third Holy Imperial Challenge of Glory: Test of Superiority'
Has Completed the 'Sixth Holy Imperial Challenge of Glory: Test of Ages'
Has Completed the 'Seventh Holy Imperial Challenge of Glory: Test of Cataloging'
Has Completed the 'Eighth Holy Imperial Challenge of Glory: Test of Effortlessness'
Has Completed the 'Ninth Holy Imperial Challenge of Glory: Test of Bloodshed'
Has Completed the Task 'Twelfth Holy Imperial Challenge of Glory: Test of Focus'
Has Completed the Mini Quest 'Trial of Versatility'
Has Completed the Mini Quest 'Trial of Remembrance'
Has Consumed 2 Skillbank"
Has Consumed 5 Essence Sphere: Dragon Lord
Has Consumed 5 Essence Sphere: Ravager
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Dragon Lord
Has Consumed 5 Improved Essence Sphere: Ravager
Has Consumed 5 Improved Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Dragon Lord
Has Consumed 5 Improved Essence Sphere: Ravager
Has Consumed 5 Improved Essence Sphere: Warrior
Has Consumed 5 Attunement Book: Arcane Vizier
Has Consumed 5 Attunement Book: Blazing Sultan
Has Consumed 5 Attunement Book: Caliph of Corrosion
Has Consumed 5 Attunement Book: Countess of Power
Has Consumed 5 Attunement Book: Ebon Chancellor
Has Consumed 5 Attunement Book: Eternal Champion
Has Consumed 5 Attunement Book: Healer
Has Consumed 5 Attunement Book: Heir to the Future
Has Consumed 5 Attunement Book: Kinetic Emperor
Has Consumed 5 Attunement Book: Mind Lord
Has Consumed 5 Attunement Book: Mountain King
Has Consumed 5 Attunement Book: Necromancer
Has Consumed 5 Attunement Book: Ocean Prince
Has Consumed 5 Attunement Book: Snow Queen
Has Consumed 5 Attunement Book: Thunder Czar
Has Consumed 5 Attunement Book: Wind Duke
Has Consumed 5 Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Blazing Sultan
Has Consumed 5 Essence Sphere: Caliph of Corrosion
Has Consumed 5 Essence Sphere: Countess of Power
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 5 Essence Sphere: Eternal Champion
Has Consumed 5 Essence Sphere: Heir to the Future
Has Consumed 5 Essence Sphere: Kinetic Emperor
Has Consumed 5 Essence Sphere: Mind Lord
Has Consumed 5 Essence Sphere: Ocean Prince
Has Consumed 5 Essence Sphere: Snow Queen
Has Consumed 5 Essence Sphere: Thunder Czar
Has Consumed 5 Essence Sphere: Wind Duke
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Guardian
Has Consumed 5 Improved Essence Sphere: Guardian
Has Consumed 5 Essence Sphere: Mountain King
Has Consumed 5 Improved Essence Sphere: Mountain King
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Architect
Has Consumed 5 Improved Essence Sphere: Architect
Has Consumed 5 Essence Sphere: Captain
Has Consumed 5 Improved Essence Sphere: Captain
Has Consumed 5 Essence Sphere: Commander
Has Consumed 5 Improved Essence Sphere: Commander
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Healer
Has Consumed 5 Improved Essence Sphere: Healer
Has Consumed 5 Essence Sphere: Priest
Has Consumed 5 Improved Essence Sphere: Priest
Has Consumed 5 Essence Sphere: Ritualist
Has Consumed 5 Improved Essence Sphere: Ritualist
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Wizard
Has Consumed 5 Essence Sphere: Mech Jockey
Has Consumed 5 Improved Essence Sphere: Engineer
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Has Consumed 5 Essence Sphere: Druid
Has Consumed 5 Improved Essence Sphere: Druid
Has Consumed 5 Essence Sphere: Merchant
Has Consumed 5 Improved Essence Sphere: Merchant
Has Consumed 5 Essence Sphere: Smith
Has Consumed 5 Improved Essence Sphere: Smith
Has Consumed 5 Essence Sphere: Paladin
Has Consumed 5 Improved Essence Sphere: Paladin
Has Consumed 5 Essence Sphere: Mad Scientist
Has Consumed 5 Essence Sphere: Astromancer
Has Consumed 5 Improved Essence Sphere: Astromancer
Has Consumed 5 Essence Sphere: Dragon Lord
Has Consumed 5 Essence Sphere: Ravager
Has Consumed 5 Essence Sphere: Warrior
"Has Won the "The Dragon-Slaying Knight" Event Match" Award
"Has Won the "Adventurers!" Event Match" Award
"Has Won the "Drakespawn of the Caverns" Event Match" Award
"Has Won the "Winter's Grasp" Event Match" Award
"Has Won the "First of the Arcane Spirits" Event Match" Award
"Has Won the "Pillar of Self-Doubt" Event Match" Award
"Has Won the "First Test Against The Adversary's Forces" Event Match" Award
"Has Won the "In Search of Ore Where the Undead Lurk" Event Match" Award
"Has Won the "Fight Against the Storm" Event Match" Award
"Has Won the "Four Elementals" Event Match" Award
"Has Won the "Necromancer Lord Practice Bout" Event Match" Award
Has Won the Event Match 'Demon Raiding Party'
'Has Won the 'Seizing the Center' Event Match'
Gazed Upon the Face of True Evil
Defied the Eggman
Involved in Saving Ameryu the Storm-Born in the Second Eggman Quest on Noix
Was Involved in the Partially-Temporally-Shattered Conflict Against Eggxodia on Noix
Banished the Ghost of the Dwarf King Belmarr VI
Obtained the Treasure of Grandhall
Smoked with Flower Josh that Power Master
Has an Extremely Nervous Chef Named Jack Cooking Him Superb Breakfast (On a Regular Basis)
Indirectly Responsible for Mr. Haze Aquiring a Taste for Nut Butter (Mod Run World Award)
Lost a Whiteout Match to Darston While Allied With Tolva
Indirectly Responsible for Dwarven Forgemaster Clegnann Bolnarth Spraining His Back Badly
Participated in the Holy Festival Events at the Festival Immediately Following the Crisis Across Infinite Nexii
Discovered the See of Ceaselessly Shifting Statutes on Seirei
The Clown Sheriff
Completed 1 Semester as a Force Monk on Disc 101
Performed Well In the Class 'Basic Fist Weapon Use' on Disc 101
Performed Exceptionally In the Class 'Basic Physical Fitness' on Disc 101
Performed Well In the Class 'Basic Magic Theory' on Disc 101
Performed Well In the Class 'Basic Martial Arts' on Disc 101
Performed Well In the Class 'Basic Force Magic' on Disc 101
Performed Well In the Class 'Basic Auras' on Disc 101
Completed 2 Semesters as a Force Monk on Disc 101
Performed Well In the Class 'Basic Channeling' on Disc 101
Performed Well In the Class 'Basic Ki Use' on Disc 101
Performed Well In the Class 'General Gymnastics' on Disc 101
Performed Well In the Class 'Supplementary Combat for Agile Specialists' on Disc 101
Performed Well In the Class 'Supplementary Spellcasting for Agile Specialists' on Disc 101
Completed 3 Semesters as a Force Monk on Disc 101
Performed Well In the Class 'Basic Physicality' on Disc 101
Performed Exceptionally In the Class 'General Force Magic' on Disc 101
Performed Well In the Class 'Offensive Aura Use' on Disc 101
Performed Well In the Class 'Supplementary Hands-On Magic for Kata-Casters' on Disc 101
Performed Exceptionally In the Class 'General Physical Combat' on Disc 101
Performed Exceptionally In the Class 'Bestial Martial Arts' on Disc 101
Completed 4 Semesters as a Force Monk on Disc 101
Performed Well In the Class 'Intensive Fast-Track Elementalism for Martial Artists A (With Corequisites)' on Disc 101
'Performed Well In the Class 'Intensive Fast-Track Elementalism for Martial Artists B (With Corequisites)' on Disc 101
Performed Well In the Class 'Intensive Fast-Track Elementalism for Martial Artists C (With Corequisites)' on Disc 101
Performed Well In the Class 'Intensive Fast-Track Elementalism for Martial Artists D (With Corequisites)' on Disc 101
Performed Well In the Class 'Intensive Fast-Track Elementalism for Martial Artists E (With Corequisites)' on Disc 101
Performed Well In the Class 'Intensive Fast-Track Elementalism for Martial Artists F (With Corequisites)' on Disc 101
Performed Well In the Class 'Intensive Fast-Track Elementalism for Martial Artists G (With Corequisites)' on Disc 101
Completed 5 Semesters as a Force Monk on Disc 101
Performed Well In the Class 'Advanced Auras' on Disc 101
Performed Well In the Class 'Supplementary Scholarship for Theoretical Magic Practitioners' on Disc 101
Performed Well In the Class 'General Theoretical Magic' on Disc 101
Performed Well In the Class 'Kata-Casting' on Disc 101
Performed Well In the Class 'Elemental Martial Arts' on Disc 101
Performed Well In the Class 'Advanced Martial Arts for Force Monks' on Disc 101
Performed Well In the Class 'Supplementary Armor Training for Martial Artists' on Disc 101
Completed 6 Semesters as a Force Monk on Disc 101
Performed Exceptionally In the Class 'Enlightened Ki Use' on Disc 101
Performed Exceptionally In the Class 'Supplementary Psi for Ki Users' on Disc 101
Performed Exceptionally In the Class 'General Ninjutsu' on Disc 101
Performed Exceptionally In the Class 'Advanced Martial Arts for Ninja Monks' on Disc 101
Performed Well In the Class 'Force Monk Essentials' on Disc 101
Performed Well In the Class 'Force Monk Ability-Refinement Capstone' on Disc 101
Performed Superbly in the Course 'Supplementary Forces for Force Mages' on Disc 101
Completed 7 Semesters as a Force Monk on Disc 101
Performed Well in the Course Advanced Force Monk Skills
Performed Well in the Course 'Esoteric Elements for Martial Arts A' on Disc 101
Performed Exceptionally in the Course 'Esoteric Elements for Martial Arts B' on Disc 101
Performed Exceptionally in the Course 'Esoteric Elements for Martial Arts C' on Disc 101
Performed Exceptionally in the Course 'Seasonal Elemental Magic A' on Disc 101
Performed Well in the Course 'Seasonal Elemental Magic B' on Disc 101
Performed Exceptionally in the Course 'Undergraduate Dissertation for Minor in Elemental Magic' on Disc 101
Earned a Minor in Elemental Magic from Disc 101
Performed Well in the Course 'Advanced Meditation Practices' on Disc 101
Performed Well in the Course 'Exotic Elemental Martial Arts' on Disc 101
Completed 8 Semesters as a Force Monk on Disc 101
Successfully Completed the 'Force Monk Internship' on Disc 101
Graduated from Disc 101 as a Force Monk
Kazivon
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Kazivon
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Kazivon
Abilities
Arcane Vizier
Basic Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +50 to all stats
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +10 to all stats
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
Assassin
Accurate Throwing- (Passive Ability, Assassin) Possessor gains 110% To Hit when a Throwing Weapon is equipped.
Apprentice Throwing Weapon Training- (Passive Ability, Assassin) Possessor gains +50 Ranged Attack and +50 AGI when a Throwing Weapon is equipped.
Basic Poisoner Training- (Passive Ability, Assassin) User gains +30 MP for each weapon coating equipped, user's attacks have a +1% chance of inflicting Poison if a Weapon Coating is equipped and they already had a chance of inflicting poison, all Weapon Coatings that do stat damage do an extra point, all damage foes suffer that is caused by Poison status effects inflicted by user is increased by 20 per round
Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.
Hornet Stings- (Technique Ability, Assassin) Possessor may use Hornet Stings in conjunction with a Ranged Attack, so long as no other technique is used and a Throwing Weapon is equipped. Said attack gains +37 Ranged Attack, suffers -5% to hit, has a 2% chance of inflicting 2 hits, and has a 11% chance of inflicting Poison.
Poisoned Weapon Use- (Passive Ability, Assassin) Possessor's attacks that deal damage deal 200 extra damage if possessor has a Weapon Coating equipped, all Weapon Coatings that possessor has equipped that deal stat damage do 3 extra points of each type they would otherwise deal, all Weapon Coatings possessor has equipped have a 1% chance inflicting Poison if possessor desires such
Auramancer
Adept Aura Mastery- (Passive Ability, Auramancer) Aura armors equipped by possessor can provide an additional +10,000 Defense before capping, Aura armors equipped by possessor that provide a Defense bonus provide an additional +500 Defense, The critical Damage multiplier of attacks targeting possessor that are not non-offensive decreases by 1 as an effect that does not stack with other critical-damage-multiplier-decreasing effects that come from abilities if possessor is wearing a Aura
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Attractive Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Charm on its source at the end of said action
Aura Boxing- (Passive Ability, Auramancer) Possessor gains +500 Melee Attack for each Aura possessor has equipped (to a max of 200 such auras), possessor may add the base elements of any equipped Auras to possessor's 'Melee Attack' actions
Aura Hands- (Passive Ability, Auramancer) If possessor moves to a different battlespace, possessor may bring up to 15 willing allies to said battlespace if possessor has an Aura equipped
Aura-Imbued Attack- (Technique Ability, Auramancer) Possessor may use 'Aura-Imbued Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action gains any number of base elements possessed by Auras equipped by its performer.
Aura-Injecting Attack- (Technique Ability, Auramancer) Possessor may use 'Aura-Injecting Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action has the minor status effect infliction chance of any one such status effect that comes from an Aura equipped by its performer increased by 30%.
Aura-Overloaded Strike- (Technique Ability, Auramancer) Possessor may use 'Aura-Overloaded Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action becomes solely any number of base elements possessed by Auras equipped by its performer.
Aura of Gifts- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +300 to one stat that stacks 5 times
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Blessed Aura- (Passive Ability, Auramancer) Possessor obtains 30% Hexed Resistance if possessor has an Aura equipped
Elemental Aura-Control- (Passive Ability, Auramancer) Quantities of Earth-element, Air-element, Fire-element, and Water-element Flat Damage dealt by auras equipped by possessor are increased by 25,000 points
Elemental Aura Field- (Passive Ability, Auramancer) Possessor may, at the start of each round, if possessor has an Aura equipped, choose up to 20 allies and give all such allies a non-stacking buff that lasts until the end of the round that vanishes if possessor ceases to have an aura equipped or if its possessor is not in the same battlespace as possessor, with said buff providing its possessor with one base element that is an element of one of the Auras that possessor has equipped at the time of said buff's application (with each target of said buff on the same round having to have the same element chosen)
Flashing Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Impaired on its source at the end of said action
Force-Reinforced Forcefield- (Passive Ability, Auramancer) If possessor has a Force Magic buff, Auras possessor has equipped cannot be destroyed or unequipped without possessor's permission by sources below Level 80
Healthy Aura- (Passive Ability, Auramancer) Possessor obtains 30% Diseased Resistance if possessor has an Aura equipped
Magic-Charge Aura- (Technique Ability, Auramancer) Possessor may use 'Magic-Charge Aura' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives the element Magic to one of its performer's equipped Auras.
Offensive Aura Amplification- (Passive Ability, Auramancer) Possessor's minor status effect infliction chances that come from possessor's equipped Auras or Auramancer abilities increase by 5%
Offensive Aura Extrusion- (Passive Ability, Auramancer) Whenever possessor conducts an attack while possessor has an Aura equipped, possessor may choose for said action to gain a 5% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'
Patterned Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Confusion on its source at the end of said action
Pyroclasmic Aura Damage Boost- (Passive Ability, Auramancer) Quantities of Flat Damage dealt by auras equipped by possessor are increased by 5,000 points
Shared Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +50 Defense as a non-stacking bonus if possessor has an Aura equipped
Shared Blessed Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Hexed Resistance if possessor has an Aura equipped
Stinging Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Pain on its source at the end of said action
Upgraded Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +60,000 Defense, Possessor gains +10,000 CON, Possessor gains +10,000 MIN, Possessor gains +200,000 HP, Possessor's Defense may not be pierced by sources below Level 40, Individuals below Level 40 may not inflict negative status effects on possessor
Vexatious Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Stat Drain on its source at the end of said action
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
Wide Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +200 Defense against attacks that target more than one individual that is not their performer if possessor has an Aura equipped
Zonal Aura- (Passive Ability, Auramancer) Possessor may choose for possessor's allies to count as being in an additonal Zone of any base element that is an element possessed by one or more Auras that possessor has equipped
Blazing Sultan
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
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 Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Caliph of Corrosion
Basic Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 1% Acid Resistance
Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Basic Command of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element allies gain +10 to all stats
Basic Zonal Acclimation of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats while in a Zone of Acid
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 Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
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
Channeling Casting I- (Passive Ability, Channeler) Channeling spells cost possessor 20 less MP to cast
Channeling Casting II- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast
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
Focused Channeling Casting- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Channeling
Inclusion of INF- (Passive Ability, Channeler) Possessor gains +500 Defense against INF Damage. If possessor does not possess INF as a stat at the time of acquiring this ability, possessor gains INF as a stat with a Base value of 5.
Inclusion of RES- (Passive Ability, Channeler) Possessor gains +500 Defense against RES Damage. If possessor does not possess RES as a stat at the time of acquiring this ability, possessor gains RES as a stat with a Base value of 5.
Inclusion of SAN- (Passive Ability, Channeler) Possessor gains +500 Defense against SAN Damage. If possessor does not possess SAN as a stat at the time of acquiring this ability, possessor gains SAN as a stat with a Base value of 5.
Combatant
Adept Fist Weapon Training- (Passive Ability, Combatant) Possessor's Fist Weapon weapons can provide an additional +10,000 Melee Attack before capping, Possessor's Fist Weapon Weapons that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding an Fist Weapon
Antimagic-Shattering Aura-Fist- (Technique Ability, Combatant) Possessor may use 'Antimagic-Shattering Aura-Fist' in conjunction with a 'Melee Overdrive' action, so long as no other technique is used and possessor has both a Fist Weapon and an Aura equipped. Said action gains +30,000 Melee Attack and destroys up to 5 effects (that come from sources below Level 80 that are attached to Zones, Terrains, or Phantom Terrains) that prevent the casting of spells or one or more specific subtypes of spells.
Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Blow-Deflecting Force-Fists- (Passive Ability, Combatant) If possessor is wielding a Fist Weapon, wearing an Aura, and has at least one Force Magic buff, possesor may choose to have a 25% chance of cancelling each hit of a Physical element attack that targets possessor that comes from a source below Level 80 that is not 5 or more Levels greater than possessor
Brain Jiggler- (Technique Ability, Combatant) Possessor may use Brain Jiggler in conjunction with a Melee Attack action, so long as no other technique is used and a possessor has a Fist Weapon equipped. Said attack gains +55 Melee Attack and a 15% chance of inflicting Confusion.
Combatant- (Passive Ability, Combatant) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Fist Weapon equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Fist Weapon equipped
Countermagic-Deflecting Fists- (Passive Ability, Combatant) If possessor is wielding a Fist Weapon, wearing an Aura, and has at least one Force Magic buff, (possessor cannot be prevented from casting Force Magic spells by sources below Level 80, actions possessor performs involving the casting of Force Magic spells cannot be countered (including preemptively) by (lower-Level sources below Level 80) or (sources below Level 60), and Force Magic buffs with possessor as a source that are on possessor cannot be removed without possessor's permission by (lower-Level sources below Level 80) or (sources below Level 60))
Crack Knuckles- (Active Ability, Combatant) Possessor may spend an action to gain +1% Critical for possessor's next offensive Melee Attack or Melee Overdrive as a non-stacking buff
Critical Fist- (Technique Ability, Combatant) Possessor may use 'Critical Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +5% Critical.
Fist Weapon Wielding I- (Passive Ability, Combatant) +5 to all stats when a Fist Weapon is equipped
Fist Weapon Wielding II- (Passive Ability, Combatant) +25 to all stats when a Fist Weapon is equipped, +50 Melee Attack when a Fist Weapon is equipped
Force-Bearing Fists- (Passive Ability, Combatant) If possessor is wielding a Fist Weapon, wearing an Aura, and has at least one Force Magic buff, possessor may equip a single Force weapon as a Weaponx0; possessor may equip a Force weapon whenever possessor obtains a Force Magic buff
Impact Fist- (Technique Ability, Combatant) Possessor may use 'Impact Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Knock 'em Into Physics- (Technique Ability, Combatant) Possessor may use 'Knock 'em Into Physics' in conjunction with a 'Melee Overdrive' action, so long as no other technique is used and possessor has both a Fist Weapon and an Aura equipped. Said action gains +60,000 Melee Attack and applies a non-stacking debuff that makes its possessor unable to benefit from Dodge bonuses coming from spells, abilities, or constant effects whose name includes 'Incorporeal', 'Intangible', or 'Disembodied', that prevents its possessor from ignoring (not counting through Immunity, Reflection, and Absorption) effects attached to Zones, Terrains, or Phantom Terrains unless its possessor is Level 80 or greater and is, and that prevents its possessor from not being inside Zones, Terrains, and Phantom Terrains that are in its possessor's battlespace.
Knock 'em Outside Physics- (Technique Ability, Combatant) Possessor may use 'Knock 'em Outside Physics' in conjunction with a 'Melee Overdrive' action, so long as no other technique is used and possessor has both a Fist Weapon and an Aura equipped. Said action gains +60,000 Melee Attack, gains a 30% chance of inflicting Vanished, gains a 30% chance of inflicting Petrified: Time Stop, and applies a non-stacking debuff that gives its possessor +100% Dodge against sources that are not its creator, that gives its possessor -100% To Hit against sources that are not its creator, and that prevents effects attached to Zones, Terrains, and Phantom Terrains that come from sources below Level 80 that are not its creator from affecting its possessor.
Raise Hands to Protect Face- (Active Ability, Combatant) Possessor may spend an action to gain a bonus to Defense equal to the total Melee Attack bonus possessor has from all equipped Fist Weapon items, said bonus lasts 1 round
Sword-Claw Rake- (Technique Ability, Combatant) Possessor may use 'Sword-Claw Rake' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Fist Weapon, Upgrade, or Bioaugmentation whose name includes 'Claw' or 'Talon' equipped. Said action gains +800 Melee Attack, gains a 30% chance of inflicting Wounded, and counts as involving 5 additional Swords.
Western Boxing- (Passive Ability, Combatant) Possessor gains +80 Melee Attack, +40 STR, and +10 AGI if a Fist Weapon is equipped.
Works Out Regularly- (Passive Ability, Combatant) Possessor gains +50 STR, +50 CON, +50 Melee Attack, and +100 HP
Commander
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'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
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
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
Controller
Abstract-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Abstracts and gains +5% To Hit against Abstracts.
Accurate Force Use- (Passive Ability, Controller) Possessor gains +1% To Hit when a Force is equipped
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Astral Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Banishing Impulse- (Technique Ability, Controller) Possessor may use 'Banishing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Bloody Impulse- (Technique Ability, Controller) Possessor may use 'Bloody Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Controlled Self- (Passive Ability, Controller) This character may, at the start of a thread, if this character has a force that alters the basis of anything non-typical stats, choose one of those stats, and, as a buff, increase said stat by 10%, to a max of 10,000 added points, at the cost of reducing all but one other stats by 20%
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Daemon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Darkspawn-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Demon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Demons and gains +5% To Hit against Demons.
Devil-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devils and gains +5% To Hit against Devils.
Dicing Impulse- (Technique Ability, Controller) Possessor may use 'Dicing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Physical element, and gains '15% inflicts Wounded'.
Elemental-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Elementals and gains +5% To Hit against Elementals.
Erasure Impulse- (Technique Ability, Controller) Possessor may use 'Erasure Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Fae-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Fae and gains +5% To Hit against Fae.
Force-Distributed Ailment- (Technique Ability, Controller) Possessor may use 'Force-Distributed Ailment' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains a 60% chance of inflicting any one minor status effect that possessor is afflicted with (not counting sub-status effects) and subsequently curing possessor of said effect if said infliction is successful on at least one target (with said effect not curing sub-status effects).
Force Wielding I- (Passive Ability, Controller) +5 to all stats when a Force is equipped
Force Wielding II- (Passive Ability, Controller) +25 to all stats when a Force is equipped, +25 Magical Attack, Melee Attack, and Ranged Attack when a Force is equipped
Force Wielding III- (Passive Ability, Controller) Possessor gains +200 to all stats when a Force is equipped and +200 Melee Attack, Magical Attack, and Ranged Attack when a Force is equipped
Golem-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Golem-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Golems and gains +5% To Hit against Golems.
Hard to Disarm With a Force- (Passive Ability, Controller) Individuals below Level 20 may not unequip or steal possessor's equipped Forces without possessor's permission
Horror-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Impact Impulse- (Technique Ability, Controller) Possessor may use 'Impact Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Physical element.
Impulse Mastery- (Passive Ability, Controller) Technique Abilities from the Controller class whose name includes 'Impulse' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Magic Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Maiming Impulse- (Technique Ability, Controller) Possessor may use 'Maiming Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Physical element, and gains '15% inflicts Wounded: Maimed'.
Monster-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Monsters and gains +5% To Hit against Monsters.
Strong Impulse- (Technique Ability, Controller) Possessor may use 'Strong Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Physical element, and gains '30% inflicts Wounded'.
Sweeping Impulse- (Technique Ability, Controller) Possessor may use 'Sweeping Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Physical element, and gains '15% inflicts Wounded', deals 1/4 Damage, and gains '1 hit against 10'.
Undead-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Undead-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Undead and gains +5% To Hit against Undead.
