Jessie Calthion (JTL9000)
Level 59
Spirelord & Large Structure, Astral & Psychic & Light
HP- 28,327
MP- 7,500
STR - 1,354 (18)
AGI - 1,269 (21)
CON - 1,133 (17)
MIN - 418 (5)
SPI - 359 (6)
XP- 121,528,131
XP Required- 8,320,000, Holy Imperial Seal of Glory
Fame- 61
Gold- 2,084,520,496
Bonus Weeks: 182, 10 Monk, 3 Weirdworker, 2 Botanist, 2 Pactmaker, 1 Combatant, 1 Radiant Hierophant, 5 Glyph Mage, 13 Warrior, 50 Eye of Heaven, 50 Justicar, 50 Luminary, 50 Subspace Architect
Will learn:
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Attack With Finesse
Powerful Attack
Fortify Body
Overdrive
Melee Overdrive
Blessing
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Aldriel's Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Blessed with Arshubrel's Destruction- (Passive Ability, Blessing) Possessor gains +5,000 Melee Attack, +5,000 Ranged Attack, and +5,000 Magical Attack if possessor is Fire or Destruction element or is afflicted with the status effect Confusion: Berserk
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Mana Spark Blessing 5- (Passive Ability, Blessing) +40 Magical Attack
Seirudiel's Grace- (Passive Ability, Blessing) Possessor gains 15% Dodge, +300 AGI, and has a 30% chance of inflicting Charm on any individual whose action was Dodged by possessor
Chef
Apply Excessive Capsaicin- (Technique Ability, Chef) Possessor may use 'Poison Foodstuffs' in conjunction with a 'Serve Food' or 'Use an Item' action. Any Food item involved in said action gains '30% inflicts Pain' and '10% inflicts Burning' during said action
Improved Mircrowave Gaze- (Passive Ability, Chef) If possessor possesses a Chef ability called 'Microwave Gaze', then any ability called 'Microwave Gaze' that it grants its possessor gains '30% inflicts Burning', '30% may inflict Poison: Irradiated', and 'Deals 2,000 CON Damage'
Microwave Gaze- (Passive Ability, Chef) Possessor gains the ability:
Microwave Gaze- 20,000 Damage, Ignores the Defense of targets below Level 40, This action gains +20% To Hit, Individuals who deal HP Drain to targets of this ability deal an additional 4,000 Points as a non-stacking buff that lasts 2 rounds, This action's Prime Attribute is Spirit, Atomic & Fire, 30,000 MP
Combatant
Aggressive Frisking- (Technique Ability, Combatant) Possessor may use 'Aggressive Frisking' in conjunction with a 'Melee Attack' action. Said action gains +250 Melee Attack and has a 20% chance of disabling any one item worth under 50,000,000 Gold that is equipped by its target, provided said target is below possessor's Level and below Level 40, for the duration of the thread
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) This character gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Bone-Breaker- (Technique Ability, Combatant) Possessor may use 'Bone-Breaker' 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 +140 Melee Attack, has a 5% chance of inflicting Wounded, a 5% chance of inflicting Stat Drain: CON Drain, a 5% chance of inflicting Stat Drain: AGI Drain, and a 5% chance of inflicting Stat Drain: STR Drain
Boxer's Face-Guarding Techinique- (Passive Ability, Combatant) Possessor's buff from the ability 'Raise Hands to Protect Face' lasts 3 rounds
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
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
Devastating Roundhouse- (Technique Ability, Combatant) Possessor may use 'Devastating Roundhouse' 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 +450 Melee Attack and has a 15% chance of inflicting Fatigued: Stun.
Face-Pulper- (Active Ability, Combatant) This attack gains +55 Melee Attack 10% inflicts Wounded: Disfigured, and 15% inflicts Wounded, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor has a Fist Weapon equipped
Fast Arms- (Passive Ability, Combatant) Possessor's Melee Attack actions may not be pre-emptively countered by individuals under Level 10
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
Gangster's Extortion Knuckle- (Active Ability, Combatant) This attack gains +55 Melee Attack and deals an additional 10,000 Gold Damage or Drain if it already does Gold Damage or Drain, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor has a Fist Weapon equipped
Glass-Jaw-Breaking Fist- (Passive Ability, Combatant) Possessor deals 1.2 times normal Damage (to a max of 50,000,000 additional Damage) to targets below Level 20 with offensive actions provided that (Possessor's Critical - Target's Resilience) is at least 5% and possessor has a Fist Weapon equipped
Improved Bone-Breaker- (Passive Ability, Combatant) Possessor's techniques named 'Bone Breaker' gain a 15% chance of inflicting Stat Drain: CON Drain, Stat Drain: AGI Drain, and Stat Drain: STR Drain, as well as gaining an additional +240 Melee Attack
Jab Flurry- (Technique Ability, Combatant) Possessor may use 'Jab Flurry' 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 4 hits against 1 and deals 1/3 damage.