Corroded Wretch
Basic Rust Synchronization- (Passive Ability, Other: Corroded Wretch) Possessor gains +25 to all stats if possessor is Rust element
Countess of Power
Basic Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +50 to all stats
Basic Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 1% Energy Resistance
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Understanding of the Heart of Energy- (Passive Ability, Countess of Power) Possessor's Energy element allies gain +10 to all stats
Basic Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +50 to all stats while in a Zone of Energy
Dragon Lord
Adept Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Dragon summon, Possessor's unmodified stats increase by 200 points if possessor is a Dragon
Advanced Dragon Loyalty Training- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain 60% Charm Resistance
Agile Greatness of the Colossus-Dragon- (Passive Ability, Dragon Lord) Possessor's 'Large Dragon', 'Huge Dragon', 'Enormous Dragon', 'Massive Dragon', 'Gargantuan Dragon', and 'Colossal Dragon' abilites do not give possessor an Agility penalty
Apprentice Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +2,500 HP, +2,500 MP, +600 to damage dealt, and +250 to all stats
Arrow-Deflecting Scales- (Passive Ability, Dragon Lord) Possessor gains 30% Bow Resistance
Assumption of the Essence of the Dragon- (Passive Ability, Dragon Lord) Possessor may, at the beginning of a thread, choose to become the subtype Dragon
Base Dragon Synchronicity- (Passive Ability, Dragon Lord) Possessor may treat Dragon as a base subtype
Basic Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Basilisk Blood- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, whenever possessor is the target of an offensive action, have a 5% chance of inflicting Venom on the source of said action
Basilisk Gaze- (Technique Ability, Dragon Lord) Possessor may use 'Basalisk Gaze' in conjuction with a 'Ranged Attack' or 'Point Blank' action if possessor is a Dragon. Said action gains '60% inflicts Petrified on non-unique targets below Level 60 and unique targets below Level 40
Basilisk Tears- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, whenever possessor is the afflicted with Confusion: Depression, have a 5% chance of inflicting Venom on each opponent
Beheading Bite- (Technique Ability, Dragon Lord) Possessor may use 'Beheading Bite' in conjunction with a 'Melee Attack' action against an opponent who just skipped an action. Said action gains +25,000 Melee Attack and a 15% chance of inflicting Instant Death against targets below level 60
Benighted Breath- (Active Ability, Dragon Lord) Possessor, if a Dragon and Level 20 or greater, may spend an action to conduct an attack that has a Prime Attribute of Constitution, has a base Damage value of 66,000 that it incorporates as though possessor were an Enemy, incorporates the Ranged Attack bonuses of equipped Force items, inflicts Voidstruck, possesses '1 hit against 30', is solely Darkness element, and costs 100,000 MP
♢Birth Dragons from Shadow and Fire- (Passive Ability, Dragon Lord) At the start of each round, for each Zone of Fire or Zone of Darkness that possessor is in (with a Zone that is both counting once), possessor may summon a Dragon that is lower Level than possessor that is fightable for drops on the Enemy List, Max 2,000 summoned
Bring the Night- (Active Ability, Dragon Lord) Possessor, if a Dragon and Level 20 or greater, may spend an action to create a Zone of Darkness with an attached effect that gives all Darkness element indivdiuals inside said Zone +1,000 to all stats as an effect htat stacks 10 times per zone or across all zones, with said action being Darkness & Magic element and costing 100,000 MP
Chameleon-Dragon's Tongue- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +1,000 Melee Attack, gains +1,000 Ranged Attack, deals full Damage from the front row with 'Ranged Attack' actions, may use 'Melee Attack' actions in the back row, and gains 160% To Hit
Chlorine Breath- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 10,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions to gain a 60% chance of inflicting Poison and a 30% chance of inflicting Suffocation
Clinging Breath- (Passive Ability, Dragon Lord) Possessor may choose for possessor's 'Dragon's Breath' actions to repeat themselves the round after they are first used, with a max of one action being repeated per turn per individual by this ability
Cloud Breath- (Technique Ability, Dragon Lord) Possessor may use 'Wide Exhalation' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 15'
Coiling Wurm- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains 20% Dodge
Coinsense- (Passive Ability, Dragon Lord) Possessor gains +20% To Hit against individuals below Level 60 who have dealt Gold Damage to possessor or who have stolen any item or Gold from possessor during this thread
Colored-Scale-Body- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, at the beginning of a thread, become solely any base element that is an element that one of possessor's abilities allow's possessor's 'Dragon's Breath' ability to deal
Colossal Dragon- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +2,000 STR, +2,000 CON, -2,000 AGI, and to cause possessor to count as on additional twenty individuals in possessor's row for row-order-determining purposes
Cone Breath- (Technique Ability, Dragon Lord) Possessor may use 'Cone Breath' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 1 individual in the front row and 15 individuals in the back row'
Constrict- (Technique Ability, Dragon Lord) Possessor may use 'Constrict' in conjuction with a 'Melee Attack' action if possessor is a Dragon. Said action gains '60% inflicts Paralyzed'
Consume- (Active Ability, Dragon Lord) Possessor, if a Dragon and Level 20 or greater, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 66,000 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Fist Weapon items, Absorbs HP if dealing a killing blow, is solely Physical element, and costs 0 MP
Contempt Towards Non-Dragons- (Passive Ability, Dragon Lord) Possessor may not equip non-Dragon pets or summons, possessor gains -5,000 to all stats if possessor possesses any non-Dragon allies
♢Crossplanar Draconic Immanence- (Passive Ability, Dragon Lord) Possessor's Dragon summons who are in different battlespaces may, should possessor choose such, obtain benefits from constantly applied effects originating from possessor as though they were in the same battlespace as possessor
Deflective Scales- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor obtains +1,000 Defense, +2% Resilience, and +2% Dodge
Deep Inhalation- (Passive Ability, Dragon Lord) Possessor may spend an action that causes possessor's next 'Dragon's Breath' action to deal double Damage, to a max of 2,000,000 additional Damage, with this effect not stacking
Devour- (Active Ability, Dragon Lord) Possessor may use 'Devour' in conjuction with a Melee Attack action. Said action may remove up to one damaged individual below half of possessor's Level who is below Level 80 from battle at a time, with said individual being considered Vanished, with said effect not functioning against individuals immune to Vanished, Said individuals may be returned to battle by caster at the start of any of caster’s actions, the end of any of caster’s actions, or any point that caster could choose to remove a different individual, Any such individual is automatically returned if caster is killed or otherwise defeated by any means besides the infliction of Vanished or Gone on caster, said individuals are considered to be eaten by caster
Diamondshear Teeth- (Passive Ability, Dragon Lord) If possessor is a Dragon, Possessor gains +500 Melee Attack and 60% Critical
Draconic Age Effect: Spellpower Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability Magical Attack, to a max of +4,800)[Sept 30, 2012]
Draconic Age Effect: Strength Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability STR, to a max of +4,800)[Sept 30, 2012]
Draconic Age Effect: Wisdom Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability MIN, to a max of +4,800)[Sept 30, 2012]
Draconic Aging- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains Fatigued: Elderly Immunity, This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability to all stats, to a max of +2,400)[Sept 30, 2012]
Draconic Camouflage- (Passive Ability, Dragon Lord) If possessor is a Dragon and Terrain or Phantom Terrain is present, possessor gains 20% Dodge
Draconic Fear Aura- (Stance Ability, Dragon Lord) If possessor is a Dragon, possessor gains a 30% chance of inflicting Confusion: Fear on up to 30 opponents at the start of each round
Draconic Greed- (Passive Ability, Dragon Lord) Possessor gains +10,000 Defense against Gold Damage while a Dragon
Draconic Magics- (Active Ability, Dragon Lord) Possessor, if a Dragon and Level 20 or greater, may spend an action to conduct an attack that has a Prime Attribute of Constitution, has a base Damage value of 43,000 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of up to 5 equipped Dragon Magic items, inflicts Manablasted and up to 1 selected minor status effect, possesses '1 hit against 5', is solely Magic element, and costs 200,000 MP
Draconic Wings- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 AGI, and possessor may choose at the beginning of a round to use AGI as possessor's row-order-determining stat for the round
Draconic Wisdom- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 MIN, +500 SPI, and +500 Magical Attack
Dragon Calling I- (Passive Ability, Dragon Lord) Possessor's Dragon summons gain +20 to all stats
Dragon Calling II- (Passive Ability, Dragon Lord) Possessor's Dragon summons gain +200 HP
Dragon Calling III- (Passive Ability, Dragon Lord) Possessor's Dragon summons gain +500 MP
Dragon Loyalty Training- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain 40% Charm Resistance
Dragon Claws- (Passive Ability, Dragon Lord) Possessor, if a Dragon, gains +200 Melee Attack per empty Weapon slot that possessor possesses, to a max of 6 such slots, and possessor's 'Melee Attack' actions gain '5% this action may gain 2 hits against 1' if possessor possesses at least two empty weapon slots
Dragon Fangs- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack
Dragon Fury- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack, +500 Ranged Attack, and +500 Magical Attack, possessor's Damage-dealing actions deal 10,000 additional Damage, and possessor gains a 1% chance per round of gaining an additional action
Dragon Lord- (Passive Ability, Dragon Lord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Dragon pet only, This ability provides +250 HP and +50 to all stats of possessor's Dragon pets and summons per Level of possessor
Dragon-Scale Hide- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Defense
Legacy Dragon Traits- (Passive Ability, Other: Dragon Lord) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2, possessor's MP is multiplied by 2, and possessor's Melee Attack, Magical Attack, and Ranged Attack actions all use possessor's two highest stats as their Prime Attribute. This ability only takes effect if possessor is an Dragon. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Dragon Traits- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, and possessor's Melee Attack, Magical Attack, and Ranged Attack actions all use possessor's two highest stats as their Prime Attribute. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Dragon Wrath- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack, +500 Ranged Attack, and +500 Magical Attack, and possessor's Damage-dealing actions deal 5,000 additional Damage
Dragon's Breath- (Active Ability, Dragon Lord) If possessor is a Dragon and possessor has not used this ability within the last four rounds, possessor may spend an action to deal (1,000 * Possessor Level) Flat Fire element Damage to any one target
Dragon's Pride- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +1,000 to all stats and -20% Dodge against non-Dragons
Dragon's Roar- (Active Ability, Dragon Lord) If possessor is a Dragon, possessor may spend an action to have a 30% chance of inflicting Confusion: Fear on up to 3 targets
Elemental Breath: Acid- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Acid element Damage
Elemental Breath: Air- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Air element Damage
Elemental Breath: Darkness- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Darkness element Damage
Elemental Breath: Earth- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Earth element Damage
Elemental Breath: Electrical- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Electrical element Damage
Elemental Breath: Energy- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Energy element Damage
Elemental Breath: Fire- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Fire element Damage
Elemental Breath: Hope- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Hope element Damage
Elemental Breath: Ice- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Ice element Damage
Elemental Breath: Light- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Light element Damage
Elemental Breath: Magic (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Magic element Damage
Elemental Breath: Physical- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Physcial element Damage
Elemental Breath: Psychic- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Psychic element Damage
Elemental Breath: Technology- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Technology element Damage
Elemental Breath: Water- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Water element Damage
Enormous Dragon- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +700 STR, +700 CON, -700 AGI, and to cause possessor to count as on additional three individuals in possessor's row for row-order-determining purposes
Essence Algorithm: Night Dragon- (Passive Ability, Dragon Lord) At the beginning of a thread, possessor may choose to become the subtype Dragon and gains the base stats: STR 15, CON 15, AGI 15, MIN 15, SPI 15, and to be able to choose, if a monster on the enemy list exists named 'Night Dragon', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Expert Dragon Lord Knowledge- (Passive Ability, Other: Dragon Lord) Possessor's Dragon summons cannot be unsummoned by entities below Level 60 without possessor's permission, Possessor gains an additional pet slot that cannot be used for purposes other than carrying pets, may only contain an Dragon pet, and may not be converted into other types of slots by individuals below Level 100, Possessor's unmodified stats increase by 500 points if possessor is a Dragon
Flawless Scale Coat- (Passive Ability, Dragon Lord) Possessor's 'Single-Scale Weak Point' ability loses its text
Furnace-Stoked Breath- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 50,000 points if it is not the first round of battle and possessor has not performed a 'Dragon's Breath' action within the last 5 rounds
Gargantuan Dragon- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +1,600 STR, +1,600 CON, -1,600 AGI, and to cause possessor to count as on additional eight individuals in possessor's row for row-order-determining purposes
Ghost-Slapping Tail Strike- (Technique Ability, Dragon Lord) Possessor may use 'Ghost-Slapping Tail Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action if possessor is a Dragon. Said action ignores Dodge bonuses granted by Constant Effects named 'Incorporeal', moves its target to the back row if its target possesses a lower CON than its user's STR, and gains a 60% chance of inflicting Fatigued: Stun on Undead.
Glob-Breath- (Technique Ability, Dragon Lord) Possessor may use 'Glob-Breath' in conjunction with a 'Dragon's Breath' action. Said action repeats at the start of each round (so long as none of possessor's other actions have repeated on said round) against each target that does not spend an action to cancel said repetition targeting it.
Hoardmaster- (Passive Ability, Dragon Lord) Possessor gains +100,000 Defense against Gold Damage while a Dragon
Horned Dragon- (Passive Ability, Dragon Lord) Possessor gains +200 Melee Attack if possessor is a Dragon
Huge Dragon- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +600 STR, +600 CON, -600 AGI, and to cause possessor to count as on additional two individuals in possessor's row for row-order-determining purposes
Hungering Dragon's Maw- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor's 'Melee Attack' actions may gain 'Deals HP Drain' against Humans, Humanoids, Animals, Aerials, Aquatics, Cthonians, Monsters, and Dragons
Hydra Heads- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor's 'Melee Attack' actions may gain '12 hits against 1' and deal 1/3 Damage against targets that are not more than 19 Levels greater than possessor or that are willing
Hydra Regeneration- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor regenerates 200,000 HP per round
Hypersharp Teeth- (Passive Ability, Dragon Lord) If possessor is a Dragon, Possessor gains +500 Melee Attack and 40% Critical
Impenetrable Dragon Scales- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor is Immune to individuals below Level 20 and gains +200,000 HP as a non-stacking bonus
Imperial Dragon- (Passive Ability, Dragon Lord) Possessor gains +5,000 MIN and +5,000 SPI as a non-stacking bonus while possessor is a Dragon
Imperial Dragon's Whiskers- (Passive Ability, Dragon Lord) Possessor gains +5,000 MP and +50,000 MP as a non-stacking bonus while possessor is a Dragon
Large Dragon- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Line Breath- (Technique Ability, Dragon Lord) Possessor may use 'Line Breath' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 1 individual in each of 2 rows' and said action deals full Damage to individuals below Level 80 in the back row
Lord of a Solitary Domain- (Passive Ability, Dragon Lord) Possessor's 'Legacy Dragon Traits' ability reduces possessor's Level by 10 less Levels if possessor possesses no allies
Magma Breath- (Passive Ability, Dragon Lord) Possessor gains +10,000 Ranged Attack, Possessor's Ranged Attack actions gain 35% inflicts Burning, 15% inflicts Entombed, and 5% inflicts Burning: Igneous
Mass Dispell- (Active Ability, Dragon Lord) Possessor, if a Dragon and Level 20 or greater, may spend an action to remove up to 30 selected buffs, debuffs, or summons (as an unsummoning effect), with said action being unable to effect targets that are over Level 80 or effects that come from sources above Level 80, with said action being Magic element and costing 200,000 MP
Massive Dragon- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +800 STR, +800 CON, -800 AGI, and to cause possessor to count as on additional four individuals in possessor's row for row-order-determining purposes
♢Master of the Great Wyrms- (Passive Ability, Dragon Lord) Possessor's Dragon summons, at the time of their summoning, obtain a non-stacking buff that provides +(500 * Possessor's Level) to all stats
♢Mind-Nexus of Draconic Ferocity- (Passive Ability, Dragon Lord) Possessor may, for purposes of an attack, choose to use both the To Hit and Critical value of any one Dragon that is not both higher Level and an opponent
Night Dragon's Glory- (Passive Ability, Dragon Lord) If possessor is a Dragon and is Level 20 or greater, possessor is immune to individuals below Level 20, and possessor takes half damage from sources below Level 40
Night Dragon's Large Size- (Passive Ability, Dragon Lord) If possessor is a Dragon and is Level 20 or greater, possessor may choose to count as 5 individuals in the front row while in the front row, and possessor gains +1,800,000 HP
Night Dragon's Resistances- (Passive Ability, Dragon Lord) If possessor is a Dragon and is Level 20 or greater, possessor gains 50% Darkness Resistance, 40% Ice REsistance, 35% Air REsistance, Voidstruck Immunity, 50% Minor Status Effect Resistance, 27% Moderate Status Effect Resistance, and 7% Major Status Effect Resistance
Night Dragon's Shadow-Striking- (Passive Ability, Dragon Lord) If possessor is a Dragon and is Level 20 or greater, possessor gains +45% To Hit
Night Dragon's Swift Healing- (Passive Ability, Dragon Lord) If possessor is a Dragon and is Level 20 or greater, possessor regenerates 100,000 HP per round
Reinforced Dragonhide- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +1,000 Defense
♢See Through All Dragons' Eyes- (Passive Ability, Dragon Lord) Possessor may choose to have successfully scanned the stats of any individual an equal or lower Level Dragon below Level 100 scanned the stats of (including in other battlespaces within the same battle)
Shifting Scale Colors- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, at the start of any round, become solely any base element that is an element that one of possessor's abilities allow's possessor's 'Dragon's Breath' ability to deal
Single-Scale Weak Point- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor obtains -30% Resilience
Stifle Light- (Active Ability, Dragon Lord) Possessor, if a Dragon and Level 20 or greater, may spend an action to remove all Zones of Light from battle, to causes all Light element individuals in battle to obtain -1,000 to all stats, and to cause all individuals in battle to have all of their Light element spells and abilities to cost 25,000 extra MP, with said debuffs stacking 5 times each, with said action being Darkness element and costing 200,000 MP
Strafing Breath- (Technique Ability, Dragon Lord) Possessor may use 'Strafing Breath' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 15 individuals in the same row' and said action deals full Damage to individuals below Level 60 in the back row
Superior Dragon Loyalty Training- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain 80% Charm Resistance
♢Supreme Ruler of Dragonkind- (Passive Ability, Dragon Lord) If possessor is a Dragon controls the decisions of all lower Level Dragons below Level 99
Swift Breath- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability loses the text 'and possessor has not used this ability within the last four rounds'
Sword-Deflecting Scales- (Passive Ability, Dragon Lord) Possessor gains 30% Sword Resistance
Tail Sweep- (Technique Ability, Dragon Lord) Possessor may use 'Tail Sweep' in conjunction with a 'Melee Attack' action if possessor is a Dragon. Said action gains '1 hit against 5' and deals 1/2 Damage
Thrash- (Passive Ability, Dragon Lord) If possessor is a Dragon, whenever a minor or moderate negative status effect that is not Charm prevents possessor from taking an action, possessor may choose to deal 100,000 Flat Damage of any base element to any one target, to a max of 10 times per round
Twinhead Dragon Form- (Stance Ability, Dragon Lord) If possessor is a Dragon, possessor gains a 5% chance of gaining an additional action per round
Wide Exhalation- (Technique Ability, Dragon Lord) Possessor may use 'Wide Exhalation' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 15 individuals in the front row'
Will Not Submit to Non-Dragons- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains Charm Immunity against non-Dragons
Wyrm's Rest- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +100,000 Defense against Gold Damage while afflicted with Fatigued: Asleep and regenerates 50,000 HP at the start of each round that possessor is afflicted with Fatigued: Asleep
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
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Binocular Vision- (Passive Ability, Diviner) Possessor gains +5% To Hit against individuals in the back row who are below Level 60
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
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
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Microscopic Vision- (Passive Ability, Diviner) Possessor may ignore the Constant Effect 'Microscopic' on targets
Superior Vision- (Passive Ability, Diviner) Possessor gains 105% To Hit
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Telescopic Vision- (Passive Ability, Diviner) Possessor gains +10% To Hit against individuals in the back row who are below Level 60
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
Dross-Choked Reveler
Basic Rot Synchronization- (Passive Ability, Other: Dross-Choked Reveler) Possessor gains +25 to all stats if possessor is Rot element
Ebon Chancellor
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Bladed Shadow- (Passive Ability, Ebon Chancellor) Possessor, if Darkness element, gains +1,700 Melee Attack and +1,700 Ranged Attack; Possessor's 'Melee Attack' and 'Ranged Attack' actions may gain Darkness as an element
Living Shadow- (Passive Ability, Ebon Chancellor) Possessor, if Darkness element, gains a 5% chance of gaining an additional action per round, with said action having to be solely Darkness element
Traverse Shadow Corridors- (Passive Ability, Ebon Chancellor) If possessor is in a Zone of Darkness and is Darkness element, whenever possessor conducts a 'Shift Rows' action, possessor may move to a different battlespace that is part of the same battle, provided that no individual of Level 70 or greater in either the battlespace possessor is entering or the battlespace possessor is leaving objects and that there is a Zone of Darkness present in the battlespace possessor is entering
Elementalist
Adept Elemental Magic Attunement- (Passive Ability, Elementalist) Possessor's Elemental Magic spells cost 10,000 less MP, Possessor's Elemental Magic spells that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Elemental Magic Spells, and may not be converted into other types of slots by individuals below Level 100
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
Aquatic Lancing- (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 Water element damage per user level that still has a chance of missing as though it was not a flat-damage attack and has a 5% chance of inflicting Stat Drain: Slowed so long as possessor has a Water element Elemental Magic spell equipped, +40 Magical Attack for Water element Elemental Magic spells
Aqueous Column of Protection- (Stance Ability, Elementalist) User must have at least 3 Water element Elemental Magic spells equipped, +100 Defense, +50 Defense against stat damage
Arbormancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Wood element Elemental Magic spells, Possessor's Wood element Elemental Magic spells cost 50 less MP, Possessor's Wood element Elemental Magic summons gain +200 to all stats, Possessor's Wood element Elemental Magic spells that provide HP regeneration provide an additional 500 points, Possessor's Wood element Elemental Magic spells that have a chance of inflicting Rejuvination have a 5% greater chance
Aura of Air- (Passive Ability, Elementalist) 5% Air Resistance, 5% Dodge if an Air element Elemental Magic spell is equipped
Aura of Earth- (Passive Ability, Elementalist) 5% Earth Resistance, +50 Defense if an Earth element Elemental Magic spell is equipped
Aura of Fall- (Passive Ability, Elementalist) Possessor gains 5% Acid Resistance, Possessor's offensive actions have a 5% chance of being able to inflict Drain on targets of lower Level than possessor who are below Level 20
Aura of Fire- (Passive Ability, Elementalist) 5% Fire Resistance, +50 Defense if a Fire element Elemental Magic spell is equipped
Aura of Metal- (Passive Ability, Elementalist) Possessor gains 5% Metal Resistance, Possessor's offensive actions pierce an additional 200 Defense if a Metal element Elemental Magic spell is equipped
Aura of Spring- (Passive Ability, Elementalist) Possessor gains 5% Electrical Resistance, Possessor's offensive actions have a 5% chance of causing targets of lower Level than possessor who are below Level 20 to skip their next action (with effects occurring before and after said action still occurring) if a Electrical element Elemental Magic spell is equipped
Aura of Summer- (Passive Ability, Elementalist) Possessor gains 5% Elemental Magic Resistance, Possessor's offensive actions may ignore a single elemental resistance (but not Immunity or Absorbtion) of lower Level than possessor who are below Level 20
Aura of Water- (Passive Ability, Elementalist) 5% Water Resistance, +25 Defense against stat damage and damage caused by status effects if a Water element Elemental Magic spell is equipped
Aura of Winter- (Passive Ability, Elementalist) Possessor gains 5% Ice Resistance, Possessor's offensive actions have a 5% chance of inflicting a debuff on targets of lower Level than possessor who are below Level 20 that halves said targets' turn-order-determining stats for turn-order-determining purposes
Aura of Wood- (Passive Ability, Elementalist) Possessor gains 5% Wood Resistance, Possesor regenerates 500 HP per round if a Wood element Elemental Magic spell is equipped
Aurumancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Metal element Elemental Magic spells, Possessor's Metal element Elemental Magic spells cost 50 less MP, Possessor's Metal element Elemental Magic summons gain +200 to all stats, Possessor's Metal element Elemental Magic spells that pierce Defense pierce an additional 250 points, Possessor's Metal element Elemental Magic spells that have a chance of inflicting Fortified have a 5% greater chance
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Blades of Pure Metal- (Active Ability, Elementalist) Possessor gains +40 Magical Attack for Metal element Elemental Magic spells, So long as possessor has a Metal element Elemental Magic spell equipped then 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 200 Flat Metal element damage per user level that still has a chance of missing as though it was not a Flat-damage attack and pierces 100 Defense per user level
Caller of the Aestival Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic multi-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 moderate status effects have a 1% higher chance, and said summons cost 150 less MP to summon
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
Caller of the Autumnal Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Acid element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their Drain-inflicting attacks inflict an additional 500 points of Drain, their attacks that have a chance of inflicting Dissolving have a 1% higher chance, and said summons cost 150 less MP to summon
Caller of the Earth Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Earth element Elementals gain +50 to all stats, +15 Defense against stat damage, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Entombed have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Fire Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Fire element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +500 damage to all damage-dealing attacks, their attacks that have a chance of inflicting Burning have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Hibernal Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Ice element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, and they count as having 5,000 additional MP, their attacks that have a chance of inflicting Frozen have a 1% higher chance, and said summons cost 150 less MP to summon
Caller of the Metal Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Metal element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks pierce an additional 200 Defense, their attacks that have a chance of inflicting Wounded: Sawn Apart have a 1% higher chance, and said summons cost 150 less MP to summon
Caller of the Vernal Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Electrical element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their turn-order-determining stats count as being 200 higher for turn-order-determining purposes, their attacks that have a chance of inflicting Electrocuted have a 1% higher chance, and said summons cost 150 less MP to summon
Caller of the Water Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Water element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +40 Defense, and +20 stat damage to all stat-damage-dealing attacks, their attacks that have a chance of inflicting Drowning have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Wood Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Wood element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, they regenerate an additional 5,000 HP per round, their attacks that have a chance of inflicting Entombed: Overgrown have a 1% higher chance, and said summons cost 150 less MP to summon
Chromamancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Acid element Elemental Magic spells, Possessor's Acid element Elemental Magic spells cost posessessor 50 less MP, Possessor's Acid element Elementalist Magic spells that increase or decrease stats increase or decrease (the same as before) them by an additional 100 points as a non-stacking effect, Possessor's Acidelement Elemental Magic spells that have a chance of inflicting Stat Drain have a 5% greater chance
Conflux Shield- (Stance Ability, Elementalist) User must have at least 3 multi-element Elemental Magic spells equipped, Possessor gains +500 Defense against single-element actions and effects
Core of the Great Tree- (Stance Ability, Elementalist) User must have at least 3 Wood element Elemental Magic spells equipped, Possessor gains +100 Defense and regenerates 10,000 HP per round
Cryomancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Ice element Elemental Magic spells, Possessor's Ice element Elemental Magic spells cost posessessor 50 less MP, Possessor's Ice element Elementalist Magic spells that decrease turn-order-determining stats for turn-order-determining purposes decrease them by an additional 250 points as a non-stacking effect, Possessor's Ice element Elemental Magic spells that have a chance of inflicting Fatigued: Slow have a 5% greater chance
Electromancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Electrical element Elemental Magic spells, Possessor's Electrical element Elemental Magic spells cost posessessor 50 less MP, Possessor's Electrical element Elementalist Magic spells that increase turn-order-determining stats for turn-order-determining purposes increase them by an additional 250 points as a non-stacking effect, Possessor's Electrical element Elemental Magic spells that have a chance of inflicting Fatigued: Stun have a 5% greater chance
Elemental Esoterica: Metal- (Passive Ability, Elementalist) Posessor's Metal element spell cost 500 less MP
Elemental Esoterica: Wood- (Passive Ability, Elementalist) Posessor's Wood element spell cost 500 less MP
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 Earth- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Earth
Envoy of Fall- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Fall
Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Envoy of Metal- (Passive Ability, Elementalist) Possessor's spells, abilities, and items respond as though character had already cast Call Unto Elements: Metal
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 Water- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Water
Envoy of Winter- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Winter
Envoy of Wood- (Passive Ability, Elementalist) Possessor's spells, abilities, and items respond as though character had already cast Call Unto Elements: Wood
Ever-Present Earthen Dome- (Stance Ability, Elementalist) User must have at least 3 Earth element Elemental Magic spells equipped, +100 Defense, +2,000 HP
Expert Elemental Magic Attunement- (Passive Ability, Elementalist) Possessor's Elemental Magic spells half their normal MP cost, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Elemental Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Flaming Pillar of Self- (Stance Ability, Elementalist) User must have at least 3 Fire element Elemental Magic spells equipped, +100 Defense, you may deal 1,000 Fire element damage to anyone who targets you with an offensive action as a counter
Float Upon the Levitating Wind- (Stance Ability, Elementalist) User must have at least 3 Air element Elemental Magic spells equipped, +100 Defense, +200 AGI
Form Metal Guardian Orbs- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to give a target a buff that provides +50 Defense, lasts 1 round, and stacks 4 times so long as an Earth element Elemental Magic spell is equipped, +40 Magical Attack for Earth element Elemental Magic spells
Hand of Bark- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Wood element Elemental Magic spell equipped to a max of 10 spells, Possessor regenerates 500 HP per round for each Wood element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Entombed: Overgrown
Hand of Blazing Flame- (Passive Ability, Elementalist) +40 Melee Attack for each open weapon slot if a Fire element elemental magic spell is equipped, melee attacks may be solely Fire element if no weapon is equipped
Hand of Blossoming Cherry- (Passive Ability, Elementalist) Possessor's Wood element Elemental Magic spells that confer non-addative resistance to Wood have a 25% chance of conferring an equal amount of non-addative Earth resistance, to a max of 25%, +25 MIN if a Wood element Elemental Magic spell is equipped
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 Changing Colors- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Acid element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions that inflict Drain inflict an additional 200 points for each Acid 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 Dissolving
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 Dancing Fire- (Passive Ability, Elementalist) +5% to Hit with Fire element Elemental Magic spells, +25 AGI if a Fire element Elemental Magic spell is equipped
Hand of Elder Oak- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if a Wood element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Wood element if no weapon is equipped
Hand of Endless Summer- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if a multi-element element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely any two base elements if no weapon is equipped
Hand of Eternal Autumn- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if an Acid element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Acid element if no weapon is equipped
Hand of Flame- (Passive Ability, Elementalist) +20 Magical Attack and +1% Critical for each Fire 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 Burning
Hand of Frost- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Ice element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions that cause a reduction of stats for turn-order-determining purposes cause an additional 20 point reduction for each Ice 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 Frozen
Hand of Generative Lightning- (Passive Ability, Elementalist) Possessor's Electrical element Elemental Magic spells that confer non-addative resistance to Electrical have a 25% chance of conferring an equal amount of non-addative Magic resistance, to a max of 25%, +25 AGI if an Electrical element Elemental Magic spell is equipped
Hand of Glittering Mineral- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Earth element elemental magic spell is equipped, melee attacks may be solely Earth element if no weapon is equipped
Hand of Gravel- (Passive Ability, Elementalist) +20 Magical Attack and +1% Resilience for each Earth element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Entombed
Hand of Multiple Elements- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each multi-element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions that deal Flat damage deal an additional 500 such points for each multi-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 any one minor status effect
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
Hand of Razor Steel- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if a Metal element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Metal element if no weapon is equipped
Hand of Salty Brine- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if a Water element elemental magic spell is equipped, melee attacks may be solely Water element if no weapon is equipped
Hand of Seafoam- (Passive Ability, Elementalist) +20 Magical Attack and +1% to Hit for each Water 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 Drowning
Hand of Seasonal Decay- (Passive Ability, Elementalist) Possessor's Acid element Elemental Magic spells that confer non-addative resistance to Acid have a 25% chance of conferring an equal amount of non-addative Psychic resistance, to a max of 25%, +25 STR if an Acid element Elemental Magic spell is equipped
Hand of Shinining Gold- (Passive Ability, Elementalist) Possessor's Metal element Elemental Magic spells that confer non-addative resistance to Metal have a 25% chance of conferring an equal amount of non-addative Physical resistance, to a max of 25%, +25 CON if a Metal element Elemental Magic spell is equipped
Hand of Solid Iron- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Metal element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions pierce an additional 200 Defense for each Metal 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 Wounded: Sawn Apart
Hand of Sparks- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Electrical element Elemental Magic spell equipped to a max of 10 spells, Possessor's non-offensive actions that cause an increase of stats for turn-order-determining purposes cause an additional 20 point increase for each Electrical 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 Electrocuted
Hand of the Inflexable Tide- (Passive Ability, Elementalist) Water element Elemental Magic spells have a 1% chance of ignoring up to 20% status effect resistance, +25 CON if a Water element Elemental Magic spell is equipped
Hand of Unbroken Stone- (Passive Ability, Elementalist) Earth element Elemental Magic spells that confer resistance to Earth have a 25% chance of conferring an equal amount of Physical resistance, to a max of 25%, +25 CON if a Earth element Elemental Magic spell is equipped
Hand of Unchanging Winter- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if an Ice element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Ice element if no weapon is equipped
Hand of Unending Spring- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if an Electrical element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Electrical element if no weapon is equipped
Hand of Unmelting Ice- (Passive Ability, Elementalist) Possessor's Ice element Elemental Magic spells that confer non-addative resistance to Ice have a 25% chance of conferring an equal amount of non-addative Technology resistance, to a max of 25%, +25 CON if an Ice element Elemental Magic spell is equipped
Heart of Air- (Passive Ability, Elementalist) +10 Magical Attack for Air element Elemental Magic, 5% Air Resistance
Heart of Earth- (Passive Ability, Elementalist) +10 Magical Attack for Earth element Elemental Magic, 5% Earth Resistance
Heart of Fire- (Passive Ability, Elementalist) +10 Magical Attack for Fire element Elemental Magic, 5% Fire Resistance
Heart of Metal- (Passive Ability, Elementalist) +10 Magical Attack for Metal element Elemental Magic, 5% Metal Resistance
Heart of Water- (Passive Ability, Elementalist) +10 Magical Attack for Water element Elemental Magic, 5% Water Resistance
Heart of Wood- (Passive Ability, Elementalist) +10 Magical Attack for Wood element Elemental Magic, 5% Wood Resistance
Hydromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Water element Elemental Magic spells, All Water element Elemental Magic spells cost 50 less MP, all Water element Elemental Magic summons gain +200 to all stats, Water element Elemental Magic spells that deal stat damage deal 5 more points, Water element Elemental Magic spells that Heal HP or MP heal 500 more, and Water element Elemental spells that heal stat damage heal 50 more points per target
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Life-Drinking Roots- (Active Ability, Elementalist) Possessor gains +40 Magical Attack for Wood element Elemental Magic spells, So long as possessor has a Wood element Elemental Magic spell equipped then 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 200 Flat Wood element damage per user level that still has a chance of missing as though it was not a Flat-damage attack and inflicts HP Drain
Lightning Halo- (Stance Ability, Elementalist) User must have at least 3 Electrical element Elemental Magic spells equipped, Possessor gains +200 Defense, Possessor counts any one turn-order-determining stat to be 200 points higher for turn-order-determining purposes, Possessor may deal 5,000 Flat Electrical element damage to any individual who conducts an offensive action against possessor
Multipartite Assault- (Passive/Active Ability, Elementalist) Elemental Magic spells cast by possessor that possess more than one element and a Magical Attack bonus gain +40 additional Magical Attack, So long as possessor has a multi-element Elemental Magic spell equipped, then for each open weapon slot that possessor possesses, to a max of 200 such slots, possessor gains an additional action each turn that may only be used to make an attack against a single target that does a (500 * possessor's Level) Flat Damage that still has a chance of missing as though it was not a Flat-Damage attack that is solely any two base elements
Pluromancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing multi-element Elemental Magic spells, Possessor's multi-element Elemental Magic spells cost posessessor 50 less MP, multi-Element Elemental Magic summons gain +100 to all stats, Possessor's multi-element Elemental Magic spells that have a chance of inflicting any minor status effect have a 5% greater chance of doing so, to a max of 30%
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
Purity of Autumn- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Acid element may deal solely Acid element damage, Posessor's Acid element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and may inflict Drain
Purity of Earth- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Earth element may deal solely Earth element damage, Earth element Elemental Magic spells gain +50 Magical Attack and provide an additional +10 Defense for all defense-granting buffs
Purity of Fire- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Fire element may deal solely Fire element damage, Fire element Elemental Magic spells gain +100 Magical Attack
Purity of Metal- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Metal element may deal solely Metal element damage, Posessor's Metal element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and pierce an additional 200 Defense if they are damage-dealing
Purity of Spring- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Electrical element may deal solely Electrical element damage, Posessor's Electrical element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and have a 10% chance of causing their targets, provided said targets are below Level 20, to skip their next action if part of an offensive action, with all things that would happen before and after said action still occurring
Purity of Summer- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is multi-element may become any combination of multiple base elements
Purity of Water- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Water element may deal solely Water element damage, Water element
Elemental Magic spells gain +60 Magical Attack and do 20 more stat damage if they deal stat damage
Purity of Winter- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Ice element may deal solely Ice element damage, Posessor's Ice element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and may inflict a non-stacking debuff that halves the turn-order-determining stats of targets below Level 20 for turn-order-determining purposes
Purity of Wood- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Wood element may deal solely Wood element damage, Posessor's Wood element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and heal their caster for 500 HP when cast
Pyromancer- (Passive Ability, Elementalist) +1,000 Damage to all damage dealing Fire element Elemental Magic spells, All Fire element Elemental Magic spells cost 50 less MP, all Fire element Elemental Magic summons gain +200 to all stats, Fire element Elemental Magic spells gain +5% Critical, Fire element Elemental Magic spells that have a percentage chance of hitting multiple targets have a 3% greater chance
Speak the Aestival Tongue- (Passive Ability, Elementalist) Possessor's spells that are more than one out of the elements Air, Earth, Fire, and Water gain +5 Magical Attack
Speak the Autumnal Tongue- (Passive Ability, Elementalist) Possessor's Acid element spells gain +5 Magical Attack
Speak the Hibernal Tongue- (Passive Ability, Elementalist) Possessor's Ice element spells gain +5 Magical Attack
Speak the Tongue of Coins- (Passive Ability, Elementalist) Possessor's Metal element spells gain +5 Magical Attack
Speak the Tongue of Earths- (Passive Ability, Elementalist) Earth element spells gain +5 Magical Attack
Speak the Tongue of Flames- (Passive Ability, Elementalist) Fire element spells gain +5 Magical Attack
Speak the Tongue of Skies- (Passive Ability, Elementalist) Air element spells gain +5 Magical Attack
Speak the Tongue of Trees- (Passive Ability, Elementalist) Possessor's Wood element spells gain +5 Magical Attack
Speak the Tongue of Waves- (Passive Ability, Elementalist) Water element spells gain +5 Magical Attack
Speak the Vernal Tongue- (Passive Ability, Elementalist) Possessor's Electrical element spells gain +5 Magical Attack
Sphere of Impermeable Metal- (Stance Ability, Elementalist) User must have at least 3 Metal element Elemental Magic spells equipped, Possessor gains +200 Defense, Whenever possessor's Defense would be pierced, said amount of Defense piercing is reduced by 200
Teramancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Earth element Elemental Magic spells, All Earth element Elemental Magic spells cost 50 less MP, all Earth element Elemental Magic summons gain +200 to all stats, Earth element Elemental Magic spells that raise Defense raise it by 20 more points, Earth element Elemental Magic spells that forcibly shift row formations for multiple targets affect 5 more targets
Toss Flame Globes- (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 500 Fire element damage per user level that still has a chance of missing as though it was not a flat-damage attack so long as possessor has a Fire element Elemental Magic spell equipped, +40 Magical Attack for Fire element Elemental Magic spells
Ward of Falling Leaves- (Stance Ability, Elementalist) User must have at least 3 Acid element Elemental Magic spells equipped, Possessor gains +200 Defense, Possessor may choose to gain a 50% chance of inflicting Drain against any individual who conducts an offensive action against posessor for purposes of posessor's next damage-dealing action as a non-stacking buff
Elemental Researcher
Comprehension of Horrid Elements Yet Unseen- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against SAN, INF, and RES Damage.
Enlightened Sensei
Apprentice Affinity to Healing Via Ki- (Passive Ability, Other: Enlightened Sensei) Whenever possessor obtains Ki element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Weaponization of Ki- (Passive Ability, Other: Enlightened Sensei) Quantities of Ki element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Ki's Dominion- (Passive Ability, Other: Enlightened Sensei) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ki
Basic Affinity to Healing Via Ki- (Passive Ability, Other: Enlightened Sensei) Whenever possessor obtains Ki element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element pets and summons gain +50 to all stats
Basic Defenses Against Ki- (Passive Ability, Other: Enlightened Sensei) Possessor gains +50 Defense against Ki
Basic Ki Resistance- (Passive Ability, Other: Enlightened Sensei) Possessor gains 1% Ki Resistance
Basic Ki Synchronization- (Passive Ability, Other: Enlightened Sensei) Possessor gains +25 to all stats if Ki element
Basic Understanding of the Heart of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element allies gain +10 to all stats
Basic Weaponization of Ki- (Passive Ability, Other: Enlightened Sensei) Quantities of Ki element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor gains +50 to all stats while in a Zone of Ki
Enlightened Force-Conversion- (Passive Ability, Other: Enlightened Sensei) Possessor may change the element Physical into the element Ki in the elements of any of possessor's actions, attacks, or instances of Damage dealt; Possessor may change the element Ki into the element Physical in the elements of any of possessor's actions, attacks, or instances of Damage dealt
Enlightened Sensei- (Passive Ability, Other: Enlightened Sensei) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ki Resistance, Possessor ignores Ki Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Eroded Idol
Basic Decay Synchronization- (Passive Ability, Other: Eroded Idol) Possessor gains +25 to all stats if possessor is Decay element
Eternal Champion
Basic Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +50 to all stats
Basic Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +10 to all stats
Basic Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats while in a Zone of Hope
Hope's Shining Beacon- (Stance Ability, Eternal Champion) Possessor's allies have a 25% chance of being cured of each minor or moderate negative status effect at the start of each round if possessor is Hope element, Possessor's allies gain +5% To Hit if possessor is Hope element, Possessor may choose to gain the element Hope as a buff if possessor enters a Paladin, Guardian, Healer, Priest, or Mahou Shoujou stance.
Flesh Sculptor
Basic Flesh Synchronization- (Passive Ability, Other: Flesh Sculptor) Possessor gains +25 to all stats if possessor is Flesh element
Force Mage
Adept Force Magic Attunement- (Passive Ability, Force Mage) Possessor's Force Magic spells cost possessor 10,000 less MP to cast, Possessor's Force Magic spells that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Force Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack
Basic Defensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Defense
Basic Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +20 additional Magical Attack
Basic Force Projection- (Passive Ability, Force Mage) Possessor gains +50 Ranged Attack, +50 Magical Attack, and +50 Defense
Basic Offensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Ranged Attack and +200 Magical Attack
Bodily Calligraphy of Mystic Battle Stance- (Stance Ability, Force Mage) Possessor gains +500 AGI, +500 SPI, and +15% Dodge. Once per round, when possessor moves from one row to another row, possessor may choose to immediately gain an action (with said action occurring after any actions it would otherwise interrupt) that may only be used to perform a 'Cast a Spell' action.
Burly Spell- (Technique Ability, Force Mage) Possessor may use 'Burly Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +300 Magical Attack, becomes solely Physical element, and uses Strength as its Prime Attribute.
Decorporealized Force Channeling- (Passive Ability, Force Mage) Possessor may ignore the conversion of possessor's actions elements to solely be Physical when it comes from a Force Magic spell, buff, or technique with caster or an ally of caster as a source.
Defensive Force Projection- (Passive Ability, Force Mage) Possessor gains +1,000 Defense
Flash-Kata Spell- (Technique Ability, Force Mage) Possessor may use 'Flash-Kata Spell' in conjunction with a 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +500 Magical Attack, cannot be countered (including preemptively) by sources below Level 40, and may use Agility as its Prime Attribute.
Focused Force Magic Casting- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Force Magic
Forceful Mindcasting- (Technique Ability, Force Mage) Possessor may use 'Forceful Mindcasting' in conjunction with a 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +500 Magical Attack, ignores the Defense (including Defense Against Stat Damage) of targets below Level 40, and may use Mind as its Prime Attribute.
Force Magic Casting I- (Passive Ability, Force Mage) Force Magic spells cost possessor 20 less MP to cast
Force Magic Casting II- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast
Force Armor Battle-Form- (Stance Ability, Force Mage) Possessor gains Spirit as an additional Defense-capping-determining stat which cannot be multipled for cap-determining purposes, Possessor gains +(Possessor's SPI) Defense, Possessor may choose to count as wearing a Light Armor, Heavy Armor, or Aura
Force Mage- (Passive Ability, Force Mage) All Force Magic spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Force Magic spells cost possessor (50 * Possessor Level) less MP to cast
Force Projection- (Passive Ability, Force Mage) Possessor gains +500 Ranged Attack, +500 Magical Attack, and +500 Defense
Guarded Spell- (Technique Ability, Force Mage) Possessor may use 'Guraded Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action cannot be preemptively countered by sources below Level 40 unless they ignore Physical element Defense.
Heavy Spell- (Technique Ability, Force Mage) Possessor may use 'Heavy Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +300 Magical Attack, becomes solely Physical element, and gains a 50% chance of inflicting Fatigued: Prone.
Impactful Force- (Passive Ability, Force Mage) All Fatigued: Stun infliction chances possessed by Force Magic spells cast by possessor are increased by 15%
Intense Concentration- (Passive Ability, Force Mage) Possessor's actions cannot be cancelled by preemptive counters from sources below Level 20
Ki Spiritualism- (Passive Ability, Force Mage) Possessor may use Spirit as the Prime Attribute of 'Magical Attack' and 'Overdrive' actions that involve the casting of a Force Magic spell.
Knockout Spell- (Technique Ability, Force Mage) Possessor may use 'Knockout Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +500 Magical Attack, becomes solely Physical element, and gains a 50% chance of inflicting Fatigued: Knocked Out.
Offensive Force Projection- (Passive Ability, Force Mage) Possessor gains +1,000 Ranged Attack and +1,000 Magical Attack
Resolute Spell- (Technique Ability, Force Mage) Possessor may use 'Resolute Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +300 Magical Attack, becomes solely Physical element, and uses Constitution as its Prime Attribute.
Unstoppable Perfected Force-Infused Body- (Passive Ability, Force Mage) If possessor is in a Monk Stance and has a Force Magic buff, possessor is Immune to sources below Level 40 and gains +12,000 uncapped Defense.
Friendship
Ally of the Aestival Beasts- (Passive Ability, Friendship) Possessor's Elemental allies who are multiple elements gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is an Elemental that is multiple elements
Ally of the Autumnal Beasts- (Passive Ability, Friendship) Possessor's Acid element Elemental and Insect allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is an Acid element Elemental
Ally of the Cavern Beasts- (Passive Ability, Friendship) Earth element Elemental and Cthonian allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Earth element Elemental
Ally of the Flame Beasts- (Passive Ability, Friendship) Fire element Elemental allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Fire element Elemental
Ally of the Hibernal Beasts- (Passive Ability, Friendship) Possessor's Ice element Elemental and Magic Being allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is an Ice element Elemental
Ally of the Sky Beasts- (Passive Ability, Friendship) Air element Elemental and Aerial allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Air element Elemental
Ally of the Sea Beasts- (Passive Ability, Friendship) Water element Elemental and Aquatic allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Water element Elemental
Ally of the Tree Beasts- (Passive Ability, Friendship) Possessor's Wood element Elemental and Plant allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is a Wood element Elemental
Ally of the Vernal Beasts- (Passive Ability, Friendship) Possessor's Electrical element Elemental and Spirit allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is an Electrical element Elemental
Ally of the Wealthy Beasts- (Passive Ability, Friendship) Possessor's Metal element Elemental, Machine, Robot, and Clockwork allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is a Metal element Elemental
Generally Cool With Elementals and Those Who Commune with Them- (Passive Ability, Friendship) Possessor's 'Contempt Towards Non-Dragons' ability does not count individuals who possess one of the abilities 'Elementalist' or 'Conjurer' or who are Elementals as non-Dragons. Possessor gains +300 to all stats if possessor possesses at least one ally who either possesses the ability 'Elementalist', possesses the ability 'Conjurer', or is an Elemental.
Has Gained Respect for Those Who Walk One of the Paths of the Force Monk- (Passive Ability, Friendship) Possessor's 'Contempt Towards Non-Dragons' ability does not count individuals who possess one of the abilities 'Combatant', 'Auramancer', 'Monk', or 'Force Mage' as non-Dragons. Possessor gains +300 to all stats if possessor possesses at least one ally who possesses one of the abilities 'Combatant', 'Auramancer', 'Monk', or 'Force Mage'.
Has Professional Connections to Other Force Monks- (Passive Ability, Friendship) Combatant, Auramancer, Monk, and Force Mage abilities cost possessor 1 less Week (to a minimum of 1 week) and 5,000,000 less Gold (to a minimum of 0 Gold) to learn in the ability shop. Possessor gains +300 to all stats if possessor possesses at least one ally who possesses one of the abilities 'Combatant', 'Auramancer', 'Monk', or 'Force Mage'.
Member of the 'Society of Enlightened Fists' Professional Organization- (Passive Ability, Friendship) Combatant, Auramancer, Monk, and Force Mage abilities cost possessor 5,000,000 less Gold (to a minimum of 0 Gold) to learn in the ability shop. Possessor gains +5,000 to all stats if possessor possesses an ally who possesses the ability 'Force Monk'.
Gatekeeper
♢Manifest Guardian Force- (Active Ability, Gatekeeper) Possessor may, up to once per thread, spend an action to summon a lower-Level Eidolon from the boss list that possessor has a corresponding Variable Fading Call spell equipped for or on possessor's Inherent Spell List
Geomancer
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Desert- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert
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
Improved Terrain Attunement: Desert: Cloaked in Mirage- (Passive Ability, Geomancer) Possessor gains 30% Dodge if the terrain or phantom terrain is Desert
Improved Terrain Attunement: Desert: Mirage Magics- (Passive Ability, Geomancer) Possessor gains +400 SPI if the terrain or phantom terrain is Desert
Phantom Terrain Link Established: Desert- (Active Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Desert
Guardian
Adept of the Brass Fortress- (Passive Ability, Guardian) Each equipped Heavy Armor provides +25 additional Defense
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Bulwark Stance- (Stance Ability, 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
Grounded Solidity- (Active Ability, Guardian) This character may use Grounded Solidarity in conjunction with a Defend, so long as no other technique is used and a Heavy Armor is equipped. This attack gains +250 Defense factored into the user's current Defense for determining the effects of Defend and 5% Electrical resistance for the next turn.
Guardian- (Passive Ability, Guardian) Possessor gains +(500 + (50 * Possessor Level)) Defense if possessor has a Heavy Armor equipped
Hard to Push Around- (Passive Ability, Guardian) Possessor gains +450 STR and +450 CON per 5 levels (rounded up) to a max of +12,000 STR and +12,000 CON for purposes of resisting attempts to forcibly change possessor's row
Heavy Armor Wearer I- (Passive Ability, Guardian) Possessor gains +5 to all stats when possessor has a Heavy Armor equipped
Heavy Armor Wearer II- (Passive Ability, Guardian) Possessor gains +25 to all stats when possessor has a Heavy Armor equipped, Possessor gains +50 Defense when possessor has a Heavy Armor equipped
Iron Body- (Passive Ability, Guardian) +500 HP for each Heavy Armor equipped
Paid Bodyguard- (Passive Ability, Guardian) Possessor's allies may use an amount of Gold up to a max of 100,000 to give possessor a Defense bonus and the provider of the Gold equal to the amount of Gold divided by 1,000, rounded down, this counts as a buff that does not stack which disappears when possessor is killed or otherwise rendered unable to continue battle
Well-Paid Bodyguard- (Passive Ability, Guardian) The Gold cap on Bodyguard is increased by 100,000 and possessor gains 15% of the money spent on said ability
Heir to the Future
Basic Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
Basic Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 1% Technology Resistance
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats
Basic Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats while in a Zone of Technology
Hunter
Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical
Kinetic Emporor
Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Basic Acceleration Within Physical's Dominion- (Passive Ability, Kinetic Emperor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Physical
Basic Affinity to Healing Via Physical- (Passive Ability, Kinetic Emperor) Whenever possessor obtains Physical element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +50 to all stats
Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Basic Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 1% Physical Resistance
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Understanding of the Heart of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element allies gain +10 to all stats
Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats while in a Zone of Physical
Kinetic Emperor- (Passive Ability, Kinetic Emperor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Physical Resistance, Possessor ignores Physical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
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 Cryokinesis Powers- (Passive Ability, Mentalist) Possessor's Ice-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Electrokinesis Powers- (Passive Ability, Mentalist) Possessor's Electrical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychokinesis Powers- (Passive Ability, Mentalist) Possessor's Physical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic 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 Pyrokinesis Powers- (Passive Ability, Mentalist) Possessor's Fire-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic 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
Improved Psychokinesis Powers- (Passive Ability, Mentalist) Physical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Mentalist- (Passive Ability, Mentalist) +500 Damage to all damage dealing Psychic Power spells, MIN may be used instead of SPI as the relevant stat for magical attacks involving Psychic Power spells, All Psychic Power spells cost 30 less MP, +25 additional damage per possessor level
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
Psychokineticist- (Passive Ability, Mentalist) Physical-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Mind Lord
Basic Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +50 to all stats
Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Understanding of the Heart of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element allies gain +10 to all stats
Basic Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +50 to all stats while in a Zone of Psychic
Monk
Absolute Inferno-Soul Style- (Stance Ability, Monk) Damage possessor deals to individuals cannot be reduced or ignored by sources that are both below Level 80 and below possessor's Level (with Resistances, Immunities, Reflections, and Absorptions otherwise applying normally to non-damage aspects of things they effect, but specifically failing to reflect/absorb/ignore/reduce Damage), Possessor gains the element Ki.
Absolute Inferno-Soul Style Weapon Addition- (Passive Ability, Monk) Possessor gains +1,000,000 Melee Attack if wielding a Fist Weapon while in 'Absolute Inferno-Soul Style' stance. Possessor may use Techniques that require possessor be in 'Absolute Inferno-Soul Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Awakened Battle-Aura Style'.
Adept Unarmed Technique Attunement- (Passive Ability, Monk) Unarmed Technique spells cost possessor 10,000 less MP to cast, Unarmed Technique spells cast by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Unarmed Technique Spells, and may not be converted into other types of slots by individuals below Level 100
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
Arcana-Ripper- (Technique Ability, Monk) Possessor may use 'Arcana-Ripper' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +12,000 Melee Attack and removes up to 5 different base Spell subtype buffs (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) from each target, and for each such buff it successfully removes in this manner, it deals 120,000 additional Damage to that target.
Arcane Assassin- (Passive Ability, Monk) If possessor is in 'Arcane Talon Style' Stance, possessor gains +3,500 to all uncapped stats for each different base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) that possessor possesses, to a max of 5 such buffs. Possessor deals 120,000 additional Damage to entities for each different base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) they possess or each different base Spell subtype Spell (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) they have equipped, to a combined max of 10 such buffs or spells.
Arcane Body Reinforcement- (Passive Ability, Monk) If possessor is in 'Sagacious Keeper Style' Stance, possessor gains +7,000 to all stats, gains Impaired Immunity, gains Fatigued Immunity, gains Fatigued: Prone Immunnity, gains Fatigued: Knocked Out Immunity, gains Stat Drain: SPI Drain Immunity, and is Immune to debuffs from sources below Level 60 that are 5 or more Levels lower Level than possessor.
Arcane Pattern Fist- (Technique Ability, Monk) Possessor may use 'Arcane Pattern Fist' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Force Magic, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Sagacious Keeper Style' Stance. Said action gains +12,000 Melee Attack and its performer gains an action after it that may only be used to perform a 'Cast a Spell' action that involves the casting of a Wizard Magic or Force Magic spell.
Arcane Talon Style- (Stance Ability, Monk) Possessor deals 240,000 additional Damage to individuals who possess at least one base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic)
Arcane Talon Style Weapon Addition- (Passive Ability, Monk) Possessor gains +12,000 Melee Attack if wielding a Fist Weapon while in 'Arcane Talon Style' stance. Possessor may use Techniques that require possessor be in 'Arcane Talon Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Arcane Talon Style'.
Attack-Deflection Training- (Passive Ability, Monk) Possessor gains a 1% chance of Reflecting Physical element attacks from sources below Level 4
Aura of Bitter Brambles- (Passive Ability, Monk) If possessor is in 'Hand of Thorns Style' Stance, possessor has a 100% chance of inflicting Pain and Poison on up to 30 opponents at the start of each round
Automatic Ki-Dodge- (Passive Ability, Monk) If possessor is in 'Awakened Battle-Aura Style' stance, possessor gains 100% Dodge and possessor's Dodge value cannot be reduced or treated as lower by sources below Level 80.
Awakened Aura-Waves- (Passive Ability, Monk) At the start of each round, if possessor is in 'Awakened Battle-Aura Style' stance, possessor may choose to have a 300% chance of inflicting Confusion: Fear, Fatigued: Stun, and/or Charm: Impressed on up to 3,000,000 entities (choosing the same combination of status effects for all such entities) and may choose to Defeat any number of opponents below Level 40.
Awakened Battle-Aura Style- (Stance Ability, Monk) Possessor gains a bonus to possessor's uncapped stats equal to their corresponding unmodified values, Possessor gains the element Ki.
Awakened Battle-Aura Style Weapon Addition- (Passive Ability, Monk) Possessor gains +1,000,000 Melee Attack if wielding a Fist Weapon while in 'Awakened Battle-Aura Style' stance. Possessor may use Techniques that require possessor be in 'Awakened Battle-Aura Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Awakened Battle-Aura Style'.
Awareness of Energy Chakras- (Passive Ability, Monk) Possessor gains +100 STR, +100 AGI, +100 CON, +100 MIN, and +200 SPI
Basic Gymnastics Skills- (Passive Ability, Monk) Possessor gains +20 AGI
Basic Ki Use- (Passive Ability, Monk) Possessor gains +50 SPI, Spells with 'Ki ' or 'Ki-' in their name cost 200 less MP for possessor to cast
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Belligerent Kicking- (Passive Ability, Monk) Possessor's chances of inflicting Fatigued: Stun are increased by 20% if possessor is in 'Kangaroo Style' stance.
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blastwave Punch- (Technique Ability, Monk) Possessor may use 'Blastwave Punch' in conjunction with a 'Melee Overdrive' or 'Ranged Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Fist Hurricane Style' stance. Said action gains +3,000 Melee Attack, gains +3,000 Ranged Attack, may count its possessor's Ranged Attack bonuses as equal Melee Attack bonuses (not including ones already converted from a different bonus type), may count its possessor's Melee Attack bonuses as equal Ranged Attack bonuses (not including ones already converted from a different bonus type), gains '1 hit against 1 target in each row', and deals full Damage to targets below Level 60 in the back row.
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Body-Shattering Splinterstrike- (Technique Ability, Monk) Possessor may use 'Body-Shattering Splinterstrike' in conjunction with a 'Melee Attack', 'Attack with Finesse', 'Powerful Attack', or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Force Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Glass Assassin Style' Stance. Said action gains +12,000 Melee Attack, deals 1,200 CON Damage, applies a debuff that stacks 5 times that provides -12,000 Defense, and treats its target's Resilience as though it were 60% lower.
Brawny- (Passive Ability, Monk) Possessor gains +100 STR and +100 CON
Brittle Meditation- (Technique Ability, Monk) Possessor may use 'Brittle Meditation' in conjunction with a 'Meditate' action so long as no other technique is used, possessor has a Ninjutsu, Force Magic, or Unarmed Technique spell equipped, and possessor is in 'Glass Assassin Style' Stance. Said action applies a debuff that stacks 3 times that provides -60% Resilience to up to (Possessor's Level) targets.
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Calm Amidst the Storm of Battle- (Passive Ability, Monk) Possessor may perform 'Meditate' actions while in the front row
Can Control Own Blood Flow- (Passive Ability, Monk) Possessor gains 20% Wounded Resistance against sources below Level 20, Possessor's natural per-round chance of recovering from Wounded increases by 5%
Clear Chakras- (Technique Ability, Other: Enlightened Sensei) Possessor may use 'Clear Chakras' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Ki element. Said action removes all minor negative status effects, moderate negative status effects, and (debuffs from sources below Level 80) from its performer.
Constant Deflecting Storm of Palms- (Passive Ability, Monk) While possessor is in 'Fist Hurricane Style' stance, possessor has a 30% chance of ignoring each hit of an attack that comes from a source below Level 60 that is not 20 or more Levels greater than possessor that incorporates at least one non-Flat Damage value or Attack Bonus so long as the sum of all pre-multiplier, non-Flat Damage values and Attack Bonuses incorporated into said hit is lower than possessor's Melee Attack bonus and said attack does not Pierce 5,000 or more Defense.
Controlled Breathing- (Passive Ability, Monk) Possessor gains 1% Suffocation Resistance
Debilitation-Burning Essence Conflagration- (Passive Ability, Monk) At the start of each round, if possessor is in 'Absolute Inferno-Soul Style' stance, possessor is cured of one minor negative status effect, one moderate negative status effect, or (one debuff from a source below Level 80).
Defensive Combat Training- (Passive Ability, Monk) +20 Defense
Defensive Knockdown Force-Wave- (Technique Ability, Monk) Possessor may use 'Defensive Knockdown Force-Wave' in conjunction with a 'Defend', 'Guard Other', 'Guard Back Rank', 'Counterattack', or 'Meditate' action so long as no other technique is used, possessor has both a Force Magic spell and a Wizard Magic spell equipped, and possessor is in 'Sagacious Keeper Style' Stance. The action's performer gains a non-stacking buff that lasts until the end of the next round that causes all of its possessor's opponents on the side of the attacking or offensively acting individual to, should caster choose to expend the buff in such a manner, have a 200% chance of being afflicted with Fatigued: Stun, Fatigued: Prone, and Fatigued: Knocked Out preemptively when its possessor or one of its possessor's allies is targeted by an attack or offensive action.
Defensive Stance- (Stance Ability, Monk) Possessor gains +300 Defense while in this Stance
Deflective Stance- (Stance Ability, Monk) Possessor has a 20% chance of being able to ignore the offensive actions of individuals below Level 20 who are 2 or more Levels lower than possessor's Level while in this stance
Demon-Sealing Impact- (Technique Ability, Monk) Possessor may use 'Demon-Sealing Impact' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Force Magic, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Sagacious Keeper Style' Stance. Said action gains +12,000 Melee Attack and a 150% chance of inflicting an instance of Awestruck: Sealed that causes its possessor to count as Defeated if below Level 60.
Enlightened Dynamism- (Passive Ability, Monk) Possessor may choose two (Any two of possessor's different stats)*.75 as possessor's Prime Attribute value for any action or attack that involves possessor casting a Force Magic or Unarmed Technique spell
Expert Unarmed Technique Attunement- (Passive Ability, Monk) Unarmed Technique 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 Unarmed Technique Spells, and may not be converted into other types of slots by individuals below Level 100
Familiarity with Martial Forms- (Passive Ability, Monk) Possessor gains +500 to all stats if possessor is in a Monk stance
Final Pyrestrike- (Technique Ability, Monk) Possessor may use 'Final Pyrestrike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, and individuals it kills cannot be resurrected by sources below Level 80.
Fist Hurricane Style- (Stance Ability, Monk) Possessor deals 60,000 additional Air element Damage.
Fist Hurricane Style Weapon Addition- (Passive Ability, Monk) Possessor gains +6,000 Melee Attack if wielding a Fist Weapon while in 'Fist Hurricane Style' stance. Possessor may use Techniques that require possessor be in 'Fist Hurricane Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Fist Hurricane Style'.
Flexible- (Passive Ability, Monk) Possessor gains +200 AGI and +2% Dodge against individuals below Level 60
Force-Construct Clone Bodies- (Passive Ability, Monk) At the start of each round, possessor may summon 2 replicated copies of itself; these copies are 5 Levels lower than their creator, cannot acquire buffs, cannot provide allies with constantly-applied increases to stats based on their abilities or equipped items, have 1 Max HP, only possess Temporary copies of items wielded or carried by the individual they are copied from (only being able to acquire replicated versions of non-unique items that are In Stock in the Shop and worth under 60,000,000 Gold), optionally do not possess abilities possessed by the individual they are copied from, (only possess copies of non-unique, base-subtype abilities that are in stock in the Ability Shop that only possess other abilities their possessor possesses as ability prerequities, that are not Adept tier or higher tier abilities), and do not count as being unique, with a max of 5 of these copies summoned, and with these copies being unsummoned if their creator exits 'Glass Assassin Style' stance.
Force Monk- (Passive Ability, Monk) Possessor gains +12,000 uncapped points to all stats if possessor is wielding a Fist Weapon, wearing an Aura, in a Monk Stance, and possesses a Force Magic buff. Possessor gains +60% Dodge, To Hit, and Resilience if possessor is wielding a Fist Weapon, wearing an Aura, in a Monk Stance, and possesses a Force Magic buff. Possessor is Immune to Paralyzed if possessor is in a Monk stance. Possessor's Defense cannot be pierced by sources below Level 60 if possessor is wearing an Aura. Possessor's Resilience cannot be reduced by debuffs or negative status effects if possessor possesses a Force Magic buff. Possessor gains '2 hits against 1' if possessor is wielding a Fist Weapon.