Jaw-Sweller- (Technique Ability, Combatant) Possessor may use 'Jaw-Sweller' 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 +20 Melee Attack and a 15% chance of inflicting Impaired: Mute.
Knockout Punch!- (Technique Ability, Combatant) Possessor may use 'Knockout Punch!' 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 +40 Melee Attack and a 30% chance of inflicting Fatigued: Knocked Out against targets below Level 20 that are below 50% Max HP.
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
Roundhouse Punch- (Technique Ability, Combatant) Possessor may use 'Roundhouse Punch' 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 +75 Melee Attack and has a 5% chance of inflicting Fatigued: Stun.
Thundering Gut Punch- (Technique Ability, Combatant) Possessor may use 'Thundering Gut Punch' 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 +250 Melee Attack, may add Electrical to its elements, and has a 50% chance of unequipping any Belts worn by targets below Level 40, also unequipping any Armorx.5 items from said targets if any Belts are unequipped from them.
Unexpected Hook- (Technique Ability, Combatant) Possessor may use 'Unexpected Hook' 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.
Utter Narcissism Punch- (Technique Ability, Combatant) Possessor may use 'Utter Narcissism Punch' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Fist Weapon. Said action gains +25,000 Melee Attack as a buff that does not stack and lasts until the end of the action if caster possesses at least 3 buffs that it applied to itself, has not applied buffs to anyone other than itself during this thread, and possesses no buffs or debuffs from other sources.
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
Deathless One
Can Operate While Beheaded For Limited Periods of Time If Wearing a Scarf- (Passive Ability, Deathless One) Possessor gains a 50% chance of obtaining a Death Attack if no opponent is 20 or more Levels greater than possessor and possessor has a Scarf equipped
Eye of Heaven
Adept Eye of Heaven Knowledge- (Passive Ability, Eye of Heaven) Possessor's Spireguide pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Spireguide summon, Possessor's unmodified stats increase by 200 points if possessor is a Spireguide.
Apprentice Eye of Heaven Knowledge- (Passive Ability, Eye of Heaven) Possessor's Spireguide pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Eye of Heaven Knowledge- (Passive Ability, Other: Eye of Heaven) Possessor's Spireguide pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Eye of Heaven- (Passive Ability, Eye of Heaven) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Spireguide pet only, This ability provides +50 HP and +10 to all stats of possessor's Spireguide pets and summons per Level of possessor
Spireguide Traits- (Passive Ability, Other: Eye of Heaven) If Possessor is a Spireguide, Possessor gains Poison Immunity, Impaired Immunity and Diseased Immunity, Possessor's STR and AGI are multiplied by .75, and Possessor's MIN and SPI are multiplied by 1.25 as an effect that does not stack with other MIN and/or SPI multiplying effects. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Friendship
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Friend of Edwin Cloremontt- (Passive Ability, Friendship) Possessor gains +500 Defense if any of possessor's allies is named Edwin Cloremontt
Good Friend of Alrick- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Alrick Slizer', Whenever possessor heals an individual named 'Alrick Slizer' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Alrick Slizer'
Secretly Loves Alrick- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Alrick Slizer', Possessor gains +100 to all stats if afflicted with Charm from a source named 'Alrick Slizer', Possessor suffers -200 to all stats if one of possessor's opponents is named 'Alrick Slizer', The infliction chances of Charm for individuals named 'Alrick Slizer' are increased by 25% against possessor
Member of Alrick's Brigade- (Passive Ability, Friendship) Possessor gains +100 to all stats if any of possessor's allies have the ability 'Member of Alrick's Brigade'
Gambler
Absorb Fortune- (Passive Ability, Other: Gambler) Possessor Absorbs Fortune against sources below Level 20 if Level 20 or greater
Adept Fortune Synchronization- (Passive Ability, Other: Gambler) Amounts of Fortune element Damage possessor deals are increased by 10,000 points, Fortune element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Fortune element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Fortune- (Passive Ability, Other: Gambler) Whenever possessor obtains Fortune element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Fortune- (Passive Ability, Other: Gambler) Possessor's Fortune 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 Fortune- (Passive Ability, Other: Gambler) Possessor gains +500 Defense against Fortune
Apprentice Fortune Resistance- (Passive Ability, Other: Gambler) Possessor gains 5% Fortune Resistance
Apprentice Fortune Synchronization- (Passive Ability, Gambler) Possessor gains +50 to all stats for each Fortune element item equipped, Possessor's Fortune element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fortune- (Passive Ability, Other: Gambler) Possessor's Fortune element allies gain +100 to all stats
Apprentice Weaponization of Fortune- (Passive Ability, Other: Gambler) Quantities of Fortune element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Fortune- (Passive Ability, Other: Gambler) Possessor gains +500 to all stats while in a Zone of Fortune