Force Monk Battle Stance- (Stance Ability, Monk) Possessor is additionally in the 'Fist Hurricane Style', 'Glass Assassin Style', and 'Sagacious Keeper Style' Stances, which do not count against the limit of how many Stances possessor may be in
Force Monk Stance Mastery- (Passive Ability, Monk) If possessor is in a Monk Stance, possessor may also be in additional Stance, so long as said additional Stance is a Force Mage stance
Formal Cross-Disciplinary Force Monk Education- (Passive Ability, Monk) So long as possessor is not counting the abilities of any of the classes Monk, Force Mage, Combatant, and Auramancer as abilities of any of the other classes Monk, Force Mage, Combatant, and Auramancer for prerequisite purposes, possessor counts as possessing 40 additional Monk, Force Mage, Combatant, and Auramancer abilities for prerequisite purposes.
Glass Assassin's Poison Hand- (Technique Ability, Monk) Possessor may use 'Glass Assassin's Poison Hand' in conjunction with a 'Melee Attack', 'Attack with Finesse', 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Force Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Glass Assassin Style' Stance. Said action gains +9,000 Melee Attack, deals 900 CON Damage, and has a 200% chance of inflicting an instance of Poison that additionally reduces its possessor's Resilience by 60%.
Glass Assassin Style- (Stance Ability, Monk) Possessor treats individuals as though their Resilience were 30% lower
Glass Assassin Style Weapon Addition- (Passive Ability, Monk) Possessor gains +12,000 Melee Attack if wielding a Fist Weapon while in 'Glass Assassin Style' stance. Possessor may use Techniques that require possessor be in 'Glass Assassin Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Glass Assassin Style'.
Grasping Nettles Within the Spirit- (Passive Ability, Monk) If possessor is in 'Hand of Thorns Style' Stance, whenever an opponent of possessor either leaves possessor's battlespace or moves from the Front Row to the Back Row, possessor may choose to deal that entity 600 Flat Wood element SPI Damage and have a 100% chance of inflicting Pain, Paralyzed, and Stat Drain: SPI Drain on it
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Gymnast- (Passive Ability, Monk) Possessor gains 20% Dodge while not wearing Armor and +300 AGI while not wearing Armor
Gymnast's Balance- (Passive Ability, Monk) Possessor's row may not forcibly be shifted by offensive actions from sources below Level 15
Gymnast's Dexterity- (Passive Ability, Monk) Possessor gains 5% Dodge and +80 AGI
Gymnast's Style- (Passive Ability, Monk) Possessor's allies gain +20 to all stats as a non-stacking buff that lasts 1 round each time possessor Dodges an offensive action
Gymnast's Tumbling- (Passive Ability, Monk) Possessor gains +5% Dodge as a non-stacking buff that lasts 1 round each time possessor switches rows
Hand of Thorns Style- (Stance Ability, Monk) Possessor deals 60,000 additional Wood element Damage.
Hand of Thorns Style Weapon Addition- (Passive Ability, Monk) Possessor gains +6,000 Melee Attack if wielding a Fist Weapon while in 'Hand of Thorns Style' stance. Possessor may use Techniques that require possessor be in 'Hand of Thorns Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Hand of Thorns Style'.
Has Undergone Harsh Training- (Passive Ability, Monk) +400 HP
Has Undergone More Harsh Training- (Passive Ability, Monk) +200 HP, +50 STR, +50 CON, +50 AGI
Has Undergone More Harsh Training II- (Passive Ability, Monk) 15% Fatigued Resistance
Hopping Offensive- (Technique Ability, Monk) Possessor may use 'Hopping Offensive' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Kangaroo Style' stance. Said action gains (+200 Melee Attack and deals full Damage to targets below Level 40 in the back row) if targeting a single opposing target.
Hundred-League Force-Leap- (Active/Passive Ability, Monk) If possessor has a Force Magic buff, possessor deals full Damage to targets below Level 60 in the back row, may make 'Melee Attack' and 'Melee Overdrive' actions from the back row, cannot be prevented from entering or leaving battlespaces by sources below Level 60, and may spend an action to move to a different existing battlespace so long as no entity of Level 60 or greater in either the battlespace possessor is leaving or the battlespace possessor is entering objects
Improved Ki Channeling- (Passive Ability, Monk) Possessor gains +300 SPI, Spells with 'Ki ' or 'Ki-' in their name cost 500 less MP for possessor to cast
Inferno-Soul Essence Conversion- (Technique Ability, Monk) Possessor may use 'Inferno-Soul Essence Conversion' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gives its performer a non-stacking buff that converts no more than a total (Possessor's Level * 1,000) points of CON, MIN, and SPI into an equal number of points distributed between STR, AGI, and SPI.
Kangaroo K.O.- (Technique Ability, Monk) Possessor may use 'Kangaroo K.O.' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Kangaroo Style' stance. Said action gains (+500 Melee Attack, a 30% chance of inflicting Fatigued: Knocked Out, and a 50% chance of inflicting Fatigued: Stun) if targeting a single opposing target.
Kangaroo's Defensive Hopping- (Technique Ability, Monk) Possessor may use 'Kangaroo's Defensive Hopping' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Kangaroo Style' stance. Said action provides its performer with a non-stacking buff that provides +20% Dodge until the end of the round.
Kangaroo's Flashing Kicks- (Technique Ability, Monk) Possessor may use 'Kangaroo's Flashing Kicks' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Kangaroo Style' stance. Said action gains (+300 Melee Attack and '2 hits against 1 against opponents') if targeting a single opposing target.
Kangaroo Style- (Stance Ability, Monk) Possessor gains +5% Dodge and +5% To Hit.
Kangaroo Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Fist Weapon while in 'Kangaroo Style' stance. Possessor may use Techniques that require possessor be in 'Kangaroo Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Kangaroo Style'.
Ki-Igniting Strike- (Technique Ability, Monk) Possessor may use 'Ki-Igniting Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, gains a 200% chance of inflicting Overload: Unbalanced Essence, and gains a 200% chance of inflicting an instance of Burning that deals Ki-element Damage and that possesses no natural per-round recovery chance but that can apply Defense against the element Fire or the element Ki against the Damage it deals.
Ki Strike- (Technique Ability, Monk) Possessor may use Ki Strike in conjunction with a Melee Attack action, so long as no other technique is used and an Unarmed Technique spell is cast as part of said action. Possessor gains +300 Melee Attack for purposes of said action.
Ki-Warp Fist-Barrage- (Technique Ability, Monk) Possessor may use 'Ki Teleportation Fist-Barrage' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Awakened Battle Aura Style' stance. Said action counts as coming from a source in the same row as each of its targets (with respect to each target individually), gains '5 hits against 20,000', and gains +100% To Hit.
Mage-Devouring Strike- (Technique Ability, Monk) Possessor may use 'Mage-Devouring Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +12,000 Melee Attack and destroys up to 5 base Spell subtype spells (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) equipped by each target that are worth under 60,000,000 Gold and are non-unique, and, for each such spell it successfully destroys in this manner, it deals 240,000 additional Damage to the target.
Master of Absolute Inferno-Soul Style- (Passive Ability, Monk) Damage possessor deals to individuals cannot be reduced or ignored by sources that are both below Level 80 and below possessor's Level (with Resistances, Immunities, Reflections, and Absorptions otherwise applying normally to non-damage aspects of things they effect, but specifically failing to reflect/absorb/ignore/reduce Damage). Possessor counts as possessing 7 additional Enlightened Sensei abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Master of Arcane Talon Style- (Passive Ability, Monk) Possessor deals 240,000 additional Damage to individuals who possess at least one base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic), possessor counts as possessing 7 additional Wizard abilities and 7 additional Ninja abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Master of Awakened Battle-Aura Style- (Passive Ability, Monk) Possessor gains a bonus to possessor's uncapped stats equal to half of their corresponding unmodified values, rounded up. Possessor counts as possessing 7 additional Enlightened Sensei abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Master of Fist Hurricane Style- (Passive Ability, Monk) Possessor deals 60,000 additional Air element Damage while in 'Fist Hurricane Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes
Master of Glass Assassin Style- (Passive Ability, Monk) Possessor may treat individuals as though their Resilience were 30% lower, possessor counts as possessing 7 additional Force Mage abilities and 7 additional Ninja abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Master of Kangaroo Style- (Passive Ability, Monk) Possessor gains +5% Dodge and +5% To Hit while in 'Kangaroo Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes
Master of Sagacious Keeper Style- (Passive Ability, Monk) Spells cost possessor 240,000 less MP to cast, possessor counts as possessing 7 additional Wizard abilities and 7 additional Force Mage abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Master of Tiger Style- (Passive Ability, Monk) Possessor gains +500 STR and +500 Melee Attack while in 'Tiger Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Martial Artist (2)- (Passive Ability, Monk) +300 Melee Attack if at least one Weapon slot is empty, +300 STR, AGI, and CON, +110 MIN and SPI, 120% To Hit, 15% Dodge, 10% Resilience
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Master of Awakened Battle-Aura Style- (Passive Ability, Monk) Possessor gains a bonus to possessor's uncapped stats equal to half of their corresponding unmodified values, rounded up. Possessor counts as possessing 7 additional Enlightened Sensei abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Meditation of Resurgent Forces- (Technique Ability, Monk) Possessor may use 'Meditation Upon Resurgent Forces' in conjunction with a 'Meditate' action so long as no other technique is used. User replicates an instance of each non-Overcrash, non-Unique Force Magic buff that was present on caster that came from a source equal to or lower Level than user that was present on user at any point during the previous round, with such replicating buffs being replicated in the state of their initial application.
Meditation Upon Forces- (Technique Ability, Monk) Possessor may use 'Meditation Upon Forces' in conjunction with a 'Meditate' action so long as no other technique is used, possessor has a Force equipped, and possessor possesses a Force Magic buff. Said action gives its possessor a non-stacking buff that makes its possessor solely the non-Universe elements of one of the Forces its performer is at the time of the buff's creation (with said choice being made at the time of the buff's creation) and that allows its possessor to change the elements of any action, attack, or instance of Damage its possessor deals that involves a Force Magic or Unarmed Technique spell to solely those elements.
Mind-Clearing Head Rap- (Active Ability, Monk) If possessor is in 'Sagacious Keeper Style' Stance, possessor may spend an action to have a 100% chance of curing target of Confusion, Charm, Insanity (but not its sub-status effects), and Dominion (but not its sub-status effects).
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
Pattern-Holocaust Strike- (Technique Ability, Monk) Possessor may use 'Pattern-Holocaust Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, gains a 100% chance of inflicting Overload: Unbalanced Essence, removes all (buffs, minor positive status effects, and moderate positive status effects) from sources below Level 80 from its target, and gives its target a non-stacking debuff that makes its possessor unable to possess buff slots.
Power-Gathering Meditation- (Technique Ability, Monk) Possessor may use 'Power-Gathering Meditation' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Ki element. Said action gives its performer a buff that stacks 4 times that provides +(Possessor's Level * 250) to all stats that cannot be carried between battles in a buff slot.
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
Restful Meditation- (Technique Ability, Monk) Possessor may use 'Restful Meditation' in conjunction with a 'Meditate' action so long as no other technique is used. Said action causes its performer to regenerate 1% of its performer's Max HP (to a max of 10,000,000,000 HP).
Rough Punching- (Passive Ability, Monk) At the start of each thread, possessor may choose for this ability to make it so that each open weapon slot that possessor possesses counts as a weapon that is a Fist Weapon that provides +25 Melee Attack but that does not count as such for purposes of things which check if items are equipped
Rush from Within the Pattern- (Technique Ability, Monk) Possessor may use 'Rush from Within the Pattern' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +9,000 Melee Attack against targets that possess at least one base spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) or that have at least one base subtype spell equipped (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic), gains +120% To Hit against such targets, and that deals full Damage to such targets if they are in the back row.
Sagacious Keeper Style- (Stance Ability, Monk) Spells cost possessor 70,000 less MP to cast. Possessor's actions that involve the casting of a spell cannot be countered (including preemptively) by sources below Level 60.
Sagacious Keeper Style Weapon Addition- (Passive Ability, Monk) Possessor gains +12,000 Melee Attack if wielding a Fist Weapon while in 'Sagacious Keeper Style' stance. Possessor may use Techniques that require possessor be in 'Sagacious Keeper Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Sagacious Keeper Style'.
Spelltalon Strike- (Technique Ability, Monk) Possessor may use 'Spelltalon Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action removes up to 5 different base Spell subtype buffs (excluding Hypertech, Biomancy, Combat Arts, Thief Arts, Archery, Gunslinging, and Ethereal Magic) from its performer, and for each such buff it successfully removes in this manner, it deals 120,000 additional Damage.
Stance Familiarity- (Passive Ability, Monk) Possessor gains +20 to all stats while in a Stance
Still Heartbeat- (Passive Ability, Monk) Each thread, possessor ignores the first number of rounds equal to possessor's Level worth of effects that possessor would suffer from Poison and its sub-status effects or rounds worth of Damage that possessor would take from any minor negative status effects or sub-status effects
Supercharge Ki- (Technique Ability, Monk) Possessor may use 'Supercharge Ki' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in 'Awakened Battle-Aura Style' stance. Said action gives its performer a buff that stacks 200 times that cannot be carried between battles in a buff slot that vanishes if its possessor leaves 'Awakened Battle-Aura Style' stance that doubles the Damage dealt by its possessor's next attack (to a max of its possessor's Level * 1,000,000 additional Damage across all stacked instances of the buff).
Tiger Pounce- (Technique Ability, Monk) Possessor may use 'Tiger Pounce' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack and +30% To Hit.
Thorns-Upon-Pressure-Points Strike- (Technique Ability, Monk) Possessor may use 'Thorns-Upon-Pressure-Points Strike' in conjunction with a 'Melee Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Hand of Thorns Style' Stance. Said action gains +6,000 Melee Attack, gains a 200% chance of inflicting Pain and Paralyzed, and gives targets below Level 40 a debuff that prevents them from gaining additional actions outside of their per-round assigned actions in turn-order that lasts 2 rounds.
Thorn-Vine Arm-Lash- (Technique Ability, Monk) Possessor may use 'Thorn-Vine Arm-Lash' in conjunction with a 'Melee Attack', 'Attack with Finesse', 'Powerful Attack', or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Hand of Thorns Style' Stance. Said action gains +6,000 Melee Attack, gains a 150% chance of inflicting Pain and Impaired: Blind, may be made from any row, and deals full Damage to targets below Level 60 in the back row.
Thousand-Handed Flurry- (Technique Ability, Monk) Possessor may use 'Thousand-Handed Flurry' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Fist Hurricane Style' stance. Said action gains +6,000 Melee Attack, gains '10 hits against 1', and cannot target more than one opposing target.
Tiger's Aquatic Combat Prowess- (Passive Ability, Monk) While possessor is in 'Tiger Style' stance, possessor is not negatively affected by effects attached to Zones of Water by sources below Level 20.
Tiger's Claws- (Technique Ability, Monk) Possessor may use 'Tiger's Claws' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack and +30% Critical.
Tiger's Fury- (Technique Ability, Monk) Possessor may use 'Tiger's Fury' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack and deals double Damage (to a max of 40,000,000 additional Damage) to targets below Level 40; at the end of said action, its performer is afflicted with Confusion: Enraged.
Tiger's Rending Blow- (Technique Ability, Monk) Possessor may use 'Tiger's Rending Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack, a 30% chance of inflicting Wounded, a 15% chance of inflicting Wounded: Bleeding, and a 15% chance of inflicting Wounded: Maimed.
Tiger Style- (Stance Ability, Monk) Possessor gains +500 STR and +500 Melee Attack.
Tiger Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Fist Weapon while in 'Tiger Style' stance. Possessor may use Techniques that require possessor be in 'Tiger Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Tiger Style'.
Tough- (Passive Ability, Monk) +500 Max HP, +20 CON, +10 STR, 5% Poison Resistance
Transparent Force-Body- (Passive Ability, Monk) If possessor is in 'Glass Assassin Style' stance, possessor gains +60% Dodge, gains +60% Resilience, gains Impaired Immunity, gains Pain Immunity, gains Diseased Immunity, and cannot be criticalled by sources below Level 60.
Triumphant Wind-Wave Kick- (Technique Ability, Monk) Possessor may use 'Triumphant Wind-Wave Kick' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Fist Hurricane Style' stance. Said action gains +3,000 Melee Attack, gains the element Air, gains '1 hit against 20,000', and gains a 100% chance of inflicting Fatigued: Prone.
Unified Overcrash: Gestalt Soul Detonation- (Technique Ability, Monk) Possessor may use 'Unified Overcrash: Gestalt Soul Detonation' in conjunction with a 'Ranged Overdrive', 'Overdrive', or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor is in 'Awakened Battle-Aura Style' stance, no other technique or Overcrash is being used as part of said action, and possessor has at least one willing unique ally who will act as a co-participant in the Overcrash whose MP has not been set to 0. Said action consumes the next action of said unique ally, up to 199 other willing, unique allies whose MP has not been set to 0, and up to 20,000,000 willing, non-unique allies whose MP has not been set to 0 and is a Combo Move. Said action becomes solely Ki element, gains +10,000,000 Ranged Attack, +10,000,000 Magical Attack, deals an 5,000,000 additional Damage per unique participant beyond its primary performer (to a max of 1,000,000,000 additional Damage) and 1 additional Damage per non-unique participant (to a max of 20,000,000 additional Damage), and gains '1 hit against (the number of participants in this attack * 1,000)'. Said action sets its user's MP to 0 for the remainder of the thread. Said action sets the MP of all of its participants to 0 as though they had performed the Overcrash.
Unyielding Awakened Soul- (Passive Ability, Monk) Once per thread, when possessor is in 'Awakened Battle-Aura Style' stance, when an action or attack from a source that is not above Level 80 and is not 20 or more Levels greater than possessor would kill or defeat posessor, possessor may choose to ignore said action or attack.
Vampiric Bush Delivers Beatings- (Technique Ability, Monk) Possessor may use 'Vampiric Bush Delivers Beatings' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Hand of Thorns Style' Stance. Said action gains +6,000 Melee Attack, gains a 100% chance of inflicting Pain, gains a 50% chance of inflicting Fatigued: Stun, and deals HP Drain.
Very Healthy- (Passive Ability, Monk) Possessor has a 40% chance (this is not a Resistance percentage) of not being afflicted with any minor status effect that a source below Level 25 would otherwise afflict possessor with
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Wind-borne Punches- (Passive Ability, Monk) If possessor is in 'Fist Hurricane Style' stance, possessor may use possessor's Melee Attack bonus instead of possessor's Ranged Attack bonus, deals full Damage to targets below Level 40 in the back row, and may make 'Melee Attack' and 'Powerful Attack' actions from the back row.
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Mountain King
Apprentice Earth Resistance- (Passive Ability, Mountain King) Possessor gains 5% Earth Resistance
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Basic Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +50 to all stats
Basic Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +50 Defense against Earth
Basic 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 Understanding of the Heart of Earth- (Passive Ability, Mountain King) Possessor's Earth element allies gain +10 to all stats
Basic Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 50 points
Detect Earth- (Passive Ability, Mountain King) Possessor gains +1% To Hit against Earth element targets
Earth Immunity- (Passive Ability, Mountain King) Possessor gains Earth Immunity against sources below Level 20 if Level 20 or greater
Improved Earth Resistance- (Passive Ability, Mountain King) Possessor gains 10% Earth Resistance
Mineralsense- (Passive Ability, Mountain King) Possessor gains +10% To Hit against Earth element targets with a Dodge value below 60%
Mountain King- (Passive Ability, Mountain King) Possessor ignores (1 * (Possessor Level/5), rounded down)% Earth Resistance, Possessor ignores Earth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Nourished By Earth- (Passive Ability, Mountain King) If possessor is Earth element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Earth
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
Blurred While Running- (Passive Ability, Ninja) Possessor gains +200 AGI, Possessor gains +5% Dodge against sources below Level 60 as a non-stacking bonus on rounds during which possessor has performed a 'Shift Rows' action
Fast Ninjutsu- (Passive Ability, Ninja) Possessor may declare that possessor will cast a 'Ninjutsu' spell as part of possessor's first action of the round at the start of a round, If possessor does so, possessor must perform such an action as possessor's first action of the round, with all actions of possessor's where such is not possible being skipped until either said action is performed or the end of the round occurs, with things that would occur before and after said skipped actions still occurring, with possessor obtaining a non-stacking buff that provides +400 to possessor's turn-order-determining stat sum for turn-order-determining purposes during any round during which possessor makes such a declaration
Focused Ninjutsu Casting- (Passive Ability, Ninja) Ninjutsu spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Ninjutsu
From the Shadows- (Stance Ability, Ninja) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +60 Melee Attack
Ninja- (Passive Ability, Ninja) All Ninjutsu spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Ninjutsu 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
Ninja Assassination- (Passive Ability, Ninja) Possessor deals 5,000 additional Damage to targets who have not yet acted
Ninja Escape- (Passive Ability, Ninja) When possessor casts a Ninjutsu spell, possessor obtains a non-stacking buff that lasts until the end of the round that provides +15% Dodge.
Ninja Leap- (Passive Ability, Ninja) Possessor may not be prevented from switching rows by sources below Level 40 that possess a lower AGI than possessor
Ninja Wall Run- (Passive Ability, Ninja) Possessor gains +100 AGI, Possessor pierces 500 Defense of Large Structures, Possessor may deal full Damage to targets below Level 20 that are in the back row
Ninjutsu Casting I- (Passive Ability, Ninja) Ninjutsu spells cost possessor 20 less MP to cast
Ninjutsu Casting II- (Passive Ability, Ninja) Ninjutsu spells cost possessor 200 less MP to cast
Shadow Wind Stance- (Stance Ability, Ninja) +10% Dodge
Smoke Trick Training- (Passive Ability, Ninja) Dodge buffs granted by Ninjutsu spells give possessor an additional +1% Dodge against sources below Level 20 as an effect that stacks 5 times
Trick Body Swap- (Passive Ability, Ninja) Once per round, when possessor is the target of an offensive action with a lower-Level source that is below Level 20, possessor may, with a 20% chance of success, choose to change the target of said action to a willing ally
Ocean Prince
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +10 to all stats
Basic Water Resistance- (Passive Ability, Ocean Prince) Possessor gains 1% Water Resistance
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Protector
Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
Armored Gymnastics- (Passive Ability, Protector) Possessor gains 20% Dodge while wearing Light Armor and +300 AGI while wearing Light Armor
Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Dodges that Conceal Weak Points- (Passive Ability, Protector) Possessor, if wearing Light Armor, gains 50% Resilience against offensive actions that have a 50% or greater chance of being Dodged by possessor
Don Armor Quickly- (Passive Ability, Protector) Possessor may, when conducting a non-offensive action, equip a single Light Armor item
Armored Martial Arts- (Passive Ability, Protector) Possessor gains +100 AGI and +100 Defense if possessor is wearing a Light Armor and is in a Monk Stance
Armored Mobility- (Passive Ability, Protector) Possessor gains +30 AGI while wearing Light Armor
Armored Movement- (Passive Ability, Protector) Possessor gains 5% Dodge while wearing Light Armor
Protector- (Passive Ability, Protector) Possessor gains +(50 * Possessor Level) Defense and AGI if possessor has a Light Armor equipped, Possessor gains +(25 * Possessor Level) to all non-AGI stats if possessor has a Light Armor equipped
Smooth Defense- (Passive Ability, Protector) Possessor may use the Technique 'Smooth Maneuver' in conjunction with a Defend action, so long as no other technique is used and a Light Armor is equipped.
Smooth Dodging- (Passive Ability, Protector) Possessor's Smooth Maneuver technique also provides +5% Dodge as part of its buff
Smooth Maneuver- (Technique Ability, Protector) Possessor may use Smooth Maneuver in conjunction with a Switch Rows action, so long as no other technique is used and a Light Armor is equipped. User gains +50 AGI as a buff that lasts 3 rounds and stacks 3 times.
Spry While Armored- (Passive Ability, Protector) Possessor gains 105% To Hit, 7% Dodge, and +250 AGI while wearing Light Armor
Ravager
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Font of Rage- (Active Ability, Ravager) Possessor may inflict Berserk on self an additional 5 times per thread
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped
Mancleaver- (Active Ability, Ravager) This character may use Mancleaver in conjunction with a Melee Attack, so long as no other technique is used and an Axe is equipped. This character gains +25 Melee Attack against Humans and +20 additional Melee Attack against Humans and Humanoids.
Raging Axemaster- (Passive Ability, Ravager) Each Axe equipped gains +25 Melee Attack while possessor is Berserk
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
Resilient Body- (Passive Ability, Ravager) 5% Physical Resistance
Seething Fury- (Active Ability, Ravager) Possessor may treat Confusion: Enraged as being Confusion: Berserk for purposes of Ravager Abilities
Speed of Rage- (Passive Ability, Ravager) While Berserk, possessor's turn order may be based on ((STR, assuming user's base STR were 5 lower + AGI) / 2) instead of just AGI
Scholar
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of 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 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 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 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
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.
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Snow Queen
Basic Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
Basic Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 1% Ice Resistance
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +10 to all stats
Basic Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +50 to all stats while in a Zone of Ice
Swordsman
Basic Fencing Skills- (Passive Ability, Swordsman) Possessor gains 105% To Hit, Possessor's Attack with Finesse actions may deal an additional 100 damage, This ability only takes effect when possessor has a Sword equipped
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Thief
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Thunder Czar
Absorb Electrical- (Passive Ability, Thunder Czar) Possessor Absorbs Electrical against sources below Level 20 if Level 20 or greater
Apprentice Affinity to Healing Via Electrical- (Passive Ability, Thunder Czar) Whenever possessor obtains Electrical element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical 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 Electrical- (Passive Ability, Thunder Czar) Possessor gains +500 Defense against Electrical
Apprentice Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 5% Electrical Resistance
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 Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Affinity to Healing Via Electrical- (Passive Ability, Thunder Czar) Whenever possessor obtains Electrical element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 Defense against Electrical
Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats while in a Zone of Electrical
Improved Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 10% Electrical Resistance
Thunder Czar- (Passive Ability, Thunder Czar) Possessor ignores (1 * (Possessor Level/5), rounded down)% Electrical Resistance, Possessor ignores Electrical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Veilwalker
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
♢Master of the Fogsea- (Passive Ability, Veilwalker) Possessor counts as having an accessory equipped whose name is 'Fog Boots', Possessor ignores Dodge-increasing effects attached to Zones, Terrains, and Phantom Terrains that are on individuals other than possessor that were created by sources below possessor's Level
Wanderer
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 10% Fatigued Resistance
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
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
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
Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Honed Strikes- (Passive Ability, Warrior) User possesses a base 17% Critical
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Physical Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, with said Melee Attack, Ranged Attack, or Magical Attack action being solely Physical element, up to 10 times per round
Physical Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Physical element, up to 10 times per round
Physical Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Physical element, up to 10 times per round
Physical Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Physical element, up to 10 times per round
Undepleted Agility- (Passive Ability, Warrior) Posessor gains +100 AGI while at Max MP
Undepleted Constitution- (Passive Ability, Warrior) Posessor gains +100 CON while at Max MP
Undepleted Mind- (Passive Ability, Warrior) Posessor gains +100 MIN while at Max MP
Undepleted Spirit- (Passive Ability, Warrior) Posessor gains +100 SPI while at Max MP
Undepleted Strength- (Passive Ability, Warrior) Posessor gains +100 STR while at Max MP
Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.
Weapon Juggling- (Stance Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon
Wind Duke
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 Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +10 to all stats
Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while in a Zone of Air
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 Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
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.
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Loudly-Incanted Spell- (Technique Ability, Wizard) Possessor may use 'Loudly-Incanted Spell' in conjunction with a 'Magical Attack' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. Said action gains +5 Magical Attack and gains a 15% chance of inflicting Confusion: Fear on Level 1 targets who have no spell equipped.
Memorized Somatic Flow- (Passive Ability, Wizard) If the last action possessor performed was a 'Cast a Spell' action that involved the casting of a Wizard Magic spell and possessor is afflicted with Confusion by a source below Level 40, possessor may, instead of having possessor's action determined randomly, choose to perform a non-Confusion-randomized (excluding sub-status effects of Confusion) Cast a Spell action that involves the casting of the same Wizard Magic spell
Powerful Casting- (Technique Ability, Wizard) Possessor may use Powerful Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack gains +150 Magical Attack.
Script Mage- (Passive Ability, Wizard) +25 Magical Attack for Wizard Magic if a Book is equipped
Silent Casting- (Technique Ability, Wizard) Possessor may use 'Silent Casting' in conjunction with a 'Cast a Spell', 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Wizard Magic, Enchantment, Illusion Magic, Abjuration, Conjuration, Necromancy, Divination, Divine Magic, or Druid Magic spell. Said action cannot have spell casting involved in it be prevented by Impaired or Hexed or their sub-status effects (including the decision to cast those spells), and said action ignores the presence of Impaired: Silence (and its sub-status effects) on caster.
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
Wizard Magic Casting I- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Wizard Magic Casting II- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast
Non-Focused Abilities
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Tool Wielding I- (Passive Ability, Architect) +5 to all stats when a Tool is equipped
Tool Wielding II- (Passive Ability, Architect) +25 to all stats when a Tool is equipped, +50 Melee Attack when a Tool is equipped
Basic Metal Synchronization- (Passive Ability, Archsmith of Metal) Possessor gains +25 to all stats if possessor is Metal element
Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Astral Magic spells cost possessor 10 less MP to cast
Minor Space Acclimation- (Passive Ability, Astromancer) Possessor gains 5% Voidstruck Resistance, 5% Suffocation Resistance, 5% Frozen Resistance, and 1% Darkness Resistance
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
Basic Evergarden Gardening Techniques- (Passive Ability, Botanist) Possessor's Plant pets gain +3% Resilience
Apprentice Vessel User- (Passive Ability, Captain) All of possessor's Vessel transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Basic Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel Transformations gain 120% To Hit and 20% Dodge while the Terrain or Phantom Terrain is Space
Basic Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Space
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
Sea Legs- (Passive Ability, Captain) 15% Confusion Resistance while transformed into a Vessel while in a Zone of Water, 10% Confusion Resistance while transformed into a Vessel or in a Zone of Water
Evergarden Food Preservation Techniques- (Passive Ability, Chef) Effects attached to Zones that come from sources below Level 60 cannot destroy Food consumables equipped by possessor
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
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster Agility- (Technique Ability, Healer) Possessor may use Bolster Agility 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 AGI which stacks to a max of (20 x Possessor Level) AGI.
Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution 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 CON which stacks to a max of (20 x Possessor Level) CON.
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.
Coil Up- (Active Ability, Other: Herpetologist) Possessor may spend an action to gain a non-stacking buff that provides +15% Dodge until possessor conducts an offensive action
Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical
Basic Wood Synchronization- (Passive Ability, Lord of Trees) Possessor gains +25 to all stats if possessor is Wood element
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Basic Channeling of Divine Mercy- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack and Heal bonus gain +50 additional Magical Attack for purposes of non-offensive actions
Basic Channeling of Divine Wrath- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Minorly Blessed by a Deity- (Passive Ability, Priest) 5% Hexed Resistance, Possessor has a 20% chance of inflicting Hexed: Ill Fortune on any individual who kills possessor immediately upon death, Possessor must be a devout follower of some deity for this ability to take effect
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Ritual Magic Casting I- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 20 less MP to cast
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 Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
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
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 Summon Agility Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 AGI
Basic Summon Constitution Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 CON
Basic Summon Critical Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Critical
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Apprentice Mech User- (Passive Ability, Mech Jockey) All of possessor's Mech transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Basic Mechanized Weaponry Training- (Passive Ability, Mech Jockey) +500 damage to all damage-dealing Mech attacks for possessor's Mech transformations
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
Battle Armor Pilot- (Passive Ability, Mech Jockey)- All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Armor' in the name
Mech Copilot Training (Basic)- (Passive Ability, Mech Jockey) +20 to all of any mech the user is a passenger of's stats
Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Bioaugmentation Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Bioaugmentation possessor has equipped
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Upgrade Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Upgrade possessor has equipped
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
Druid Magic Casting I- (Passive Ability, Druid) Druid Magic spells cost possessor 20 less MP to cast
Druid Magic Casting II- (Passive Ability, Druid) Druid Magic spells cost possessor 200 less MP to cast
♢Wields the Spear of Blackest Night- (Passive Ability, Lancer) Possessor's Spear weapons gain +(Possessor Level * 100) Melee Attack, (Possessor Level * 2)% inflicts Voidstruck, and the element Darkness
Apprentice Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Bio-Horror Traits - (Passive Ability, Mad Scientist) Possessor gains +1 to all stats so long as possessor is a Bio-Horror
Devouring Gaze- (Active Ability, Master of Monsters) Possessor may spend an action to deal 500,000 Flat Physical & Psychic & Darkness element Damage or HP Drain to one target, with said Damage not being reduced against targets in the back row
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
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Weapons Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Weapons
Skinning Slice- (Technique Ability, Shadow Blade) Possessor may use 'Skinning Slice' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +500 Melee Attack against Aerials, Animals, Aquatics, Cthonians, Monsters, Reptiles and Shapeshifters from the Enemy List that are normally fightable for drops, inflicts a non-stacking debuff against targets of those subtypes that provides -20% Resilience and -10,000 Defense and, if said debuff is successfully applied, creates a temporary armor with the name '<Target's Name> Pelt', a subtype of Pelt, the same elements as the target's original unmodified elements, and a Gold value equal to (Target's Level * 100,000) that provides +(Target's Level * 200) STR, CON and AGI (with said stat values not being able to exceed target's base, unmodified values in each equivalent stat), (Target's Level)% Resilience (with said Resilience value not being able to exceed target's base, unmodified value), +(Target's Level * 20,000) HP (with said HP bonus not being able to exceed target's base, unmodified HP value), and +(Target's Level * 1,000) Melee Attack, with said temporary armour not being able to be created as a result of targeting the same instance of an entity more than once per thread.
Skinner of Great Beasts- (Passive Ability, Skinwalker) Possessor may choose for possessor's 'Skinning Slice' ability to additionally affect the subtypes Alien, Bio-Horror, Daemon, Darkspawn, Demon, Devil, Horror, Spirit, Dragon and Great Beast and omit the text 'from the Enemy List that are normally fightable for drops'; temporary armor resulting from the use of Possessor's 'Skinning Slice' ability instead has a Gold value equal to (Target's Level * 100,000 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) and instead provides +(Target's Level * 200 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) STR, CON and AGI (with said stat values not being able to exceed target's base, unmodified values in each equivalent stat), (Target's Level * Target's subtype Tier value * (2 if target is an Elite, 1 if not))% Resilience (with said Resilience value not being able to exceed target's base, unmodified value), +(Target's Level * 20,000 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) HP (with said HP bonus not being able to exceed target's base, unmodified HP value), and +(Target's Level * 1,000 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) Melee Attack
Apprentice Smith Proficiency- (Passive Ability, Smith) This character gains +25 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +25 Defense for each Shield, Heavy Armor, or Light Armor is equipped. This character gains +25 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Armorer- (Passive Ability, Smith) All armors have their stat bonuses that they provide increased by +20
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.
Helmcrafter- (Passive Ability, Smith) +50 Defense and 5% Resilience if a Helm is equipped
Trained Smelter- (Passive Ability, Smith) Each Light Armor or Heavy Armor equipped provides +20 Defense
Apprentice Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Holy Magic spells that buff stats do so by 50 more points per such stat
Basic Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Holy Magic spells that buff stats do so by 5 more points per such stat
Holy Magic Casting I- (Passive Ability, Paladin) Holy Magic spells cost possessor 20 less MP to cast
Holy Magic Casting II- (Passive Ability, Paladin) Holy Magic spells cost possessor 200 less MP to cast
Holy Shield- (Passive Ability, Paladin) Possessor gains +50 Defense per Light element Shield and Armor equipped against Demons, Daemons, and Devils
Arcane Vizier
Basic Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +50 to all stats
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +10 to all stats
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
Assassin
Accurate Throwing- (Passive Ability, Assassin) Possessor gains 110% To Hit when a Throwing Weapon is equipped.
Apprentice Throwing Weapon Training- (Passive Ability, Assassin) Possessor gains +50 Ranged Attack and +50 AGI when a Throwing Weapon is equipped.
Basic Poisoner Training- (Passive Ability, Assassin) User gains +30 MP for each weapon coating equipped, user's attacks have a +1% chance of inflicting Poison if a Weapon Coating is equipped and they already had a chance of inflicting poison, all Weapon Coatings that do stat damage do an extra point, all damage foes suffer that is caused by Poison status effects inflicted by user is increased by 20 per round
Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.
Hornet Stings- (Technique Ability, Assassin) Possessor may use Hornet Stings in conjunction with a Ranged Attack, so long as no other technique is used and a Throwing Weapon is equipped. Said attack gains +37 Ranged Attack, suffers -5% to hit, has a 2% chance of inflicting 2 hits, and has a 11% chance of inflicting Poison.
Poisoned Weapon Use- (Passive Ability, Assassin) Possessor's attacks that deal damage deal 200 extra damage if possessor has a Weapon Coating equipped, all Weapon Coatings that possessor has equipped that deal stat damage do 3 extra points of each type they would otherwise deal, all Weapon Coatings possessor has equipped have a 1% chance inflicting Poison if possessor desires such
Auramancer
Adept Aura Mastery- (Passive Ability, Auramancer) Aura armors equipped by possessor can provide an additional +10,000 Defense before capping, Aura armors equipped by possessor that provide a Defense bonus provide an additional +500 Defense, The critical Damage multiplier of attacks targeting possessor that are not non-offensive decreases by 1 as an effect that does not stack with other critical-damage-multiplier-decreasing effects that come from abilities if possessor is wearing a Aura
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Attractive Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Charm on its source at the end of said action
Aura Boxing- (Passive Ability, Auramancer) Possessor gains +500 Melee Attack for each Aura possessor has equipped (to a max of 200 such auras), possessor may add the base elements of any equipped Auras to possessor's 'Melee Attack' actions
Aura Hands- (Passive Ability, Auramancer) If possessor moves to a different battlespace, possessor may bring up to 15 willing allies to said battlespace if possessor has an Aura equipped
Aura-Imbued Attack- (Technique Ability, Auramancer) Possessor may use 'Aura-Imbued Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action gains any number of base elements possessed by Auras equipped by its performer.
Aura-Injecting Attack- (Technique Ability, Auramancer) Possessor may use 'Aura-Injecting Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action has the minor status effect infliction chance of any one such status effect that comes from an Aura equipped by its performer increased by 30%.
Aura-Overloaded Strike- (Technique Ability, Auramancer) Possessor may use 'Aura-Overloaded Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action becomes solely any number of base elements possessed by Auras equipped by its performer.
Aura of Gifts- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +300 to one stat that stacks 5 times
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Blessed Aura- (Passive Ability, Auramancer) Possessor obtains 30% Hexed Resistance if possessor has an Aura equipped
Elemental Aura-Control- (Passive Ability, Auramancer) Quantities of Earth-element, Air-element, Fire-element, and Water-element Flat Damage dealt by auras equipped by possessor are increased by 25,000 points
Elemental Aura Field- (Passive Ability, Auramancer) Possessor may, at the start of each round, if possessor has an Aura equipped, choose up to 20 allies and give all such allies a non-stacking buff that lasts until the end of the round that vanishes if possessor ceases to have an aura equipped or if its possessor is not in the same battlespace as possessor, with said buff providing its possessor with one base element that is an element of one of the Auras that possessor has equipped at the time of said buff's application (with each target of said buff on the same round having to have the same element chosen)
Flashing Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Impaired on its source at the end of said action
Force-Reinforced Forcefield- (Passive Ability, Auramancer) If possessor has a Force Magic buff, Auras possessor has equipped cannot be destroyed or unequipped without possessor's permission by sources below Level 80
Healthy Aura- (Passive Ability, Auramancer) Possessor obtains 30% Diseased Resistance if possessor has an Aura equipped
Magic-Charge Aura- (Technique Ability, Auramancer) Possessor may use 'Magic-Charge Aura' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives the element Magic to one of its performer's equipped Auras.
Offensive Aura Amplification- (Passive Ability, Auramancer) Possessor's minor status effect infliction chances that come from possessor's equipped Auras or Auramancer abilities increase by 5%
Offensive Aura Extrusion- (Passive Ability, Auramancer) Whenever possessor conducts an attack while possessor has an Aura equipped, possessor may choose for said action to gain a 5% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'
Patterned Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Confusion on its source at the end of said action
Pyroclasmic Aura Damage Boost- (Passive Ability, Auramancer) Quantities of Flat Damage dealt by auras equipped by possessor are increased by 5,000 points
Shared Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +50 Defense as a non-stacking bonus if possessor has an Aura equipped
Shared Blessed Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Hexed Resistance if possessor has an Aura equipped
Stinging Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Pain on its source at the end of said action
Upgraded Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +60,000 Defense, Possessor gains +10,000 CON, Possessor gains +10,000 MIN, Possessor gains +200,000 HP, Possessor's Defense may not be pierced by sources below Level 40, Individuals below Level 40 may not inflict negative status effects on possessor
Vexatious Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Stat Drain on its source at the end of said action
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
Wide Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +200 Defense against attacks that target more than one individual that is not their performer if possessor has an Aura equipped
Zonal Aura- (Passive Ability, Auramancer) Possessor may choose for possessor's allies to count as being in an additonal Zone of any base element that is an element possessed by one or more Auras that possessor has equipped
Blazing Sultan
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
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 Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Caliph of Corrosion
Basic Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 1% Acid Resistance
Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Basic Command of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element allies gain +10 to all stats
Basic Zonal Acclimation of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats while in a Zone of Acid
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 Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
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
Channeling Casting I- (Passive Ability, Channeler) Channeling spells cost possessor 20 less MP to cast
Channeling Casting II- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast
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
Focused Channeling Casting- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Channeling
Inclusion of INF- (Passive Ability, Channeler) Possessor gains +500 Defense against INF Damage. If possessor does not possess INF as a stat at the time of acquiring this ability, possessor gains INF as a stat with a Base value of 5.
Inclusion of RES- (Passive Ability, Channeler) Possessor gains +500 Defense against RES Damage. If possessor does not possess RES as a stat at the time of acquiring this ability, possessor gains RES as a stat with a Base value of 5.
Inclusion of SAN- (Passive Ability, Channeler) Possessor gains +500 Defense against SAN Damage. If possessor does not possess SAN as a stat at the time of acquiring this ability, possessor gains SAN as a stat with a Base value of 5.
Combatant
Adept Fist Weapon Training- (Passive Ability, Combatant) Possessor's Fist Weapon weapons can provide an additional +10,000 Melee Attack before capping, Possessor's Fist Weapon Weapons that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding an Fist Weapon
Antimagic-Shattering Aura-Fist- (Technique Ability, Combatant) Possessor may use 'Antimagic-Shattering Aura-Fist' in conjunction with a 'Melee Overdrive' action, so long as no other technique is used and possessor has both a Fist Weapon and an Aura equipped. Said action gains +30,000 Melee Attack and destroys up to 5 effects (that come from sources below Level 80 that are attached to Zones, Terrains, or Phantom Terrains) that prevent the casting of spells or one or more specific subtypes of spells.
Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Blow-Deflecting Force-Fists- (Passive Ability, Combatant) If possessor is wielding a Fist Weapon, wearing an Aura, and has at least one Force Magic buff, possesor may choose to have a 25% chance of cancelling each hit of a Physical element attack that targets possessor that comes from a source below Level 80 that is not 5 or more Levels greater than possessor
Brain Jiggler- (Technique Ability, Combatant) Possessor may use Brain Jiggler in conjunction with a Melee Attack action, so long as no other technique is used and a possessor has a Fist Weapon equipped. Said attack gains +55 Melee Attack and a 15% chance of inflicting Confusion.
Combatant- (Passive Ability, Combatant) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Fist Weapon equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Fist Weapon equipped
Countermagic-Deflecting Fists- (Passive Ability, Combatant) If possessor is wielding a Fist Weapon, wearing an Aura, and has at least one Force Magic buff, (possessor cannot be prevented from casting Force Magic spells by sources below Level 80, actions possessor performs involving the casting of Force Magic spells cannot be countered (including preemptively) by (lower-Level sources below Level 80) or (sources below Level 60), and Force Magic buffs with possessor as a source that are on possessor cannot be removed without possessor's permission by (lower-Level sources below Level 80) or (sources below Level 60))
Crack Knuckles- (Active Ability, Combatant) Possessor may spend an action to gain +1% Critical for possessor's next offensive Melee Attack or Melee Overdrive as a non-stacking buff
Critical Fist- (Technique Ability, Combatant) Possessor may use 'Critical Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +5% Critical.
Fist Weapon Wielding I- (Passive Ability, Combatant) +5 to all stats when a Fist Weapon is equipped
Fist Weapon Wielding II- (Passive Ability, Combatant) +25 to all stats when a Fist Weapon is equipped, +50 Melee Attack when a Fist Weapon is equipped
Force-Bearing Fists- (Passive Ability, Combatant) If possessor is wielding a Fist Weapon, wearing an Aura, and has at least one Force Magic buff, possessor may equip a single Force weapon as a Weaponx0; possessor may equip a Force weapon whenever possessor obtains a Force Magic buff
Impact Fist- (Technique Ability, Combatant) Possessor may use 'Impact Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Knock 'em Into Physics- (Technique Ability, Combatant) Possessor may use 'Knock 'em Into Physics' in conjunction with a 'Melee Overdrive' action, so long as no other technique is used and possessor has both a Fist Weapon and an Aura equipped. Said action gains +60,000 Melee Attack and applies a non-stacking debuff that makes its possessor unable to benefit from Dodge bonuses coming from spells, abilities, or constant effects whose name includes 'Incorporeal', 'Intangible', or 'Disembodied', that prevents its possessor from ignoring (not counting through Immunity, Reflection, and Absorption) effects attached to Zones, Terrains, or Phantom Terrains unless its possessor is Level 80 or greater and is, and that prevents its possessor from not being inside Zones, Terrains, and Phantom Terrains that are in its possessor's battlespace.
Knock 'em Outside Physics- (Technique Ability, Combatant) Possessor may use 'Knock 'em Outside Physics' in conjunction with a 'Melee Overdrive' action, so long as no other technique is used and possessor has both a Fist Weapon and an Aura equipped. Said action gains +60,000 Melee Attack, gains a 30% chance of inflicting Vanished, gains a 30% chance of inflicting Petrified: Time Stop, and applies a non-stacking debuff that gives its possessor +100% Dodge against sources that are not its creator, that gives its possessor -100% To Hit against sources that are not its creator, and that prevents effects attached to Zones, Terrains, and Phantom Terrains that come from sources below Level 80 that are not its creator from affecting its possessor.
Raise Hands to Protect Face- (Active Ability, Combatant) Possessor may spend an action to gain a bonus to Defense equal to the total Melee Attack bonus possessor has from all equipped Fist Weapon items, said bonus lasts 1 round
Sword-Claw Rake- (Technique Ability, Combatant) Possessor may use 'Sword-Claw Rake' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Fist Weapon, Upgrade, or Bioaugmentation whose name includes 'Claw' or 'Talon' equipped. Said action gains +800 Melee Attack, gains a 30% chance of inflicting Wounded, and counts as involving 5 additional Swords.
Western Boxing- (Passive Ability, Combatant) Possessor gains +80 Melee Attack, +40 STR, and +10 AGI if a Fist Weapon is equipped.
Works Out Regularly- (Passive Ability, Combatant) Possessor gains +50 STR, +50 CON, +50 Melee Attack, and +100 HP
Commander
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'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
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
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
Controller
Abstract-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Abstracts and gains +5% To Hit against Abstracts.
Accurate Force Use- (Passive Ability, Controller) Possessor gains +1% To Hit when a Force is equipped
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Astral Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Banishing Impulse- (Technique Ability, Controller) Possessor may use 'Banishing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Bloody Impulse- (Technique Ability, Controller) Possessor may use 'Bloody Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Controlled Self- (Passive Ability, Controller) This character may, at the start of a thread, if this character has a force that alters the basis of anything non-typical stats, choose one of those stats, and, as a buff, increase said stat by 10%, to a max of 10,000 added points, at the cost of reducing all but one other stats by 20%
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Daemon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Darkspawn-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Demon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Demons and gains +5% To Hit against Demons.
Devil-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devils and gains +5% To Hit against Devils.
Dicing Impulse- (Technique Ability, Controller) Possessor may use 'Dicing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Physical element, and gains '15% inflicts Wounded'.
Elemental-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Elemental-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Elementals and gains +5% To Hit against Elementals.
Erasure Impulse- (Technique Ability, Controller) Possessor may use 'Erasure Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Fae-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Fae-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Fae and gains +5% To Hit against Fae.
Force-Distributed Ailment- (Technique Ability, Controller) Possessor may use 'Force-Distributed Ailment' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains a 60% chance of inflicting any one minor status effect that possessor is afflicted with (not counting sub-status effects) and subsequently curing possessor of said effect if said infliction is successful on at least one target (with said effect not curing sub-status effects).
Force Wielding I- (Passive Ability, Controller) +5 to all stats when a Force is equipped
Force Wielding II- (Passive Ability, Controller) +25 to all stats when a Force is equipped, +25 Magical Attack, Melee Attack, and Ranged Attack when a Force is equipped
Force Wielding III- (Passive Ability, Controller) Possessor gains +200 to all stats when a Force is equipped and +200 Melee Attack, Magical Attack, and Ranged Attack when a Force is equipped
Golem-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Golem-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Golems and gains +5% To Hit against Golems.
Hard to Disarm With a Force- (Passive Ability, Controller) Individuals below Level 20 may not unequip or steal possessor's equipped Forces without possessor's permission
Horror-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Impact Impulse- (Technique Ability, Controller) Possessor may use 'Impact Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Physical element.
Impulse Mastery- (Passive Ability, Controller) Technique Abilities from the Controller class whose name includes 'Impulse' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Magic Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Magic Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Maiming Impulse- (Technique Ability, Controller) Possessor may use 'Maiming Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Physical element, and gains '15% inflicts Wounded: Maimed'.
Monster-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Monster-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Monsters and gains +5% To Hit against Monsters.
Strong Impulse- (Technique Ability, Controller) Possessor may use 'Strong Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Physical element, and gains '30% inflicts Wounded'.
Sweeping Impulse- (Technique Ability, Controller) Possessor may use 'Sweeping Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Physical element, and gains '15% inflicts Wounded', deals 1/4 Damage, and gains '1 hit against 10'.
Undead-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Undead-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Undead and gains +5% To Hit against Undead.
Corroded Wretch
Basic Rust Synchronization- (Passive Ability, Other: Corroded Wretch) Possessor gains +25 to all stats if possessor is Rust element
Countess of Power
Basic Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +50 to all stats
Basic Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 1% Energy Resistance
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Understanding of the Heart of Energy- (Passive Ability, Countess of Power) Possessor's Energy element allies gain +10 to all stats
Basic Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +50 to all stats while in a Zone of Energy
Dragon Lord
Adept Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Dragon summon, Possessor's unmodified stats increase by 200 points if possessor is a Dragon
Advanced Dragon Loyalty Training- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain 60% Charm Resistance
Agile Greatness of the Colossus-Dragon- (Passive Ability, Dragon Lord) Possessor's 'Large Dragon', 'Huge Dragon', 'Enormous Dragon', 'Massive Dragon', 'Gargantuan Dragon', and 'Colossal Dragon' abilites do not give possessor an Agility penalty
Apprentice Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +2,500 HP, +2,500 MP, +600 to damage dealt, and +250 to all stats
Arrow-Deflecting Scales- (Passive Ability, Dragon Lord) Possessor gains 30% Bow Resistance
Assumption of the Essence of the Dragon- (Passive Ability, Dragon Lord) Possessor may, at the beginning of a thread, choose to become the subtype Dragon
Base Dragon Synchronicity- (Passive Ability, Dragon Lord) Possessor may treat Dragon as a base subtype
Basic Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Basilisk Blood- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, whenever possessor is the target of an offensive action, have a 5% chance of inflicting Venom on the source of said action
Basilisk Gaze- (Technique Ability, Dragon Lord) Possessor may use 'Basalisk Gaze' in conjuction with a 'Ranged Attack' or 'Point Blank' action if possessor is a Dragon. Said action gains '60% inflicts Petrified on non-unique targets below Level 60 and unique targets below Level 40
Basilisk Tears- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, whenever possessor is the afflicted with Confusion: Depression, have a 5% chance of inflicting Venom on each opponent
Beheading Bite- (Technique Ability, Dragon Lord) Possessor may use 'Beheading Bite' in conjunction with a 'Melee Attack' action against an opponent who just skipped an action. Said action gains +25,000 Melee Attack and a 15% chance of inflicting Instant Death against targets below level 60
Benighted Breath- (Active Ability, Dragon Lord) Possessor, if a Dragon and Level 20 or greater, may spend an action to conduct an attack that has a Prime Attribute of Constitution, has a base Damage value of 66,000 that it incorporates as though possessor were an Enemy, incorporates the Ranged Attack bonuses of equipped Force items, inflicts Voidstruck, possesses '1 hit against 30', is solely Darkness element, and costs 100,000 MP
♢Birth Dragons from Shadow and Fire- (Passive Ability, Dragon Lord) At the start of each round, for each Zone of Fire or Zone of Darkness that possessor is in (with a Zone that is both counting once), possessor may summon a Dragon that is lower Level than possessor that is fightable for drops on the Enemy List, Max 2,000 summoned
Bring the Night- (Active Ability, Dragon Lord) Possessor, if a Dragon and Level 20 or greater, may spend an action to create a Zone of Darkness with an attached effect that gives all Darkness element indivdiuals inside said Zone +1,000 to all stats as an effect htat stacks 10 times per zone or across all zones, with said action being Darkness & Magic element and costing 100,000 MP
Chameleon-Dragon's Tongue- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +1,000 Melee Attack, gains +1,000 Ranged Attack, deals full Damage from the front row with 'Ranged Attack' actions, may use 'Melee Attack' actions in the back row, and gains 160% To Hit
Chlorine Breath- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 10,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions to gain a 60% chance of inflicting Poison and a 30% chance of inflicting Suffocation
Clinging Breath- (Passive Ability, Dragon Lord) Possessor may choose for possessor's 'Dragon's Breath' actions to repeat themselves the round after they are first used, with a max of one action being repeated per turn per individual by this ability
Cloud Breath- (Technique Ability, Dragon Lord) Possessor may use 'Wide Exhalation' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 15'
Coiling Wurm- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains 20% Dodge
Coinsense- (Passive Ability, Dragon Lord) Possessor gains +20% To Hit against individuals below Level 60 who have dealt Gold Damage to possessor or who have stolen any item or Gold from possessor during this thread
Colored-Scale-Body- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, at the beginning of a thread, become solely any base element that is an element that one of possessor's abilities allow's possessor's 'Dragon's Breath' ability to deal
Colossal Dragon- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +2,000 STR, +2,000 CON, -2,000 AGI, and to cause possessor to count as on additional twenty individuals in possessor's row for row-order-determining purposes
Cone Breath- (Technique Ability, Dragon Lord) Possessor may use 'Cone Breath' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 1 individual in the front row and 15 individuals in the back row'
Constrict- (Technique Ability, Dragon Lord) Possessor may use 'Constrict' in conjuction with a 'Melee Attack' action if possessor is a Dragon. Said action gains '60% inflicts Paralyzed'
Consume- (Active Ability, Dragon Lord) Possessor, if a Dragon and Level 20 or greater, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 66,000 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Fist Weapon items, Absorbs HP if dealing a killing blow, is solely Physical element, and costs 0 MP
Contempt Towards Non-Dragons- (Passive Ability, Dragon Lord) Possessor may not equip non-Dragon pets or summons, possessor gains -5,000 to all stats if possessor possesses any non-Dragon allies
♢Crossplanar Draconic Immanence- (Passive Ability, Dragon Lord) Possessor's Dragon summons who are in different battlespaces may, should possessor choose such, obtain benefits from constantly applied effects originating from possessor as though they were in the same battlespace as possessor
Deflective Scales- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor obtains +1,000 Defense, +2% Resilience, and +2% Dodge
Deep Inhalation- (Passive Ability, Dragon Lord) Possessor may spend an action that causes possessor's next 'Dragon's Breath' action to deal double Damage, to a max of 2,000,000 additional Damage, with this effect not stacking
Devour- (Active Ability, Dragon Lord) Possessor may use 'Devour' in conjuction with a Melee Attack action. Said action may remove up to one damaged individual below half of possessor's Level who is below Level 80 from battle at a time, with said individual being considered Vanished, with said effect not functioning against individuals immune to Vanished, Said individuals may be returned to battle by caster at the start of any of caster’s actions, the end of any of caster’s actions, or any point that caster could choose to remove a different individual, Any such individual is automatically returned if caster is killed or otherwise defeated by any means besides the infliction of Vanished or Gone on caster, said individuals are considered to be eaten by caster
Diamondshear Teeth- (Passive Ability, Dragon Lord) If possessor is a Dragon, Possessor gains +500 Melee Attack and 60% Critical
Draconic Age Effect: Spellpower Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability Magical Attack, to a max of +4,800)[Sept 30, 2012]
Draconic Age Effect: Strength Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability STR, to a max of +4,800)[Sept 30, 2012]
Draconic Age Effect: Wisdom Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability MIN, to a max of +4,800)[Sept 30, 2012]
Draconic Aging- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains Fatigued: Elderly Immunity, This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability to all stats, to a max of +2,400)[Sept 30, 2012]
Draconic Camouflage- (Passive Ability, Dragon Lord) If possessor is a Dragon and Terrain or Phantom Terrain is present, possessor gains 20% Dodge
Draconic Fear Aura- (Stance Ability, Dragon Lord) If possessor is a Dragon, possessor gains a 30% chance of inflicting Confusion: Fear on up to 30 opponents at the start of each round
Draconic Greed- (Passive Ability, Dragon Lord) Possessor gains +10,000 Defense against Gold Damage while a Dragon
Draconic Magics- (Active Ability, Dragon Lord) Possessor, if a Dragon and Level 20 or greater, may spend an action to conduct an attack that has a Prime Attribute of Constitution, has a base Damage value of 43,000 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of up to 5 equipped Dragon Magic items, inflicts Manablasted and up to 1 selected minor status effect, possesses '1 hit against 5', is solely Magic element, and costs 200,000 MP
Draconic Wings- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 AGI, and possessor may choose at the beginning of a round to use AGI as possessor's row-order-determining stat for the round
Draconic Wisdom- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 MIN, +500 SPI, and +500 Magical Attack
Dragon Calling I- (Passive Ability, Dragon Lord) Possessor's Dragon summons gain +20 to all stats
Dragon Calling II- (Passive Ability, Dragon Lord) Possessor's Dragon summons gain +200 HP
Dragon Calling III- (Passive Ability, Dragon Lord) Possessor's Dragon summons gain +500 MP
Dragon Loyalty Training- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain 40% Charm Resistance
Dragon Claws- (Passive Ability, Dragon Lord) Possessor, if a Dragon, gains +200 Melee Attack per empty Weapon slot that possessor possesses, to a max of 6 such slots, and possessor's 'Melee Attack' actions gain '5% this action may gain 2 hits against 1' if possessor possesses at least two empty weapon slots
Dragon Fangs- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack
Dragon Fury- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack, +500 Ranged Attack, and +500 Magical Attack, possessor's Damage-dealing actions deal 10,000 additional Damage, and possessor gains a 1% chance per round of gaining an additional action
Dragon Lord- (Passive Ability, Dragon Lord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Dragon pet only, This ability provides +250 HP and +50 to all stats of possessor's Dragon pets and summons per Level of possessor
Dragon-Scale Hide- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Defense
Legacy Dragon Traits- (Passive Ability, Other: Dragon Lord) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2, possessor's MP is multiplied by 2, and possessor's Melee Attack, Magical Attack, and Ranged Attack actions all use possessor's two highest stats as their Prime Attribute. This ability only takes effect if possessor is an Dragon. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Dragon Traits- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, and possessor's Melee Attack, Magical Attack, and Ranged Attack actions all use possessor's two highest stats as their Prime Attribute. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Dragon Wrath- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack, +500 Ranged Attack, and +500 Magical Attack, and possessor's Damage-dealing actions deal 5,000 additional Damage
Dragon's Breath- (Active Ability, Dragon Lord) If possessor is a Dragon and possessor has not used this ability within the last four rounds, possessor may spend an action to deal (1,000 * Possessor Level) Flat Fire element Damage to any one target
Dragon's Pride- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +1,000 to all stats and -20% Dodge against non-Dragons
Dragon's Roar- (Active Ability, Dragon Lord) If possessor is a Dragon, possessor may spend an action to have a 30% chance of inflicting Confusion: Fear on up to 3 targets
Elemental Breath: Acid- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Acid element Damage
Elemental Breath: Air- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Air element Damage
Elemental Breath: Darkness- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Darkness element Damage
Elemental Breath: Earth- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Earth element Damage
Elemental Breath: Electrical- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Electrical element Damage
Elemental Breath: Energy- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Energy element Damage
Elemental Breath: Fire- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Fire element Damage
Elemental Breath: Hope- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Hope element Damage
Elemental Breath: Ice- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Ice element Damage
Elemental Breath: Light- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Light element Damage
Elemental Breath: Magic (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Magic element Damage
Elemental Breath: Physical- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Physcial element Damage
Elemental Breath: Psychic- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Psychic element Damage
Elemental Breath: Technology- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Technology element Damage
Elemental Breath: Water- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Water element Damage
Enormous Dragon- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +700 STR, +700 CON, -700 AGI, and to cause possessor to count as on additional three individuals in possessor's row for row-order-determining purposes
Essence Algorithm: Night Dragon- (Passive Ability, Dragon Lord) At the beginning of a thread, possessor may choose to become the subtype Dragon and gains the base stats: STR 15, CON 15, AGI 15, MIN 15, SPI 15, and to be able to choose, if a monster on the enemy list exists named 'Night Dragon', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Expert Dragon Lord Knowledge- (Passive Ability, Other: Dragon Lord) Possessor's Dragon summons cannot be unsummoned by entities below Level 60 without possessor's permission, Possessor gains an additional pet slot that cannot be used for purposes other than carrying pets, may only contain an Dragon pet, and may not be converted into other types of slots by individuals below Level 100, Possessor's unmodified stats increase by 500 points if possessor is a Dragon
Flawless Scale Coat- (Passive Ability, Dragon Lord) Possessor's 'Single-Scale Weak Point' ability loses its text
Furnace-Stoked Breath- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 50,000 points if it is not the first round of battle and possessor has not performed a 'Dragon's Breath' action within the last 5 rounds
Gargantuan Dragon- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +1,600 STR, +1,600 CON, -1,600 AGI, and to cause possessor to count as on additional eight individuals in possessor's row for row-order-determining purposes
Ghost-Slapping Tail Strike- (Technique Ability, Dragon Lord) Possessor may use 'Ghost-Slapping Tail Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action if possessor is a Dragon. Said action ignores Dodge bonuses granted by Constant Effects named 'Incorporeal', moves its target to the back row if its target possesses a lower CON than its user's STR, and gains a 60% chance of inflicting Fatigued: Stun on Undead.
Glob-Breath- (Technique Ability, Dragon Lord) Possessor may use 'Glob-Breath' in conjunction with a 'Dragon's Breath' action. Said action repeats at the start of each round (so long as none of possessor's other actions have repeated on said round) against each target that does not spend an action to cancel said repetition targeting it.
Hoardmaster- (Passive Ability, Dragon Lord) Possessor gains +100,000 Defense against Gold Damage while a Dragon
Horned Dragon- (Passive Ability, Dragon Lord) Possessor gains +200 Melee Attack if possessor is a Dragon
Huge Dragon- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +600 STR, +600 CON, -600 AGI, and to cause possessor to count as on additional two individuals in possessor's row for row-order-determining purposes
Hungering Dragon's Maw- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor's 'Melee Attack' actions may gain 'Deals HP Drain' against Humans, Humanoids, Animals, Aerials, Aquatics, Cthonians, Monsters, and Dragons
Hydra Heads- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor's 'Melee Attack' actions may gain '12 hits against 1' and deal 1/3 Damage against targets that are not more than 19 Levels greater than possessor or that are willing
Hydra Regeneration- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor regenerates 200,000 HP per round
Hypersharp Teeth- (Passive Ability, Dragon Lord) If possessor is a Dragon, Possessor gains +500 Melee Attack and 40% Critical
Impenetrable Dragon Scales- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor is Immune to individuals below Level 20 and gains +200,000 HP as a non-stacking bonus
Imperial Dragon- (Passive Ability, Dragon Lord) Possessor gains +5,000 MIN and +5,000 SPI as a non-stacking bonus while possessor is a Dragon
Imperial Dragon's Whiskers- (Passive Ability, Dragon Lord) Possessor gains +5,000 MP and +50,000 MP as a non-stacking bonus while possessor is a Dragon
Large Dragon- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Line Breath- (Technique Ability, Dragon Lord) Possessor may use 'Line Breath' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 1 individual in each of 2 rows' and said action deals full Damage to individuals below Level 80 in the back row
Lord of a Solitary Domain- (Passive Ability, Dragon Lord) Possessor's 'Legacy Dragon Traits' ability reduces possessor's Level by 10 less Levels if possessor possesses no allies
Magma Breath- (Passive Ability, Dragon Lord) Possessor gains +10,000 Ranged Attack, Possessor's Ranged Attack actions gain 35% inflicts Burning, 15% inflicts Entombed, and 5% inflicts Burning: Igneous
Mass Dispell- (Active Ability, Dragon Lord) Possessor, if a Dragon and Level 20 or greater, may spend an action to remove up to 30 selected buffs, debuffs, or summons (as an unsummoning effect), with said action being unable to effect targets that are over Level 80 or effects that come from sources above Level 80, with said action being Magic element and costing 200,000 MP
Massive Dragon- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Dragon to being Dragon to have this ability provide possessor with +800 STR, +800 CON, -800 AGI, and to cause possessor to count as on additional four individuals in possessor's row for row-order-determining purposes
♢Master of the Great Wyrms- (Passive Ability, Dragon Lord) Possessor's Dragon summons, at the time of their summoning, obtain a non-stacking buff that provides +(500 * Possessor's Level) to all stats
♢Mind-Nexus of Draconic Ferocity- (Passive Ability, Dragon Lord) Possessor may, for purposes of an attack, choose to use both the To Hit and Critical value of any one Dragon that is not both higher Level and an opponent
Night Dragon's Glory- (Passive Ability, Dragon Lord) If possessor is a Dragon and is Level 20 or greater, possessor is immune to individuals below Level 20, and possessor takes half damage from sources below Level 40
Night Dragon's Large Size- (Passive Ability, Dragon Lord) If possessor is a Dragon and is Level 20 or greater, possessor may choose to count as 5 individuals in the front row while in the front row, and possessor gains +1,800,000 HP
Night Dragon's Resistances- (Passive Ability, Dragon Lord) If possessor is a Dragon and is Level 20 or greater, possessor gains 50% Darkness Resistance, 40% Ice REsistance, 35% Air REsistance, Voidstruck Immunity, 50% Minor Status Effect Resistance, 27% Moderate Status Effect Resistance, and 7% Major Status Effect Resistance
Night Dragon's Shadow-Striking- (Passive Ability, Dragon Lord) If possessor is a Dragon and is Level 20 or greater, possessor gains +45% To Hit
Night Dragon's Swift Healing- (Passive Ability, Dragon Lord) If possessor is a Dragon and is Level 20 or greater, possessor regenerates 100,000 HP per round
Reinforced Dragonhide- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +1,000 Defense
♢See Through All Dragons' Eyes- (Passive Ability, Dragon Lord) Possessor may choose to have successfully scanned the stats of any individual an equal or lower Level Dragon below Level 100 scanned the stats of (including in other battlespaces within the same battle)
Shifting Scale Colors- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, at the start of any round, become solely any base element that is an element that one of possessor's abilities allow's possessor's 'Dragon's Breath' ability to deal
Single-Scale Weak Point- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor obtains -30% Resilience
Stifle Light- (Active Ability, Dragon Lord) Possessor, if a Dragon and Level 20 or greater, may spend an action to remove all Zones of Light from battle, to causes all Light element individuals in battle to obtain -1,000 to all stats, and to cause all individuals in battle to have all of their Light element spells and abilities to cost 25,000 extra MP, with said debuffs stacking 5 times each, with said action being Darkness element and costing 200,000 MP
Strafing Breath- (Technique Ability, Dragon Lord) Possessor may use 'Strafing Breath' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 15 individuals in the same row' and said action deals full Damage to individuals below Level 60 in the back row
Superior Dragon Loyalty Training- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain 80% Charm Resistance
♢Supreme Ruler of Dragonkind- (Passive Ability, Dragon Lord) If possessor is a Dragon controls the decisions of all lower Level Dragons below Level 99
Swift Breath- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability loses the text 'and possessor has not used this ability within the last four rounds'
Sword-Deflecting Scales- (Passive Ability, Dragon Lord) Possessor gains 30% Sword Resistance
Tail Sweep- (Technique Ability, Dragon Lord) Possessor may use 'Tail Sweep' in conjunction with a 'Melee Attack' action if possessor is a Dragon. Said action gains '1 hit against 5' and deals 1/2 Damage
Thrash- (Passive Ability, Dragon Lord) If possessor is a Dragon, whenever a minor or moderate negative status effect that is not Charm prevents possessor from taking an action, possessor may choose to deal 100,000 Flat Damage of any base element to any one target, to a max of 10 times per round
Twinhead Dragon Form- (Stance Ability, Dragon Lord) If possessor is a Dragon, possessor gains a 5% chance of gaining an additional action per round
Wide Exhalation- (Technique Ability, Dragon Lord) Possessor may use 'Wide Exhalation' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 15 individuals in the front row'
Will Not Submit to Non-Dragons- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains Charm Immunity against non-Dragons
Wyrm's Rest- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +100,000 Defense against Gold Damage while afflicted with Fatigued: Asleep and regenerates 50,000 HP at the start of each round that possessor is afflicted with Fatigued: Asleep
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
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Binocular Vision- (Passive Ability, Diviner) Possessor gains +5% To Hit against individuals in the back row who are below Level 60
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
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
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Microscopic Vision- (Passive Ability, Diviner) Possessor may ignore the Constant Effect 'Microscopic' on targets
Superior Vision- (Passive Ability, Diviner) Possessor gains 105% To Hit
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Telescopic Vision- (Passive Ability, Diviner) Possessor gains +10% To Hit against individuals in the back row who are below Level 60
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
Dross-Choked Reveler
Basic Rot Synchronization- (Passive Ability, Other: Dross-Choked Reveler) Possessor gains +25 to all stats if possessor is Rot element
Ebon Chancellor
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Bladed Shadow- (Passive Ability, Ebon Chancellor) Possessor, if Darkness element, gains +1,700 Melee Attack and +1,700 Ranged Attack; Possessor's 'Melee Attack' and 'Ranged Attack' actions may gain Darkness as an element
Living Shadow- (Passive Ability, Ebon Chancellor) Possessor, if Darkness element, gains a 5% chance of gaining an additional action per round, with said action having to be solely Darkness element
Traverse Shadow Corridors- (Passive Ability, Ebon Chancellor) If possessor is in a Zone of Darkness and is Darkness element, whenever possessor conducts a 'Shift Rows' action, possessor may move to a different battlespace that is part of the same battle, provided that no individual of Level 70 or greater in either the battlespace possessor is entering or the battlespace possessor is leaving objects and that there is a Zone of Darkness present in the battlespace possessor is entering
Elementalist
Adept Elemental Magic Attunement- (Passive Ability, Elementalist) Possessor's Elemental Magic spells cost 10,000 less MP, Possessor's Elemental Magic spells that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Elemental Magic Spells, and may not be converted into other types of slots by individuals below Level 100
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
Aquatic Lancing- (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 Water element damage per user level that still has a chance of missing as though it was not a flat-damage attack and has a 5% chance of inflicting Stat Drain: Slowed so long as possessor has a Water element Elemental Magic spell equipped, +40 Magical Attack for Water element Elemental Magic spells
Aqueous Column of Protection- (Stance Ability, Elementalist) User must have at least 3 Water element Elemental Magic spells equipped, +100 Defense, +50 Defense against stat damage
Arbormancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Wood element Elemental Magic spells, Possessor's Wood element Elemental Magic spells cost 50 less MP, Possessor's Wood element Elemental Magic summons gain +200 to all stats, Possessor's Wood element Elemental Magic spells that provide HP regeneration provide an additional 500 points, Possessor's Wood element Elemental Magic spells that have a chance of inflicting Rejuvination have a 5% greater chance
Aura of Air- (Passive Ability, Elementalist) 5% Air Resistance, 5% Dodge if an Air element Elemental Magic spell is equipped
Aura of Earth- (Passive Ability, Elementalist) 5% Earth Resistance, +50 Defense if an Earth element Elemental Magic spell is equipped
Aura of Fall- (Passive Ability, Elementalist) Possessor gains 5% Acid Resistance, Possessor's offensive actions have a 5% chance of being able to inflict Drain on targets of lower Level than possessor who are below Level 20
Aura of Fire- (Passive Ability, Elementalist) 5% Fire Resistance, +50 Defense if a Fire element Elemental Magic spell is equipped
Aura of Metal- (Passive Ability, Elementalist) Possessor gains 5% Metal Resistance, Possessor's offensive actions pierce an additional 200 Defense if a Metal element Elemental Magic spell is equipped
Aura of Spring- (Passive Ability, Elementalist) Possessor gains 5% Electrical Resistance, Possessor's offensive actions have a 5% chance of causing targets of lower Level than possessor who are below Level 20 to skip their next action (with effects occurring before and after said action still occurring) if a Electrical element Elemental Magic spell is equipped
Aura of Summer- (Passive Ability, Elementalist) Possessor gains 5% Elemental Magic Resistance, Possessor's offensive actions may ignore a single elemental resistance (but not Immunity or Absorbtion) of lower Level than possessor who are below Level 20
Aura of Water- (Passive Ability, Elementalist) 5% Water Resistance, +25 Defense against stat damage and damage caused by status effects if a Water element Elemental Magic spell is equipped
Aura of Winter- (Passive Ability, Elementalist) Possessor gains 5% Ice Resistance, Possessor's offensive actions have a 5% chance of inflicting a debuff on targets of lower Level than possessor who are below Level 20 that halves said targets' turn-order-determining stats for turn-order-determining purposes
Aura of Wood- (Passive Ability, Elementalist) Possessor gains 5% Wood Resistance, Possesor regenerates 500 HP per round if a Wood element Elemental Magic spell is equipped
Aurumancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Metal element Elemental Magic spells, Possessor's Metal element Elemental Magic spells cost 50 less MP, Possessor's Metal element Elemental Magic summons gain +200 to all stats, Possessor's Metal element Elemental Magic spells that pierce Defense pierce an additional 250 points, Possessor's Metal element Elemental Magic spells that have a chance of inflicting Fortified have a 5% greater chance
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Blades of Pure Metal- (Active Ability, Elementalist) Possessor gains +40 Magical Attack for Metal element Elemental Magic spells, So long as possessor has a Metal element Elemental Magic spell equipped then 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 200 Flat Metal element damage per user level that still has a chance of missing as though it was not a Flat-damage attack and pierces 100 Defense per user level
Caller of the Aestival Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic multi-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 moderate status effects have a 1% higher chance, and said summons cost 150 less MP to summon
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
Caller of the Autumnal Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Acid element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their Drain-inflicting attacks inflict an additional 500 points of Drain, their attacks that have a chance of inflicting Dissolving have a 1% higher chance, and said summons cost 150 less MP to summon
Caller of the Earth Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Earth element Elementals gain +50 to all stats, +15 Defense against stat damage, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Entombed have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Fire Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Fire element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +500 damage to all damage-dealing attacks, their attacks that have a chance of inflicting Burning have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Hibernal Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Ice element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, and they count as having 5,000 additional MP, their attacks that have a chance of inflicting Frozen have a 1% higher chance, and said summons cost 150 less MP to summon
Caller of the Metal Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Metal element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks pierce an additional 200 Defense, their attacks that have a chance of inflicting Wounded: Sawn Apart have a 1% higher chance, and said summons cost 150 less MP to summon
Caller of the Vernal Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Electrical element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their turn-order-determining stats count as being 200 higher for turn-order-determining purposes, their attacks that have a chance of inflicting Electrocuted have a 1% higher chance, and said summons cost 150 less MP to summon
Caller of the Water Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Water element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +40 Defense, and +20 stat damage to all stat-damage-dealing attacks, their attacks that have a chance of inflicting Drowning have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Wood Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Wood element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, they regenerate an additional 5,000 HP per round, their attacks that have a chance of inflicting Entombed: Overgrown have a 1% higher chance, and said summons cost 150 less MP to summon
Chromamancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Acid element Elemental Magic spells, Possessor's Acid element Elemental Magic spells cost posessessor 50 less MP, Possessor's Acid element Elementalist Magic spells that increase or decrease stats increase or decrease (the same as before) them by an additional 100 points as a non-stacking effect, Possessor's Acidelement Elemental Magic spells that have a chance of inflicting Stat Drain have a 5% greater chance
Conflux Shield- (Stance Ability, Elementalist) User must have at least 3 multi-element Elemental Magic spells equipped, Possessor gains +500 Defense against single-element actions and effects
Core of the Great Tree- (Stance Ability, Elementalist) User must have at least 3 Wood element Elemental Magic spells equipped, Possessor gains +100 Defense and regenerates 10,000 HP per round
Cryomancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Ice element Elemental Magic spells, Possessor's Ice element Elemental Magic spells cost posessessor 50 less MP, Possessor's Ice element Elementalist Magic spells that decrease turn-order-determining stats for turn-order-determining purposes decrease them by an additional 250 points as a non-stacking effect, Possessor's Ice element Elemental Magic spells that have a chance of inflicting Fatigued: Slow have a 5% greater chance
Electromancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Electrical element Elemental Magic spells, Possessor's Electrical element Elemental Magic spells cost posessessor 50 less MP, Possessor's Electrical element Elementalist Magic spells that increase turn-order-determining stats for turn-order-determining purposes increase them by an additional 250 points as a non-stacking effect, Possessor's Electrical element Elemental Magic spells that have a chance of inflicting Fatigued: Stun have a 5% greater chance
Elemental Esoterica: Metal- (Passive Ability, Elementalist) Posessor's Metal element spell cost 500 less MP
Elemental Esoterica: Wood- (Passive Ability, Elementalist) Posessor's Wood element spell cost 500 less MP
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 Earth- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Earth
Envoy of Fall- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Fall
Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Envoy of Metal- (Passive Ability, Elementalist) Possessor's spells, abilities, and items respond as though character had already cast Call Unto Elements: Metal
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 Water- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Water
Envoy of Winter- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Winter
Envoy of Wood- (Passive Ability, Elementalist) Possessor's spells, abilities, and items respond as though character had already cast Call Unto Elements: Wood
Ever-Present Earthen Dome- (Stance Ability, Elementalist) User must have at least 3 Earth element Elemental Magic spells equipped, +100 Defense, +2,000 HP
Expert Elemental Magic Attunement- (Passive Ability, Elementalist) Possessor's Elemental Magic spells half their normal MP cost, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Elemental Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Flaming Pillar of Self- (Stance Ability, Elementalist) User must have at least 3 Fire element Elemental Magic spells equipped, +100 Defense, you may deal 1,000 Fire element damage to anyone who targets you with an offensive action as a counter
Float Upon the Levitating Wind- (Stance Ability, Elementalist) User must have at least 3 Air element Elemental Magic spells equipped, +100 Defense, +200 AGI
Form Metal Guardian Orbs- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to give a target a buff that provides +50 Defense, lasts 1 round, and stacks 4 times so long as an Earth element Elemental Magic spell is equipped, +40 Magical Attack for Earth element Elemental Magic spells
Hand of Bark- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Wood element Elemental Magic spell equipped to a max of 10 spells, Possessor regenerates 500 HP per round for each Wood element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Entombed: Overgrown
Hand of Blazing Flame- (Passive Ability, Elementalist) +40 Melee Attack for each open weapon slot if a Fire element elemental magic spell is equipped, melee attacks may be solely Fire element if no weapon is equipped
Hand of Blossoming Cherry- (Passive Ability, Elementalist) Possessor's Wood element Elemental Magic spells that confer non-addative resistance to Wood have a 25% chance of conferring an equal amount of non-addative Earth resistance, to a max of 25%, +25 MIN if a Wood element Elemental Magic spell is equipped
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 Changing Colors- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Acid element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions that inflict Drain inflict an additional 200 points for each Acid 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 Dissolving
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 Dancing Fire- (Passive Ability, Elementalist) +5% to Hit with Fire element Elemental Magic spells, +25 AGI if a Fire element Elemental Magic spell is equipped
Hand of Elder Oak- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if a Wood element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Wood element if no weapon is equipped
Hand of Endless Summer- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if a multi-element element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely any two base elements if no weapon is equipped
Hand of Eternal Autumn- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if an Acid element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Acid element if no weapon is equipped
Hand of Flame- (Passive Ability, Elementalist) +20 Magical Attack and +1% Critical for each Fire 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 Burning
Hand of Frost- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Ice element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions that cause a reduction of stats for turn-order-determining purposes cause an additional 20 point reduction for each Ice 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 Frozen
Hand of Generative Lightning- (Passive Ability, Elementalist) Possessor's Electrical element Elemental Magic spells that confer non-addative resistance to Electrical have a 25% chance of conferring an equal amount of non-addative Magic resistance, to a max of 25%, +25 AGI if an Electrical element Elemental Magic spell is equipped
Hand of Glittering Mineral- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Earth element elemental magic spell is equipped, melee attacks may be solely Earth element if no weapon is equipped
Hand of Gravel- (Passive Ability, Elementalist) +20 Magical Attack and +1% Resilience for each Earth element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Entombed
Hand of Multiple Elements- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each multi-element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions that deal Flat damage deal an additional 500 such points for each multi-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 any one minor status effect
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
Hand of Razor Steel- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if a Metal element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Metal element if no weapon is equipped
Hand of Salty Brine- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if a Water element elemental magic spell is equipped, melee attacks may be solely Water element if no weapon is equipped
Hand of Seafoam- (Passive Ability, Elementalist) +20 Magical Attack and +1% to Hit for each Water 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 Drowning
Hand of Seasonal Decay- (Passive Ability, Elementalist) Possessor's Acid element Elemental Magic spells that confer non-addative resistance to Acid have a 25% chance of conferring an equal amount of non-addative Psychic resistance, to a max of 25%, +25 STR if an Acid element Elemental Magic spell is equipped
Hand of Shinining Gold- (Passive Ability, Elementalist) Possessor's Metal element Elemental Magic spells that confer non-addative resistance to Metal have a 25% chance of conferring an equal amount of non-addative Physical resistance, to a max of 25%, +25 CON if a Metal element Elemental Magic spell is equipped
Hand of Solid Iron- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Metal element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions pierce an additional 200 Defense for each Metal 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 Wounded: Sawn Apart
Hand of Sparks- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Electrical element Elemental Magic spell equipped to a max of 10 spells, Possessor's non-offensive actions that cause an increase of stats for turn-order-determining purposes cause an additional 20 point increase for each Electrical 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 Electrocuted
Hand of the Inflexable Tide- (Passive Ability, Elementalist) Water element Elemental Magic spells have a 1% chance of ignoring up to 20% status effect resistance, +25 CON if a Water element Elemental Magic spell is equipped
Hand of Unbroken Stone- (Passive Ability, Elementalist) Earth element Elemental Magic spells that confer resistance to Earth have a 25% chance of conferring an equal amount of Physical resistance, to a max of 25%, +25 CON if a Earth element Elemental Magic spell is equipped
Hand of Unchanging Winter- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if an Ice element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Ice element if no weapon is equipped
Hand of Unending Spring- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if an Electrical element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Electrical element if no weapon is equipped
Hand of Unmelting Ice- (Passive Ability, Elementalist) Possessor's Ice element Elemental Magic spells that confer non-addative resistance to Ice have a 25% chance of conferring an equal amount of non-addative Technology resistance, to a max of 25%, +25 CON if an Ice element Elemental Magic spell is equipped
Heart of Air- (Passive Ability, Elementalist) +10 Magical Attack for Air element Elemental Magic, 5% Air Resistance
Heart of Earth- (Passive Ability, Elementalist) +10 Magical Attack for Earth element Elemental Magic, 5% Earth Resistance
Heart of Fire- (Passive Ability, Elementalist) +10 Magical Attack for Fire element Elemental Magic, 5% Fire Resistance
Heart of Metal- (Passive Ability, Elementalist) +10 Magical Attack for Metal element Elemental Magic, 5% Metal Resistance
Heart of Water- (Passive Ability, Elementalist) +10 Magical Attack for Water element Elemental Magic, 5% Water Resistance
Heart of Wood- (Passive Ability, Elementalist) +10 Magical Attack for Wood element Elemental Magic, 5% Wood Resistance
Hydromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Water element Elemental Magic spells, All Water element Elemental Magic spells cost 50 less MP, all Water element Elemental Magic summons gain +200 to all stats, Water element Elemental Magic spells that deal stat damage deal 5 more points, Water element Elemental Magic spells that Heal HP or MP heal 500 more, and Water element Elemental spells that heal stat damage heal 50 more points per target
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Life-Drinking Roots- (Active Ability, Elementalist) Possessor gains +40 Magical Attack for Wood element Elemental Magic spells, So long as possessor has a Wood element Elemental Magic spell equipped then 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 200 Flat Wood element damage per user level that still has a chance of missing as though it was not a Flat-damage attack and inflicts HP Drain
Lightning Halo- (Stance Ability, Elementalist) User must have at least 3 Electrical element Elemental Magic spells equipped, Possessor gains +200 Defense, Possessor counts any one turn-order-determining stat to be 200 points higher for turn-order-determining purposes, Possessor may deal 5,000 Flat Electrical element damage to any individual who conducts an offensive action against possessor
Multipartite Assault- (Passive/Active Ability, Elementalist) Elemental Magic spells cast by possessor that possess more than one element and a Magical Attack bonus gain +40 additional Magical Attack, So long as possessor has a multi-element Elemental Magic spell equipped, then for each open weapon slot that possessor possesses, to a max of 200 such slots, possessor gains an additional action each turn that may only be used to make an attack against a single target that does a (500 * possessor's Level) Flat Damage that still has a chance of missing as though it was not a Flat-Damage attack that is solely any two base elements
Pluromancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing multi-element Elemental Magic spells, Possessor's multi-element Elemental Magic spells cost posessessor 50 less MP, multi-Element Elemental Magic summons gain +100 to all stats, Possessor's multi-element Elemental Magic spells that have a chance of inflicting any minor status effect have a 5% greater chance of doing so, to a max of 30%
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
Purity of Autumn- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Acid element may deal solely Acid element damage, Posessor's Acid element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and may inflict Drain
Purity of Earth- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Earth element may deal solely Earth element damage, Earth element Elemental Magic spells gain +50 Magical Attack and provide an additional +10 Defense for all defense-granting buffs
Purity of Fire- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Fire element may deal solely Fire element damage, Fire element Elemental Magic spells gain +100 Magical Attack
Purity of Metal- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Metal element may deal solely Metal element damage, Posessor's Metal element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and pierce an additional 200 Defense if they are damage-dealing
Purity of Spring- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Electrical element may deal solely Electrical element damage, Posessor's Electrical element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and have a 10% chance of causing their targets, provided said targets are below Level 20, to skip their next action if part of an offensive action, with all things that would happen before and after said action still occurring
Purity of Summer- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is multi-element may become any combination of multiple base elements
Purity of Water- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Water element may deal solely Water element damage, Water element
Elemental Magic spells gain +60 Magical Attack and do 20 more stat damage if they deal stat damage
Purity of Winter- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Ice element may deal solely Ice element damage, Posessor's Ice element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and may inflict a non-stacking debuff that halves the turn-order-determining stats of targets below Level 20 for turn-order-determining purposes
Purity of Wood- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Wood element may deal solely Wood element damage, Posessor's Wood element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and heal their caster for 500 HP when cast
Pyromancer- (Passive Ability, Elementalist) +1,000 Damage to all damage dealing Fire element Elemental Magic spells, All Fire element Elemental Magic spells cost 50 less MP, all Fire element Elemental Magic summons gain +200 to all stats, Fire element Elemental Magic spells gain +5% Critical, Fire element Elemental Magic spells that have a percentage chance of hitting multiple targets have a 3% greater chance
Speak the Aestival Tongue- (Passive Ability, Elementalist) Possessor's spells that are more than one out of the elements Air, Earth, Fire, and Water gain +5 Magical Attack
Speak the Autumnal Tongue- (Passive Ability, Elementalist) Possessor's Acid element spells gain +5 Magical Attack
Speak the Hibernal Tongue- (Passive Ability, Elementalist) Possessor's Ice element spells gain +5 Magical Attack
Speak the Tongue of Coins- (Passive Ability, Elementalist) Possessor's Metal element spells gain +5 Magical Attack
Speak the Tongue of Earths- (Passive Ability, Elementalist) Earth element spells gain +5 Magical Attack
Speak the Tongue of Flames- (Passive Ability, Elementalist) Fire element spells gain +5 Magical Attack
Speak the Tongue of Skies- (Passive Ability, Elementalist) Air element spells gain +5 Magical Attack
Speak the Tongue of Trees- (Passive Ability, Elementalist) Possessor's Wood element spells gain +5 Magical Attack
Speak the Tongue of Waves- (Passive Ability, Elementalist) Water element spells gain +5 Magical Attack
Speak the Vernal Tongue- (Passive Ability, Elementalist) Possessor's Electrical element spells gain +5 Magical Attack
Sphere of Impermeable Metal- (Stance Ability, Elementalist) User must have at least 3 Metal element Elemental Magic spells equipped, Possessor gains +200 Defense, Whenever possessor's Defense would be pierced, said amount of Defense piercing is reduced by 200
Teramancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Earth element Elemental Magic spells, All Earth element Elemental Magic spells cost 50 less MP, all Earth element Elemental Magic summons gain +200 to all stats, Earth element Elemental Magic spells that raise Defense raise it by 20 more points, Earth element Elemental Magic spells that forcibly shift row formations for multiple targets affect 5 more targets
Toss Flame Globes- (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 500 Fire element damage per user level that still has a chance of missing as though it was not a flat-damage attack so long as possessor has a Fire element Elemental Magic spell equipped, +40 Magical Attack for Fire element Elemental Magic spells
Ward of Falling Leaves- (Stance Ability, Elementalist) User must have at least 3 Acid element Elemental Magic spells equipped, Possessor gains +200 Defense, Possessor may choose to gain a 50% chance of inflicting Drain against any individual who conducts an offensive action against posessor for purposes of posessor's next damage-dealing action as a non-stacking buff
Elemental Researcher
Comprehension of Horrid Elements Yet Unseen- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against SAN, INF, and RES Damage.
Enlightened Sensei
Apprentice Affinity to Healing Via Ki- (Passive Ability, Other: Enlightened Sensei) Whenever possessor obtains Ki element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Weaponization of Ki- (Passive Ability, Other: Enlightened Sensei) Quantities of Ki element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Ki's Dominion- (Passive Ability, Other: Enlightened Sensei) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ki
Basic Affinity to Healing Via Ki- (Passive Ability, Other: Enlightened Sensei) Whenever possessor obtains Ki element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element pets and summons gain +50 to all stats
Basic Defenses Against Ki- (Passive Ability, Other: Enlightened Sensei) Possessor gains +50 Defense against Ki
Basic Ki Resistance- (Passive Ability, Other: Enlightened Sensei) Possessor gains 1% Ki Resistance
Basic Ki Synchronization- (Passive Ability, Other: Enlightened Sensei) Possessor gains +25 to all stats if Ki element
Basic Understanding of the Heart of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element allies gain +10 to all stats
Basic Weaponization of Ki- (Passive Ability, Other: Enlightened Sensei) Quantities of Ki element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor gains +50 to all stats while in a Zone of Ki
Enlightened Force-Conversion- (Passive Ability, Other: Enlightened Sensei) Possessor may change the element Physical into the element Ki in the elements of any of possessor's actions, attacks, or instances of Damage dealt; Possessor may change the element Ki into the element Physical in the elements of any of possessor's actions, attacks, or instances of Damage dealt
Enlightened Sensei- (Passive Ability, Other: Enlightened Sensei) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ki Resistance, Possessor ignores Ki Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Eroded Idol
Basic Decay Synchronization- (Passive Ability, Other: Eroded Idol) Possessor gains +25 to all stats if possessor is Decay element
Eternal Champion
Basic Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +50 to all stats
Basic Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +10 to all stats
Basic Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats while in a Zone of Hope
Hope's Shining Beacon- (Stance Ability, Eternal Champion) Possessor's allies have a 25% chance of being cured of each minor or moderate negative status effect at the start of each round if possessor is Hope element, Possessor's allies gain +5% To Hit if possessor is Hope element, Possessor may choose to gain the element Hope as a buff if possessor enters a Paladin, Guardian, Healer, Priest, or Mahou Shoujou stance.
Flesh Sculptor
Basic Flesh Synchronization- (Passive Ability, Other: Flesh Sculptor) Possessor gains +25 to all stats if possessor is Flesh element
Force Mage
Adept Force Magic Attunement- (Passive Ability, Force Mage) Possessor's Force Magic spells cost possessor 10,000 less MP to cast, Possessor's Force Magic spells that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Force Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack
Basic Defensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Defense
Basic Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +20 additional Magical Attack
Basic Force Projection- (Passive Ability, Force Mage) Possessor gains +50 Ranged Attack, +50 Magical Attack, and +50 Defense
Basic Offensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Ranged Attack and +200 Magical Attack
Bodily Calligraphy of Mystic Battle Stance- (Stance Ability, Force Mage) Possessor gains +500 AGI, +500 SPI, and +15% Dodge. Once per round, when possessor moves from one row to another row, possessor may choose to immediately gain an action (with said action occurring after any actions it would otherwise interrupt) that may only be used to perform a 'Cast a Spell' action.
Burly Spell- (Technique Ability, Force Mage) Possessor may use 'Burly Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +300 Magical Attack, becomes solely Physical element, and uses Strength as its Prime Attribute.
Decorporealized Force Channeling- (Passive Ability, Force Mage) Possessor may ignore the conversion of possessor's actions elements to solely be Physical when it comes from a Force Magic spell, buff, or technique with caster or an ally of caster as a source.
Defensive Force Projection- (Passive Ability, Force Mage) Possessor gains +1,000 Defense
Flash-Kata Spell- (Technique Ability, Force Mage) Possessor may use 'Flash-Kata Spell' in conjunction with a 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +500 Magical Attack, cannot be countered (including preemptively) by sources below Level 40, and may use Agility as its Prime Attribute.
Focused Force Magic Casting- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Force Magic
Forceful Mindcasting- (Technique Ability, Force Mage) Possessor may use 'Forceful Mindcasting' in conjunction with a 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +500 Magical Attack, ignores the Defense (including Defense Against Stat Damage) of targets below Level 40, and may use Mind as its Prime Attribute.
Force Magic Casting I- (Passive Ability, Force Mage) Force Magic spells cost possessor 20 less MP to cast
Force Magic Casting II- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast
Force Armor Battle-Form- (Stance Ability, Force Mage) Possessor gains Spirit as an additional Defense-capping-determining stat which cannot be multipled for cap-determining purposes, Possessor gains +(Possessor's SPI) Defense, Possessor may choose to count as wearing a Light Armor, Heavy Armor, or Aura
Force Mage- (Passive Ability, Force Mage) All Force Magic spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Force Magic spells cost possessor (50 * Possessor Level) less MP to cast
Force Projection- (Passive Ability, Force Mage) Possessor gains +500 Ranged Attack, +500 Magical Attack, and +500 Defense
Guarded Spell- (Technique Ability, Force Mage) Possessor may use 'Guraded Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action cannot be preemptively countered by sources below Level 40 unless they ignore Physical element Defense.
Heavy Spell- (Technique Ability, Force Mage) Possessor may use 'Heavy Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +300 Magical Attack, becomes solely Physical element, and gains a 50% chance of inflicting Fatigued: Prone.
Impactful Force- (Passive Ability, Force Mage) All Fatigued: Stun infliction chances possessed by Force Magic spells cast by possessor are increased by 15%
Intense Concentration- (Passive Ability, Force Mage) Possessor's actions cannot be cancelled by preemptive counters from sources below Level 20
Ki Spiritualism- (Passive Ability, Force Mage) Possessor may use Spirit as the Prime Attribute of 'Magical Attack' and 'Overdrive' actions that involve the casting of a Force Magic spell.
Knockout Spell- (Technique Ability, Force Mage) Possessor may use 'Knockout Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +500 Magical Attack, becomes solely Physical element, and gains a 50% chance of inflicting Fatigued: Knocked Out.
Offensive Force Projection- (Passive Ability, Force Mage) Possessor gains +1,000 Ranged Attack and +1,000 Magical Attack
Resolute Spell- (Technique Ability, Force Mage) Possessor may use 'Resolute Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Force Magic spell. Said action gains +300 Magical Attack, becomes solely Physical element, and uses Constitution as its Prime Attribute.
Unstoppable Perfected Force-Infused Body- (Passive Ability, Force Mage) If possessor is in a Monk Stance and has a Force Magic buff, possessor is Immune to sources below Level 40 and gains +12,000 uncapped Defense.
Friendship
Ally of the Aestival Beasts- (Passive Ability, Friendship) Possessor's Elemental allies who are multiple elements gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is an Elemental that is multiple elements
Ally of the Autumnal Beasts- (Passive Ability, Friendship) Possessor's Acid element Elemental and Insect allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is an Acid element Elemental
Ally of the Cavern Beasts- (Passive Ability, Friendship) Earth element Elemental and Cthonian allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Earth element Elemental
Ally of the Flame Beasts- (Passive Ability, Friendship) Fire element Elemental allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Fire element Elemental
Ally of the Hibernal Beasts- (Passive Ability, Friendship) Possessor's Ice element Elemental and Magic Being allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is an Ice element Elemental
Ally of the Sky Beasts- (Passive Ability, Friendship) Air element Elemental and Aerial allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Air element Elemental
Ally of the Sea Beasts- (Passive Ability, Friendship) Water element Elemental and Aquatic allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Water element Elemental
Ally of the Tree Beasts- (Passive Ability, Friendship) Possessor's Wood element Elemental and Plant allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is a Wood element Elemental
Ally of the Vernal Beasts- (Passive Ability, Friendship) Possessor's Electrical element Elemental and Spirit allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is an Electrical element Elemental
Ally of the Wealthy Beasts- (Passive Ability, Friendship) Possessor's Metal element Elemental, Machine, Robot, and Clockwork allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is a Metal element Elemental
Generally Cool With Elementals and Those Who Commune with Them- (Passive Ability, Friendship) Possessor's 'Contempt Towards Non-Dragons' ability does not count individuals who possess one of the abilities 'Elementalist' or 'Conjurer' or who are Elementals as non-Dragons. Possessor gains +300 to all stats if possessor possesses at least one ally who either possesses the ability 'Elementalist', possesses the ability 'Conjurer', or is an Elemental.
Has Gained Respect for Those Who Walk One of the Paths of the Force Monk- (Passive Ability, Friendship) Possessor's 'Contempt Towards Non-Dragons' ability does not count individuals who possess one of the abilities 'Combatant', 'Auramancer', 'Monk', or 'Force Mage' as non-Dragons. Possessor gains +300 to all stats if possessor possesses at least one ally who possesses one of the abilities 'Combatant', 'Auramancer', 'Monk', or 'Force Mage'.
Has Professional Connections to Other Force Monks- (Passive Ability, Friendship) Combatant, Auramancer, Monk, and Force Mage abilities cost possessor 1 less Week (to a minimum of 1 week) and 5,000,000 less Gold (to a minimum of 0 Gold) to learn in the ability shop. Possessor gains +300 to all stats if possessor possesses at least one ally who possesses one of the abilities 'Combatant', 'Auramancer', 'Monk', or 'Force Mage'.
Member of the 'Society of Enlightened Fists' Professional Organization- (Passive Ability, Friendship) Combatant, Auramancer, Monk, and Force Mage abilities cost possessor 5,000,000 less Gold (to a minimum of 0 Gold) to learn in the ability shop. Possessor gains +5,000 to all stats if possessor possesses an ally who possesses the ability 'Force Monk'.
Gatekeeper
♢Manifest Guardian Force- (Active Ability, Gatekeeper) Possessor may, up to once per thread, spend an action to summon a lower-Level Eidolon from the boss list that possessor has a corresponding Variable Fading Call spell equipped for or on possessor's Inherent Spell List
Geomancer
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Desert- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert
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
Improved Terrain Attunement: Desert: Cloaked in Mirage- (Passive Ability, Geomancer) Possessor gains 30% Dodge if the terrain or phantom terrain is Desert
Improved Terrain Attunement: Desert: Mirage Magics- (Passive Ability, Geomancer) Possessor gains +400 SPI if the terrain or phantom terrain is Desert
Phantom Terrain Link Established: Desert- (Active Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Desert
Guardian
Adept of the Brass Fortress- (Passive Ability, Guardian) Each equipped Heavy Armor provides +25 additional Defense
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Bulwark Stance- (Stance Ability, 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
Grounded Solidity- (Active Ability, Guardian) This character may use Grounded Solidarity in conjunction with a Defend, so long as no other technique is used and a Heavy Armor is equipped. This attack gains +250 Defense factored into the user's current Defense for determining the effects of Defend and 5% Electrical resistance for the next turn.
Guardian- (Passive Ability, Guardian) Possessor gains +(500 + (50 * Possessor Level)) Defense if possessor has a Heavy Armor equipped
Hard to Push Around- (Passive Ability, Guardian) Possessor gains +450 STR and +450 CON per 5 levels (rounded up) to a max of +12,000 STR and +12,000 CON for purposes of resisting attempts to forcibly change possessor's row
Heavy Armor Wearer I- (Passive Ability, Guardian) Possessor gains +5 to all stats when possessor has a Heavy Armor equipped
Heavy Armor Wearer II- (Passive Ability, Guardian) Possessor gains +25 to all stats when possessor has a Heavy Armor equipped, Possessor gains +50 Defense when possessor has a Heavy Armor equipped
Iron Body- (Passive Ability, Guardian) +500 HP for each Heavy Armor equipped
Paid Bodyguard- (Passive Ability, Guardian) Possessor's allies may use an amount of Gold up to a max of 100,000 to give possessor a Defense bonus and the provider of the Gold equal to the amount of Gold divided by 1,000, rounded down, this counts as a buff that does not stack which disappears when possessor is killed or otherwise rendered unable to continue battle
Well-Paid Bodyguard- (Passive Ability, Guardian) The Gold cap on Bodyguard is increased by 100,000 and possessor gains 15% of the money spent on said ability
Heir to the Future
Basic Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
Basic Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 1% Technology Resistance
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats
Basic Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats while in a Zone of Technology
Hunter
Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical
Kinetic Emporor
Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Basic Acceleration Within Physical's Dominion- (Passive Ability, Kinetic Emperor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Physical
Basic Affinity to Healing Via Physical- (Passive Ability, Kinetic Emperor) Whenever possessor obtains Physical element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +50 to all stats
Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Basic Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 1% Physical Resistance
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Understanding of the Heart of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element allies gain +10 to all stats
Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats while in a Zone of Physical
Kinetic Emperor- (Passive Ability, Kinetic Emperor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Physical Resistance, Possessor ignores Physical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
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 Cryokinesis Powers- (Passive Ability, Mentalist) Possessor's Ice-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Electrokinesis Powers- (Passive Ability, Mentalist) Possessor's Electrical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychokinesis Powers- (Passive Ability, Mentalist) Possessor's Physical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic 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 Pyrokinesis Powers- (Passive Ability, Mentalist) Possessor's Fire-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic 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
Improved Psychokinesis Powers- (Passive Ability, Mentalist) Physical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Mentalist- (Passive Ability, Mentalist) +500 Damage to all damage dealing Psychic Power spells, MIN may be used instead of SPI as the relevant stat for magical attacks involving Psychic Power spells, All Psychic Power spells cost 30 less MP, +25 additional damage per possessor level
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
Psychokineticist- (Passive Ability, Mentalist) Physical-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Mind Lord
Basic Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +50 to all stats
Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Understanding of the Heart of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element allies gain +10 to all stats
Basic Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +50 to all stats while in a Zone of Psychic
Monk
Absolute Inferno-Soul Style- (Stance Ability, Monk) Damage possessor deals to individuals cannot be reduced or ignored by sources that are both below Level 80 and below possessor's Level (with Resistances, Immunities, Reflections, and Absorptions otherwise applying normally to non-damage aspects of things they effect, but specifically failing to reflect/absorb/ignore/reduce Damage), Possessor gains the element Ki.
Absolute Inferno-Soul Style Weapon Addition- (Passive Ability, Monk) Possessor gains +1,000,000 Melee Attack if wielding a Fist Weapon while in 'Absolute Inferno-Soul Style' stance. Possessor may use Techniques that require possessor be in 'Absolute Inferno-Soul Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Awakened Battle-Aura Style'.
Adept Unarmed Technique Attunement- (Passive Ability, Monk) Unarmed Technique spells cost possessor 10,000 less MP to cast, Unarmed Technique spells cast by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Unarmed Technique Spells, and may not be converted into other types of slots by individuals below Level 100
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
Arcana-Ripper- (Technique Ability, Monk) Possessor may use 'Arcana-Ripper' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +12,000 Melee Attack and removes up to 5 different base Spell subtype buffs (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) from each target, and for each such buff it successfully removes in this manner, it deals 120,000 additional Damage to that target.
Arcane Assassin- (Passive Ability, Monk) If possessor is in 'Arcane Talon Style' Stance, possessor gains +3,500 to all uncapped stats for each different base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) that possessor possesses, to a max of 5 such buffs. Possessor deals 120,000 additional Damage to entities for each different base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) they possess or each different base Spell subtype Spell (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) they have equipped, to a combined max of 10 such buffs or spells.
Arcane Body Reinforcement- (Passive Ability, Monk) If possessor is in 'Sagacious Keeper Style' Stance, possessor gains +7,000 to all stats, gains Impaired Immunity, gains Fatigued Immunity, gains Fatigued: Prone Immunnity, gains Fatigued: Knocked Out Immunity, gains Stat Drain: SPI Drain Immunity, and is Immune to debuffs from sources below Level 60 that are 5 or more Levels lower Level than possessor.
Arcane Pattern Fist- (Technique Ability, Monk) Possessor may use 'Arcane Pattern Fist' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Force Magic, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Sagacious Keeper Style' Stance. Said action gains +12,000 Melee Attack and its performer gains an action after it that may only be used to perform a 'Cast a Spell' action that involves the casting of a Wizard Magic or Force Magic spell.
Arcane Talon Style- (Stance Ability, Monk) Possessor deals 240,000 additional Damage to individuals who possess at least one base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic)
Arcane Talon Style Weapon Addition- (Passive Ability, Monk) Possessor gains +12,000 Melee Attack if wielding a Fist Weapon while in 'Arcane Talon Style' stance. Possessor may use Techniques that require possessor be in 'Arcane Talon Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Arcane Talon Style'.
Attack-Deflection Training- (Passive Ability, Monk) Possessor gains a 1% chance of Reflecting Physical element attacks from sources below Level 4
Aura of Bitter Brambles- (Passive Ability, Monk) If possessor is in 'Hand of Thorns Style' Stance, possessor has a 100% chance of inflicting Pain and Poison on up to 30 opponents at the start of each round
Automatic Ki-Dodge- (Passive Ability, Monk) If possessor is in 'Awakened Battle-Aura Style' stance, possessor gains 100% Dodge and possessor's Dodge value cannot be reduced or treated as lower by sources below Level 80.
Awakened Aura-Waves- (Passive Ability, Monk) At the start of each round, if possessor is in 'Awakened Battle-Aura Style' stance, possessor may choose to have a 300% chance of inflicting Confusion: Fear, Fatigued: Stun, and/or Charm: Impressed on up to 3,000,000 entities (choosing the same combination of status effects for all such entities) and may choose to Defeat any number of opponents below Level 40.
Awakened Battle-Aura Style- (Stance Ability, Monk) Possessor gains a bonus to possessor's uncapped stats equal to their corresponding unmodified values, Possessor gains the element Ki.
Awakened Battle-Aura Style Weapon Addition- (Passive Ability, Monk) Possessor gains +1,000,000 Melee Attack if wielding a Fist Weapon while in 'Awakened Battle-Aura Style' stance. Possessor may use Techniques that require possessor be in 'Awakened Battle-Aura Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Awakened Battle-Aura Style'.
Awareness of Energy Chakras- (Passive Ability, Monk) Possessor gains +100 STR, +100 AGI, +100 CON, +100 MIN, and +200 SPI
Basic Gymnastics Skills- (Passive Ability, Monk) Possessor gains +20 AGI
Basic Ki Use- (Passive Ability, Monk) Possessor gains +50 SPI, Spells with 'Ki ' or 'Ki-' in their name cost 200 less MP for possessor to cast
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Belligerent Kicking- (Passive Ability, Monk) Possessor's chances of inflicting Fatigued: Stun are increased by 20% if possessor is in 'Kangaroo Style' stance.
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blastwave Punch- (Technique Ability, Monk) Possessor may use 'Blastwave Punch' in conjunction with a 'Melee Overdrive' or 'Ranged Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Fist Hurricane Style' stance. Said action gains +3,000 Melee Attack, gains +3,000 Ranged Attack, may count its possessor's Ranged Attack bonuses as equal Melee Attack bonuses (not including ones already converted from a different bonus type), may count its possessor's Melee Attack bonuses as equal Ranged Attack bonuses (not including ones already converted from a different bonus type), gains '1 hit against 1 target in each row', and deals full Damage to targets below Level 60 in the back row.
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Body-Shattering Splinterstrike- (Technique Ability, Monk) Possessor may use 'Body-Shattering Splinterstrike' in conjunction with a 'Melee Attack', 'Attack with Finesse', 'Powerful Attack', or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Force Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Glass Assassin Style' Stance. Said action gains +12,000 Melee Attack, deals 1,200 CON Damage, applies a debuff that stacks 5 times that provides -12,000 Defense, and treats its target's Resilience as though it were 60% lower.
Brawny- (Passive Ability, Monk) Possessor gains +100 STR and +100 CON
Brittle Meditation- (Technique Ability, Monk) Possessor may use 'Brittle Meditation' in conjunction with a 'Meditate' action so long as no other technique is used, possessor has a Ninjutsu, Force Magic, or Unarmed Technique spell equipped, and possessor is in 'Glass Assassin Style' Stance. Said action applies a debuff that stacks 3 times that provides -60% Resilience to up to (Possessor's Level) targets.
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Calm Amidst the Storm of Battle- (Passive Ability, Monk) Possessor may perform 'Meditate' actions while in the front row
Can Control Own Blood Flow- (Passive Ability, Monk) Possessor gains 20% Wounded Resistance against sources below Level 20, Possessor's natural per-round chance of recovering from Wounded increases by 5%
Clear Chakras- (Technique Ability, Other: Enlightened Sensei) Possessor may use 'Clear Chakras' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Ki element. Said action removes all minor negative status effects, moderate negative status effects, and (debuffs from sources below Level 80) from its performer.
Constant Deflecting Storm of Palms- (Passive Ability, Monk) While possessor is in 'Fist Hurricane Style' stance, possessor has a 30% chance of ignoring each hit of an attack that comes from a source below Level 60 that is not 20 or more Levels greater than possessor that incorporates at least one non-Flat Damage value or Attack Bonus so long as the sum of all pre-multiplier, non-Flat Damage values and Attack Bonuses incorporated into said hit is lower than possessor's Melee Attack bonus and said attack does not Pierce 5,000 or more Defense.
Controlled Breathing- (Passive Ability, Monk) Possessor gains 1% Suffocation Resistance
Debilitation-Burning Essence Conflagration- (Passive Ability, Monk) At the start of each round, if possessor is in 'Absolute Inferno-Soul Style' stance, possessor is cured of one minor negative status effect, one moderate negative status effect, or (one debuff from a source below Level 80).
Defensive Combat Training- (Passive Ability, Monk) +20 Defense
Defensive Knockdown Force-Wave- (Technique Ability, Monk) Possessor may use 'Defensive Knockdown Force-Wave' in conjunction with a 'Defend', 'Guard Other', 'Guard Back Rank', 'Counterattack', or 'Meditate' action so long as no other technique is used, possessor has both a Force Magic spell and a Wizard Magic spell equipped, and possessor is in 'Sagacious Keeper Style' Stance. The action's performer gains a non-stacking buff that lasts until the end of the next round that causes all of its possessor's opponents on the side of the attacking or offensively acting individual to, should caster choose to expend the buff in such a manner, have a 200% chance of being afflicted with Fatigued: Stun, Fatigued: Prone, and Fatigued: Knocked Out preemptively when its possessor or one of its possessor's allies is targeted by an attack or offensive action.
Defensive Stance- (Stance Ability, Monk) Possessor gains +300 Defense while in this Stance
Deflective Stance- (Stance Ability, Monk) Possessor has a 20% chance of being able to ignore the offensive actions of individuals below Level 20 who are 2 or more Levels lower than possessor's Level while in this stance
Demon-Sealing Impact- (Technique Ability, Monk) Possessor may use 'Demon-Sealing Impact' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Force Magic, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Sagacious Keeper Style' Stance. Said action gains +12,000 Melee Attack and a 150% chance of inflicting an instance of Awestruck: Sealed that causes its possessor to count as Defeated if below Level 60.
Enlightened Dynamism- (Passive Ability, Monk) Possessor may choose two (Any two of possessor's different stats)*.75 as possessor's Prime Attribute value for any action or attack that involves possessor casting a Force Magic or Unarmed Technique spell
Expert Unarmed Technique Attunement- (Passive Ability, Monk) Unarmed Technique 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 Unarmed Technique Spells, and may not be converted into other types of slots by individuals below Level 100
Familiarity with Martial Forms- (Passive Ability, Monk) Possessor gains +500 to all stats if possessor is in a Monk stance
Final Pyrestrike- (Technique Ability, Monk) Possessor may use 'Final Pyrestrike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, and individuals it kills cannot be resurrected by sources below Level 80.
Fist Hurricane Style- (Stance Ability, Monk) Possessor deals 60,000 additional Air element Damage.
Fist Hurricane Style Weapon Addition- (Passive Ability, Monk) Possessor gains +6,000 Melee Attack if wielding a Fist Weapon while in 'Fist Hurricane Style' stance. Possessor may use Techniques that require possessor be in 'Fist Hurricane Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Fist Hurricane Style'.
Flexible- (Passive Ability, Monk) Possessor gains +200 AGI and +2% Dodge against individuals below Level 60
Force-Construct Clone Bodies- (Passive Ability, Monk) At the start of each round, possessor may summon 2 replicated copies of itself; these copies are 5 Levels lower than their creator, cannot acquire buffs, cannot provide allies with constantly-applied increases to stats based on their abilities or equipped items, have 1 Max HP, only possess Temporary copies of items wielded or carried by the individual they are copied from (only being able to acquire replicated versions of non-unique items that are In Stock in the Shop and worth under 60,000,000 Gold), optionally do not possess abilities possessed by the individual they are copied from, (only possess copies of non-unique, base-subtype abilities that are in stock in the Ability Shop that only possess other abilities their possessor possesses as ability prerequities, that are not Adept tier or higher tier abilities), and do not count as being unique, with a max of 5 of these copies summoned, and with these copies being unsummoned if their creator exits 'Glass Assassin Style' stance.
Force Monk- (Passive Ability, Monk) Possessor gains +12,000 uncapped points to all stats if possessor is wielding a Fist Weapon, wearing an Aura, in a Monk Stance, and possesses a Force Magic buff. Possessor gains +60% Dodge, To Hit, and Resilience if possessor is wielding a Fist Weapon, wearing an Aura, in a Monk Stance, and possesses a Force Magic buff. Possessor is Immune to Paralyzed if possessor is in a Monk stance. Possessor's Defense cannot be pierced by sources below Level 60 if possessor is wearing an Aura. Possessor's Resilience cannot be reduced by debuffs or negative status effects if possessor possesses a Force Magic buff. Possessor gains '2 hits against 1' if possessor is wielding a Fist Weapon.
Force Monk Battle Stance- (Stance Ability, Monk) Possessor is additionally in the 'Fist Hurricane Style', 'Glass Assassin Style', and 'Sagacious Keeper Style' Stances, which do not count against the limit of how many Stances possessor may be in
Force Monk Stance Mastery- (Passive Ability, Monk) If possessor is in a Monk Stance, possessor may also be in additional Stance, so long as said additional Stance is a Force Mage stance
Formal Cross-Disciplinary Force Monk Education- (Passive Ability, Monk) So long as possessor is not counting the abilities of any of the classes Monk, Force Mage, Combatant, and Auramancer as abilities of any of the other classes Monk, Force Mage, Combatant, and Auramancer for prerequisite purposes, possessor counts as possessing 40 additional Monk, Force Mage, Combatant, and Auramancer abilities for prerequisite purposes.
Glass Assassin's Poison Hand- (Technique Ability, Monk) Possessor may use 'Glass Assassin's Poison Hand' in conjunction with a 'Melee Attack', 'Attack with Finesse', 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Force Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Glass Assassin Style' Stance. Said action gains +9,000 Melee Attack, deals 900 CON Damage, and has a 200% chance of inflicting an instance of Poison that additionally reduces its possessor's Resilience by 60%.
Glass Assassin Style- (Stance Ability, Monk) Possessor treats individuals as though their Resilience were 30% lower
Glass Assassin Style Weapon Addition- (Passive Ability, Monk) Possessor gains +12,000 Melee Attack if wielding a Fist Weapon while in 'Glass Assassin Style' stance. Possessor may use Techniques that require possessor be in 'Glass Assassin Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Glass Assassin Style'.
Grasping Nettles Within the Spirit- (Passive Ability, Monk) If possessor is in 'Hand of Thorns Style' Stance, whenever an opponent of possessor either leaves possessor's battlespace or moves from the Front Row to the Back Row, possessor may choose to deal that entity 600 Flat Wood element SPI Damage and have a 100% chance of inflicting Pain, Paralyzed, and Stat Drain: SPI Drain on it
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Gymnast- (Passive Ability, Monk) Possessor gains 20% Dodge while not wearing Armor and +300 AGI while not wearing Armor
Gymnast's Balance- (Passive Ability, Monk) Possessor's row may not forcibly be shifted by offensive actions from sources below Level 15
Gymnast's Dexterity- (Passive Ability, Monk) Possessor gains 5% Dodge and +80 AGI
Gymnast's Style- (Passive Ability, Monk) Possessor's allies gain +20 to all stats as a non-stacking buff that lasts 1 round each time possessor Dodges an offensive action
Gymnast's Tumbling- (Passive Ability, Monk) Possessor gains +5% Dodge as a non-stacking buff that lasts 1 round each time possessor switches rows
Hand of Thorns Style- (Stance Ability, Monk) Possessor deals 60,000 additional Wood element Damage.
Hand of Thorns Style Weapon Addition- (Passive Ability, Monk) Possessor gains +6,000 Melee Attack if wielding a Fist Weapon while in 'Hand of Thorns Style' stance. Possessor may use Techniques that require possessor be in 'Hand of Thorns Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Hand of Thorns Style'.
Has Undergone Harsh Training- (Passive Ability, Monk) +400 HP
Has Undergone More Harsh Training- (Passive Ability, Monk) +200 HP, +50 STR, +50 CON, +50 AGI
Has Undergone More Harsh Training II- (Passive Ability, Monk) 15% Fatigued Resistance
Hopping Offensive- (Technique Ability, Monk) Possessor may use 'Hopping Offensive' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Kangaroo Style' stance. Said action gains (+200 Melee Attack and deals full Damage to targets below Level 40 in the back row) if targeting a single opposing target.
Hundred-League Force-Leap- (Active/Passive Ability, Monk) If possessor has a Force Magic buff, possessor deals full Damage to targets below Level 60 in the back row, may make 'Melee Attack' and 'Melee Overdrive' actions from the back row, cannot be prevented from entering or leaving battlespaces by sources below Level 60, and may spend an action to move to a different existing battlespace so long as no entity of Level 60 or greater in either the battlespace possessor is leaving or the battlespace possessor is entering objects
Improved Ki Channeling- (Passive Ability, Monk) Possessor gains +300 SPI, Spells with 'Ki ' or 'Ki-' in their name cost 500 less MP for possessor to cast
Inferno-Soul Essence Conversion- (Technique Ability, Monk) Possessor may use 'Inferno-Soul Essence Conversion' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gives its performer a non-stacking buff that converts no more than a total (Possessor's Level * 1,000) points of CON, MIN, and SPI into an equal number of points distributed between STR, AGI, and SPI.
Kangaroo K.O.- (Technique Ability, Monk) Possessor may use 'Kangaroo K.O.' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Kangaroo Style' stance. Said action gains (+500 Melee Attack, a 30% chance of inflicting Fatigued: Knocked Out, and a 50% chance of inflicting Fatigued: Stun) if targeting a single opposing target.
Kangaroo's Defensive Hopping- (Technique Ability, Monk) Possessor may use 'Kangaroo's Defensive Hopping' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Kangaroo Style' stance. Said action provides its performer with a non-stacking buff that provides +20% Dodge until the end of the round.
Kangaroo's Flashing Kicks- (Technique Ability, Monk) Possessor may use 'Kangaroo's Flashing Kicks' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Kangaroo Style' stance. Said action gains (+300 Melee Attack and '2 hits against 1 against opponents') if targeting a single opposing target.
Kangaroo Style- (Stance Ability, Monk) Possessor gains +5% Dodge and +5% To Hit.
Kangaroo Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Fist Weapon while in 'Kangaroo Style' stance. Possessor may use Techniques that require possessor be in 'Kangaroo Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Kangaroo Style'.
Ki-Igniting Strike- (Technique Ability, Monk) Possessor may use 'Ki-Igniting Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, gains a 200% chance of inflicting Overload: Unbalanced Essence, and gains a 200% chance of inflicting an instance of Burning that deals Ki-element Damage and that possesses no natural per-round recovery chance but that can apply Defense against the element Fire or the element Ki against the Damage it deals.
Ki Strike- (Technique Ability, Monk) Possessor may use Ki Strike in conjunction with a Melee Attack action, so long as no other technique is used and an Unarmed Technique spell is cast as part of said action. Possessor gains +300 Melee Attack for purposes of said action.
Ki-Warp Fist-Barrage- (Technique Ability, Monk) Possessor may use 'Ki Teleportation Fist-Barrage' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Awakened Battle Aura Style' stance. Said action counts as coming from a source in the same row as each of its targets (with respect to each target individually), gains '5 hits against 20,000', and gains +100% To Hit.
Mage-Devouring Strike- (Technique Ability, Monk) Possessor may use 'Mage-Devouring Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +12,000 Melee Attack and destroys up to 5 base Spell subtype spells (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) equipped by each target that are worth under 60,000,000 Gold and are non-unique, and, for each such spell it successfully destroys in this manner, it deals 240,000 additional Damage to the target.
Master of Absolute Inferno-Soul Style- (Passive Ability, Monk) Damage possessor deals to individuals cannot be reduced or ignored by sources that are both below Level 80 and below possessor's Level (with Resistances, Immunities, Reflections, and Absorptions otherwise applying normally to non-damage aspects of things they effect, but specifically failing to reflect/absorb/ignore/reduce Damage). Possessor counts as possessing 7 additional Enlightened Sensei abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Master of Arcane Talon Style- (Passive Ability, Monk) Possessor deals 240,000 additional Damage to individuals who possess at least one base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic), possessor counts as possessing 7 additional Wizard abilities and 7 additional Ninja abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Master of Awakened Battle-Aura Style- (Passive Ability, Monk) Possessor gains a bonus to possessor's uncapped stats equal to half of their corresponding unmodified values, rounded up. Possessor counts as possessing 7 additional Enlightened Sensei abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Master of Fist Hurricane Style- (Passive Ability, Monk) Possessor deals 60,000 additional Air element Damage while in 'Fist Hurricane Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes
Master of Glass Assassin Style- (Passive Ability, Monk) Possessor may treat individuals as though their Resilience were 30% lower, possessor counts as possessing 7 additional Force Mage abilities and 7 additional Ninja abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Master of Kangaroo Style- (Passive Ability, Monk) Possessor gains +5% Dodge and +5% To Hit while in 'Kangaroo Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes
Master of Sagacious Keeper Style- (Passive Ability, Monk) Spells cost possessor 240,000 less MP to cast, possessor counts as possessing 7 additional Wizard abilities and 7 additional Force Mage abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Master of Tiger Style- (Passive Ability, Monk) Possessor gains +500 STR and +500 Melee Attack while in 'Tiger Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Martial Artist (2)- (Passive Ability, Monk) +300 Melee Attack if at least one Weapon slot is empty, +300 STR, AGI, and CON, +110 MIN and SPI, 120% To Hit, 15% Dodge, 10% Resilience
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Master of Awakened Battle-Aura Style- (Passive Ability, Monk) Possessor gains a bonus to possessor's uncapped stats equal to half of their corresponding unmodified values, rounded up. Possessor counts as possessing 7 additional Enlightened Sensei abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Meditation of Resurgent Forces- (Technique Ability, Monk) Possessor may use 'Meditation Upon Resurgent Forces' in conjunction with a 'Meditate' action so long as no other technique is used. User replicates an instance of each non-Overcrash, non-Unique Force Magic buff that was present on caster that came from a source equal to or lower Level than user that was present on user at any point during the previous round, with such replicating buffs being replicated in the state of their initial application.
Meditation Upon Forces- (Technique Ability, Monk) Possessor may use 'Meditation Upon Forces' in conjunction with a 'Meditate' action so long as no other technique is used, possessor has a Force equipped, and possessor possesses a Force Magic buff. Said action gives its possessor a non-stacking buff that makes its possessor solely the non-Universe elements of one of the Forces its performer is at the time of the buff's creation (with said choice being made at the time of the buff's creation) and that allows its possessor to change the elements of any action, attack, or instance of Damage its possessor deals that involves a Force Magic or Unarmed Technique spell to solely those elements.
Mind-Clearing Head Rap- (Active Ability, Monk) If possessor is in 'Sagacious Keeper Style' Stance, possessor may spend an action to have a 100% chance of curing target of Confusion, Charm, Insanity (but not its sub-status effects), and Dominion (but not its sub-status effects).
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
Pattern-Holocaust Strike- (Technique Ability, Monk) Possessor may use 'Pattern-Holocaust Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, gains a 100% chance of inflicting Overload: Unbalanced Essence, removes all (buffs, minor positive status effects, and moderate positive status effects) from sources below Level 80 from its target, and gives its target a non-stacking debuff that makes its possessor unable to possess buff slots.
Power-Gathering Meditation- (Technique Ability, Monk) Possessor may use 'Power-Gathering Meditation' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Ki element. Said action gives its performer a buff that stacks 4 times that provides +(Possessor's Level * 250) to all stats that cannot be carried between battles in a buff slot.
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
Restful Meditation- (Technique Ability, Monk) Possessor may use 'Restful Meditation' in conjunction with a 'Meditate' action so long as no other technique is used. Said action causes its performer to regenerate 1% of its performer's Max HP (to a max of 10,000,000,000 HP).
Rough Punching- (Passive Ability, Monk) At the start of each thread, possessor may choose for this ability to make it so that each open weapon slot that possessor possesses counts as a weapon that is a Fist Weapon that provides +25 Melee Attack but that does not count as such for purposes of things which check if items are equipped
Rush from Within the Pattern- (Technique Ability, Monk) Possessor may use 'Rush from Within the Pattern' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +9,000 Melee Attack against targets that possess at least one base spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) or that have at least one base subtype spell equipped (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic), gains +120% To Hit against such targets, and that deals full Damage to such targets if they are in the back row.
Sagacious Keeper Style- (Stance Ability, Monk) Spells cost possessor 70,000 less MP to cast. Possessor's actions that involve the casting of a spell cannot be countered (including preemptively) by sources below Level 60.
Sagacious Keeper Style Weapon Addition- (Passive Ability, Monk) Possessor gains +12,000 Melee Attack if wielding a Fist Weapon while in 'Sagacious Keeper Style' stance. Possessor may use Techniques that require possessor be in 'Sagacious Keeper Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Sagacious Keeper Style'.
Spelltalon Strike- (Technique Ability, Monk) Possessor may use 'Spelltalon Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action removes up to 5 different base Spell subtype buffs (excluding Hypertech, Biomancy, Combat Arts, Thief Arts, Archery, Gunslinging, and Ethereal Magic) from its performer, and for each such buff it successfully removes in this manner, it deals 120,000 additional Damage.
Stance Familiarity- (Passive Ability, Monk) Possessor gains +20 to all stats while in a Stance
Still Heartbeat- (Passive Ability, Monk) Each thread, possessor ignores the first number of rounds equal to possessor's Level worth of effects that possessor would suffer from Poison and its sub-status effects or rounds worth of Damage that possessor would take from any minor negative status effects or sub-status effects
Supercharge Ki- (Technique Ability, Monk) Possessor may use 'Supercharge Ki' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in 'Awakened Battle-Aura Style' stance. Said action gives its performer a buff that stacks 200 times that cannot be carried between battles in a buff slot that vanishes if its possessor leaves 'Awakened Battle-Aura Style' stance that doubles the Damage dealt by its possessor's next attack (to a max of its possessor's Level * 1,000,000 additional Damage across all stacked instances of the buff).
Tiger Pounce- (Technique Ability, Monk) Possessor may use 'Tiger Pounce' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack and +30% To Hit.
Thorns-Upon-Pressure-Points Strike- (Technique Ability, Monk) Possessor may use 'Thorns-Upon-Pressure-Points Strike' in conjunction with a 'Melee Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Hand of Thorns Style' Stance. Said action gains +6,000 Melee Attack, gains a 200% chance of inflicting Pain and Paralyzed, and gives targets below Level 40 a debuff that prevents them from gaining additional actions outside of their per-round assigned actions in turn-order that lasts 2 rounds.
Thorn-Vine Arm-Lash- (Technique Ability, Monk) Possessor may use 'Thorn-Vine Arm-Lash' in conjunction with a 'Melee Attack', 'Attack with Finesse', 'Powerful Attack', or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Hand of Thorns Style' Stance. Said action gains +6,000 Melee Attack, gains a 150% chance of inflicting Pain and Impaired: Blind, may be made from any row, and deals full Damage to targets below Level 60 in the back row.
Thousand-Handed Flurry- (Technique Ability, Monk) Possessor may use 'Thousand-Handed Flurry' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Fist Hurricane Style' stance. Said action gains +6,000 Melee Attack, gains '10 hits against 1', and cannot target more than one opposing target.
Tiger's Aquatic Combat Prowess- (Passive Ability, Monk) While possessor is in 'Tiger Style' stance, possessor is not negatively affected by effects attached to Zones of Water by sources below Level 20.
Tiger's Claws- (Technique Ability, Monk) Possessor may use 'Tiger's Claws' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack and +30% Critical.
Tiger's Fury- (Technique Ability, Monk) Possessor may use 'Tiger's Fury' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack and deals double Damage (to a max of 40,000,000 additional Damage) to targets below Level 40; at the end of said action, its performer is afflicted with Confusion: Enraged.
Tiger's Rending Blow- (Technique Ability, Monk) Possessor may use 'Tiger's Rending Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Tiger Style' stance. Said action gains +500 Melee Attack, a 30% chance of inflicting Wounded, a 15% chance of inflicting Wounded: Bleeding, and a 15% chance of inflicting Wounded: Maimed.
Tiger Style- (Stance Ability, Monk) Possessor gains +500 STR and +500 Melee Attack.
Tiger Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Fist Weapon while in 'Tiger Style' stance. Possessor may use Techniques that require possessor be in 'Tiger Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Fist Weapon. Possessor counts as possessing 8 additional Combatant abilities for prerequisite purposes if possessor possesses this ability and 'Master of Tiger Style'.
Tough- (Passive Ability, Monk) +500 Max HP, +20 CON, +10 STR, 5% Poison Resistance
Transparent Force-Body- (Passive Ability, Monk) If possessor is in 'Glass Assassin Style' stance, possessor gains +60% Dodge, gains +60% Resilience, gains Impaired Immunity, gains Pain Immunity, gains Diseased Immunity, and cannot be criticalled by sources below Level 60.
Triumphant Wind-Wave Kick- (Technique Ability, Monk) Possessor may use 'Triumphant Wind-Wave Kick' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Fist Hurricane Style' stance. Said action gains +3,000 Melee Attack, gains the element Air, gains '1 hit against 20,000', and gains a 100% chance of inflicting Fatigued: Prone.
Unified Overcrash: Gestalt Soul Detonation- (Technique Ability, Monk) Possessor may use 'Unified Overcrash: Gestalt Soul Detonation' in conjunction with a 'Ranged Overdrive', 'Overdrive', or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor is in 'Awakened Battle-Aura Style' stance, no other technique or Overcrash is being used as part of said action, and possessor has at least one willing unique ally who will act as a co-participant in the Overcrash whose MP has not been set to 0. Said action consumes the next action of said unique ally, up to 199 other willing, unique allies whose MP has not been set to 0, and up to 20,000,000 willing, non-unique allies whose MP has not been set to 0 and is a Combo Move. Said action becomes solely Ki element, gains +10,000,000 Ranged Attack, +10,000,000 Magical Attack, deals an 5,000,000 additional Damage per unique participant beyond its primary performer (to a max of 1,000,000,000 additional Damage) and 1 additional Damage per non-unique participant (to a max of 20,000,000 additional Damage), and gains '1 hit against (the number of participants in this attack * 1,000)'. Said action sets its user's MP to 0 for the remainder of the thread. Said action sets the MP of all of its participants to 0 as though they had performed the Overcrash.
Unyielding Awakened Soul- (Passive Ability, Monk) Once per thread, when possessor is in 'Awakened Battle-Aura Style' stance, when an action or attack from a source that is not above Level 80 and is not 20 or more Levels greater than possessor would kill or defeat posessor, possessor may choose to ignore said action or attack.
Vampiric Bush Delivers Beatings- (Technique Ability, Monk) Possessor may use 'Vampiric Bush Delivers Beatings' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Hand of Thorns Style' Stance. Said action gains +6,000 Melee Attack, gains a 100% chance of inflicting Pain, gains a 50% chance of inflicting Fatigued: Stun, and deals HP Drain.
Very Healthy- (Passive Ability, Monk) Possessor has a 40% chance (this is not a Resistance percentage) of not being afflicted with any minor status effect that a source below Level 25 would otherwise afflict possessor with
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Wind-borne Punches- (Passive Ability, Monk) If possessor is in 'Fist Hurricane Style' stance, possessor may use possessor's Melee Attack bonus instead of possessor's Ranged Attack bonus, deals full Damage to targets below Level 40 in the back row, and may make 'Melee Attack' and 'Powerful Attack' actions from the back row.
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Mountain King
Apprentice Earth Resistance- (Passive Ability, Mountain King) Possessor gains 5% Earth Resistance
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Basic Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +50 to all stats
Basic Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +50 Defense against Earth
Basic 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 Understanding of the Heart of Earth- (Passive Ability, Mountain King) Possessor's Earth element allies gain +10 to all stats
Basic Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 50 points
Detect Earth- (Passive Ability, Mountain King) Possessor gains +1% To Hit against Earth element targets
Earth Immunity- (Passive Ability, Mountain King) Possessor gains Earth Immunity against sources below Level 20 if Level 20 or greater
Improved Earth Resistance- (Passive Ability, Mountain King) Possessor gains 10% Earth Resistance
Mineralsense- (Passive Ability, Mountain King) Possessor gains +10% To Hit against Earth element targets with a Dodge value below 60%
Mountain King- (Passive Ability, Mountain King) Possessor ignores (1 * (Possessor Level/5), rounded down)% Earth Resistance, Possessor ignores Earth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Nourished By Earth- (Passive Ability, Mountain King) If possessor is Earth element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Earth
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
Blurred While Running- (Passive Ability, Ninja) Possessor gains +200 AGI, Possessor gains +5% Dodge against sources below Level 60 as a non-stacking bonus on rounds during which possessor has performed a 'Shift Rows' action
Fast Ninjutsu- (Passive Ability, Ninja) Possessor may declare that possessor will cast a 'Ninjutsu' spell as part of possessor's first action of the round at the start of a round, If possessor does so, possessor must perform such an action as possessor's first action of the round, with all actions of possessor's where such is not possible being skipped until either said action is performed or the end of the round occurs, with things that would occur before and after said skipped actions still occurring, with possessor obtaining a non-stacking buff that provides +400 to possessor's turn-order-determining stat sum for turn-order-determining purposes during any round during which possessor makes such a declaration
Focused Ninjutsu Casting- (Passive Ability, Ninja) Ninjutsu spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Ninjutsu
From the Shadows- (Stance Ability, Ninja) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +60 Melee Attack
Ninja- (Passive Ability, Ninja) All Ninjutsu spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Ninjutsu 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
Ninja Assassination- (Passive Ability, Ninja) Possessor deals 5,000 additional Damage to targets who have not yet acted
Ninja Escape- (Passive Ability, Ninja) When possessor casts a Ninjutsu spell, possessor obtains a non-stacking buff that lasts until the end of the round that provides +15% Dodge.
Ninja Leap- (Passive Ability, Ninja) Possessor may not be prevented from switching rows by sources below Level 40 that possess a lower AGI than possessor
Ninja Wall Run- (Passive Ability, Ninja) Possessor gains +100 AGI, Possessor pierces 500 Defense of Large Structures, Possessor may deal full Damage to targets below Level 20 that are in the back row
Ninjutsu Casting I- (Passive Ability, Ninja) Ninjutsu spells cost possessor 20 less MP to cast
Ninjutsu Casting II- (Passive Ability, Ninja) Ninjutsu spells cost possessor 200 less MP to cast
Shadow Wind Stance- (Stance Ability, Ninja) +10% Dodge
Smoke Trick Training- (Passive Ability, Ninja) Dodge buffs granted by Ninjutsu spells give possessor an additional +1% Dodge against sources below Level 20 as an effect that stacks 5 times
Trick Body Swap- (Passive Ability, Ninja) Once per round, when possessor is the target of an offensive action with a lower-Level source that is below Level 20, possessor may, with a 20% chance of success, choose to change the target of said action to a willing ally
Ocean Prince
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +10 to all stats
Basic Water Resistance- (Passive Ability, Ocean Prince) Possessor gains 1% Water Resistance
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Protector
Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
Armored Gymnastics- (Passive Ability, Protector) Possessor gains 20% Dodge while wearing Light Armor and +300 AGI while wearing Light Armor
Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Dodges that Conceal Weak Points- (Passive Ability, Protector) Possessor, if wearing Light Armor, gains 50% Resilience against offensive actions that have a 50% or greater chance of being Dodged by possessor
Don Armor Quickly- (Passive Ability, Protector) Possessor may, when conducting a non-offensive action, equip a single Light Armor item
Armored Martial Arts- (Passive Ability, Protector) Possessor gains +100 AGI and +100 Defense if possessor is wearing a Light Armor and is in a Monk Stance
Armored Mobility- (Passive Ability, Protector) Possessor gains +30 AGI while wearing Light Armor
Armored Movement- (Passive Ability, Protector) Possessor gains 5% Dodge while wearing Light Armor
Protector- (Passive Ability, Protector) Possessor gains +(50 * Possessor Level) Defense and AGI if possessor has a Light Armor equipped, Possessor gains +(25 * Possessor Level) to all non-AGI stats if possessor has a Light Armor equipped
Smooth Defense- (Passive Ability, Protector) Possessor may use the Technique 'Smooth Maneuver' in conjunction with a Defend action, so long as no other technique is used and a Light Armor is equipped.
Smooth Dodging- (Passive Ability, Protector) Possessor's Smooth Maneuver technique also provides +5% Dodge as part of its buff
Smooth Maneuver- (Technique Ability, Protector) Possessor may use Smooth Maneuver in conjunction with a Switch Rows action, so long as no other technique is used and a Light Armor is equipped. User gains +50 AGI as a buff that lasts 3 rounds and stacks 3 times.
Spry While Armored- (Passive Ability, Protector) Possessor gains 105% To Hit, 7% Dodge, and +250 AGI while wearing Light Armor
Ravager
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Font of Rage- (Active Ability, Ravager) Possessor may inflict Berserk on self an additional 5 times per thread
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped
Mancleaver- (Active Ability, Ravager) This character may use Mancleaver in conjunction with a Melee Attack, so long as no other technique is used and an Axe is equipped. This character gains +25 Melee Attack against Humans and +20 additional Melee Attack against Humans and Humanoids.
Raging Axemaster- (Passive Ability, Ravager) Each Axe equipped gains +25 Melee Attack while possessor is Berserk
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
Resilient Body- (Passive Ability, Ravager) 5% Physical Resistance
Seething Fury- (Active Ability, Ravager) Possessor may treat Confusion: Enraged as being Confusion: Berserk for purposes of Ravager Abilities
Speed of Rage- (Passive Ability, Ravager) While Berserk, possessor's turn order may be based on ((STR, assuming user's base STR were 5 lower + AGI) / 2) instead of just AGI
Scholar
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of 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 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 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 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
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.
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Snow Queen
Basic Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
Basic Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 1% Ice Resistance
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +10 to all stats
Basic Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +50 to all stats while in a Zone of Ice
Swordsman
Basic Fencing Skills- (Passive Ability, Swordsman) Possessor gains 105% To Hit, Possessor's Attack with Finesse actions may deal an additional 100 damage, This ability only takes effect when possessor has a Sword equipped
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Thief
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Thunder Czar
Absorb Electrical- (Passive Ability, Thunder Czar) Possessor Absorbs Electrical against sources below Level 20 if Level 20 or greater
Apprentice Affinity to Healing Via Electrical- (Passive Ability, Thunder Czar) Whenever possessor obtains Electrical element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical 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 Electrical- (Passive Ability, Thunder Czar) Possessor gains +500 Defense against Electrical
Apprentice Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 5% Electrical Resistance
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 Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Affinity to Healing Via Electrical- (Passive Ability, Thunder Czar) Whenever possessor obtains Electrical element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 Defense against Electrical
Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats while in a Zone of Electrical
Improved Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 10% Electrical Resistance
Thunder Czar- (Passive Ability, Thunder Czar) Possessor ignores (1 * (Possessor Level/5), rounded down)% Electrical Resistance, Possessor ignores Electrical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Veilwalker
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
♢Master of the Fogsea- (Passive Ability, Veilwalker) Possessor counts as having an accessory equipped whose name is 'Fog Boots', Possessor ignores Dodge-increasing effects attached to Zones, Terrains, and Phantom Terrains that are on individuals other than possessor that were created by sources below possessor's Level
Wanderer
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 10% Fatigued Resistance
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
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
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
Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Honed Strikes- (Passive Ability, Warrior) User possesses a base 17% Critical
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Physical Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, with said Melee Attack, Ranged Attack, or Magical Attack action being solely Physical element, up to 10 times per round
Physical Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Physical element, up to 10 times per round
Physical Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Physical element, up to 10 times per round
Physical Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Physical element, up to 10 times per round
Undepleted Agility- (Passive Ability, Warrior) Posessor gains +100 AGI while at Max MP
Undepleted Constitution- (Passive Ability, Warrior) Posessor gains +100 CON while at Max MP
Undepleted Mind- (Passive Ability, Warrior) Posessor gains +100 MIN while at Max MP
Undepleted Spirit- (Passive Ability, Warrior) Posessor gains +100 SPI while at Max MP
Undepleted Strength- (Passive Ability, Warrior) Posessor gains +100 STR while at Max MP
Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.
Weapon Juggling- (Stance Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon
Wind Duke
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 Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +10 to all stats
Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while in a Zone of Air
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 Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
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.
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Loudly-Incanted Spell- (Technique Ability, Wizard) Possessor may use 'Loudly-Incanted Spell' in conjunction with a 'Magical Attack' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. Said action gains +5 Magical Attack and gains a 15% chance of inflicting Confusion: Fear on Level 1 targets who have no spell equipped.
Memorized Somatic Flow- (Passive Ability, Wizard) If the last action possessor performed was a 'Cast a Spell' action that involved the casting of a Wizard Magic spell and possessor is afflicted with Confusion by a source below Level 40, possessor may, instead of having possessor's action determined randomly, choose to perform a non-Confusion-randomized (excluding sub-status effects of Confusion) Cast a Spell action that involves the casting of the same Wizard Magic spell
Powerful Casting- (Technique Ability, Wizard) Possessor may use Powerful Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack gains +150 Magical Attack.
Script Mage- (Passive Ability, Wizard) +25 Magical Attack for Wizard Magic if a Book is equipped
Silent Casting- (Technique Ability, Wizard) Possessor may use 'Silent Casting' in conjunction with a 'Cast a Spell', 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action involves the casting of a Wizard Magic, Enchantment, Illusion Magic, Abjuration, Conjuration, Necromancy, Divination, Divine Magic, or Druid Magic spell. Said action cannot have spell casting involved in it be prevented by Impaired or Hexed or their sub-status effects (including the decision to cast those spells), and said action ignores the presence of Impaired: Silence (and its sub-status effects) on caster.
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
Wizard Magic Casting I- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Wizard Magic Casting II- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast
Non-Focused Abilities
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Tool Wielding I- (Passive Ability, Architect) +5 to all stats when a Tool is equipped
Tool Wielding II- (Passive Ability, Architect) +25 to all stats when a Tool is equipped, +50 Melee Attack when a Tool is equipped
Basic Metal Synchronization- (Passive Ability, Archsmith of Metal) Possessor gains +25 to all stats if possessor is Metal element
Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Astral Magic spells cost possessor 10 less MP to cast
Minor Space Acclimation- (Passive Ability, Astromancer) Possessor gains 5% Voidstruck Resistance, 5% Suffocation Resistance, 5% Frozen Resistance, and 1% Darkness Resistance
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
Basic Evergarden Gardening Techniques- (Passive Ability, Botanist) Possessor's Plant pets gain +3% Resilience
Apprentice Vessel User- (Passive Ability, Captain) All of possessor's Vessel transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Basic Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel Transformations gain 120% To Hit and 20% Dodge while the Terrain or Phantom Terrain is Space
Basic Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Space
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
Sea Legs- (Passive Ability, Captain) 15% Confusion Resistance while transformed into a Vessel while in a Zone of Water, 10% Confusion Resistance while transformed into a Vessel or in a Zone of Water
Evergarden Food Preservation Techniques- (Passive Ability, Chef) Effects attached to Zones that come from sources below Level 60 cannot destroy Food consumables equipped by possessor
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
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster Agility- (Technique Ability, Healer) Possessor may use Bolster Agility 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 AGI which stacks to a max of (20 x Possessor Level) AGI.
Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution 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 CON which stacks to a max of (20 x Possessor Level) CON.
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.
Coil Up- (Active Ability, Other: Herpetologist) Possessor may spend an action to gain a non-stacking buff that provides +15% Dodge until possessor conducts an offensive action
Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical
Basic Wood Synchronization- (Passive Ability, Lord of Trees) Possessor gains +25 to all stats if possessor is Wood element
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Basic Channeling of Divine Mercy- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack and Heal bonus gain +50 additional Magical Attack for purposes of non-offensive actions
Basic Channeling of Divine Wrath- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Minorly Blessed by a Deity- (Passive Ability, Priest) 5% Hexed Resistance, Possessor has a 20% chance of inflicting Hexed: Ill Fortune on any individual who kills possessor immediately upon death, Possessor must be a devout follower of some deity for this ability to take effect
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Ritual Magic Casting I- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 20 less MP to cast
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 Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
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
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 Summon Agility Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 AGI
Basic Summon Constitution Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 CON
Basic Summon Critical Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Critical
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Apprentice Mech User- (Passive Ability, Mech Jockey) All of possessor's Mech transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Basic Mechanized Weaponry Training- (Passive Ability, Mech Jockey) +500 damage to all damage-dealing Mech attacks for possessor's Mech transformations
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
Battle Armor Pilot- (Passive Ability, Mech Jockey)- All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Armor' in the name
Mech Copilot Training (Basic)- (Passive Ability, Mech Jockey) +20 to all of any mech the user is a passenger of's stats
Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Bioaugmentation Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Bioaugmentation possessor has equipped
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Upgrade Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Upgrade possessor has equipped
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
Druid Magic Casting I- (Passive Ability, Druid) Druid Magic spells cost possessor 20 less MP to cast
Druid Magic Casting II- (Passive Ability, Druid) Druid Magic spells cost possessor 200 less MP to cast
♢Wields the Spear of Blackest Night- (Passive Ability, Lancer) Possessor's Spear weapons gain +(Possessor Level * 100) Melee Attack, (Possessor Level * 2)% inflicts Voidstruck, and the element Darkness
Apprentice Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Bio-Horror Traits - (Passive Ability, Mad Scientist) Possessor gains +1 to all stats so long as possessor is a Bio-Horror
Devouring Gaze- (Active Ability, Master of Monsters) Possessor may spend an action to deal 500,000 Flat Physical & Psychic & Darkness element Damage or HP Drain to one target, with said Damage not being reduced against targets in the back row
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
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Weapons Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Weapons
Skinning Slice- (Technique Ability, Shadow Blade) Possessor may use 'Skinning Slice' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +500 Melee Attack against Aerials, Animals, Aquatics, Cthonians, Monsters, Reptiles and Shapeshifters from the Enemy List that are normally fightable for drops, inflicts a non-stacking debuff against targets of those subtypes that provides -20% Resilience and -10,000 Defense and, if said debuff is successfully applied, creates a temporary armor with the name '<Target's Name> Pelt', a subtype of Pelt, the same elements as the target's original unmodified elements, and a Gold value equal to (Target's Level * 100,000) that provides +(Target's Level * 200) STR, CON and AGI (with said stat values not being able to exceed target's base, unmodified values in each equivalent stat), (Target's Level)% Resilience (with said Resilience value not being able to exceed target's base, unmodified value), +(Target's Level * 20,000) HP (with said HP bonus not being able to exceed target's base, unmodified HP value), and +(Target's Level * 1,000) Melee Attack, with said temporary armour not being able to be created as a result of targeting the same instance of an entity more than once per thread.
Skinner of Great Beasts- (Passive Ability, Skinwalker) Possessor may choose for possessor's 'Skinning Slice' ability to additionally affect the subtypes Alien, Bio-Horror, Daemon, Darkspawn, Demon, Devil, Horror, Spirit, Dragon and Great Beast and omit the text 'from the Enemy List that are normally fightable for drops'; temporary armor resulting from the use of Possessor's 'Skinning Slice' ability instead has a Gold value equal to (Target's Level * 100,000 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) and instead provides +(Target's Level * 200 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) STR, CON and AGI (with said stat values not being able to exceed target's base, unmodified values in each equivalent stat), (Target's Level * Target's subtype Tier value * (2 if target is an Elite, 1 if not))% Resilience (with said Resilience value not being able to exceed target's base, unmodified value), +(Target's Level * 20,000 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) HP (with said HP bonus not being able to exceed target's base, unmodified HP value), and +(Target's Level * 1,000 * Target's subtype Tier value * (2 if target is an Elite, 1 if not)) Melee Attack
Apprentice Smith Proficiency- (Passive Ability, Smith) This character gains +25 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +25 Defense for each Shield, Heavy Armor, or Light Armor is equipped. This character gains +25 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Armorer- (Passive Ability, Smith) All armors have their stat bonuses that they provide increased by +20
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.
Helmcrafter- (Passive Ability, Smith) +50 Defense and 5% Resilience if a Helm is equipped
Trained Smelter- (Passive Ability, Smith) Each Light Armor or Heavy Armor equipped provides +20 Defense
Apprentice Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Holy Magic spells that buff stats do so by 50 more points per such stat
Basic Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Holy Magic spells that buff stats do so by 5 more points per such stat
Holy Magic Casting I- (Passive Ability, Paladin) Holy Magic spells cost possessor 20 less MP to cast
Holy Magic Casting II- (Passive Ability, Paladin) Holy Magic spells cost possessor 200 less MP to cast
Holy Shield- (Passive Ability, Paladin) Possessor gains +50 Defense per Light element Shield and Armor equipped against Demons, Daemons, and Devils
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