Aura of Good Fortune- (Stance Ability, Gambler) If possessor is Fortune element, up to 30 of possessor's allies, optionally including possessor, are afflicted with Favored: Good Fortune at the start of each round
Aura of Ill Fortune- (Stance Ability, Gambler) If possessor is Fortune element, up to 30 of possessor's opponenets may be afflicted with Hexed: Ill Fortune at the start of each round with a 100% chance of infliction
Aura of Luck's Favored One- (Stance Ability, Gambler) If possessor is Fortune element and in the 'Aura of Good Fortune' stance, up to 30 of possessor's allies, optionally including possessor, are afflicted with Favored at the start of each round
Aura of Vexsome Fortune- (Stance Ability, Gambler) If possessor is Fortune element and in the 'Aura of Ill Fortune' stance, up to 30 of possessor's opponents may be afflicted with Hexed at the start of each round with a 100% chance of infliction
Basic Acceleration Within Fortune's Dominion- (Passive Ability, Other: Gambler) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fortune
Basic Affinity to Healing Via Fortune- (Passive Ability, Other: Gambler) Whenever possessor obtains Fortune element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Fortune- (Passive Ability, Other: Gambler) Possessor's Fortune element pets and summons gain +50 to all stats
Basic Defenses Against Fortune- (Passive Ability, Other: Gambler) Possessor gains +50 Defense against Fortune
Basic Fortune Resistance- (Passive Ability, Other: Gambler) Possessor gains 1% Fortune Resistance
Basic Fortune Synchronization- (Passive Ability, Other: Gambler) Possessor gains +25 to all stats if Fortune element
Basic Understanding of the Heart of Fortune- (Passive Ability, Other: Gambler) Possessor's Fortune element allies gain +10 to all stats
Basic Weaponization of Fortune- (Passive Ability, Other: Gambler) Quantities of Fortune element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Fortune- (Passive Ability, Other: Gambler) Possessor gains +50 to all stats while in a Zone of Fortune
Control of Fortune- (Passive Ability, Other: Gambler) Possessor has a 20% chance of being able to cancel the actions of Fortune element individuals below Level 20, with things that would occur before and after said actions still occurring
Critical Strike- (Passive Ability, Gambler) If possessor is Fortune element, whenever possessor targets an opponent who is below Level 60 and performs an offensive attack that includes a roll for a hit of said attack to hit, miss, or be dodged as per the standard rules for such, then if a '1' is rolled on said roll, regardless of whether it would be a miss normally or not, it becomes a hit that is not considered being dodged if it would have been dodged normally, with said hit becoming an automatic Critical
Defenses that Utilize Fortune- (Passive Ability, Other: Gambler) Possessor gains +500 Defense if possessor has any Fortune-element items equipped that provide a Defense bonus
Empowered By Fortune- (Passive Ability, Gambler) If possessor is Fortune element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Fortune
Eternal Favor- (Passive Ability, Gambler) If possessor is Fortune element, possessor may choose to have no natural per-round chance of the positive status effect Favored disappearing from possessor
Fortune Immunity- (Passive Ability, Other: Gambler) Possessor gains Fortune Immunity against sources below Level 20 if Level 20 or greater
Fortune Manipulation- (Passive Ability, Other: Gambler) Possessor may choose one of the following at the beginning of each round if Fortune element: Create a Zone of Fortune, Remove a Zone of Fortune created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fortune by either possessor or a source below Level 20, Add Fortune to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fortune element on a Fortune element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fortune, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fortune, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fortune element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fortune to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fortune, 5% Fortune Resistance, or +50 Defense against Fortune and 1% Fortune Resistance until the end of the round as a non-stacking buff
Fortunate Powerattack- (Passive Ability, Gambler) If possessor is Fortune element, Possessor's 'Powerful Attack' actions' minimum miss chance is lowered to 45% if above 45%.
Gambler- (Passive Ability, Other: Gambler) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fortune Resistance, Possessor ignores Fortune Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Greater Weaponization of Fortune- (Passive Ability, Other: Gambler) Quantities of Fortune element Damage dealt by possessor are increased by 25,000 points
Hard to Hex- (Passive Ability, Gambler) If possessor is Fortune element, infliction chances of Hexed on possessor, if successful, must be rerolled once
Hexbounce- (Passive Ability, Gambler) If possessor is Fortune element and would be afflicted with the status effect Hexed or any of its sub-status effects by a source below Level 60, possessor may choose instead to not be afflicted with Hexed and inflicted Hexed on the source of said infliction
Improved Affinity to Healing Via Fortune- (Passive Ability, Other: Gambler) Whenever possessor obtains Fortune element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Fortune- (Passive Ability, Other: Gambler) Possessor's Fortune element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Fortune- (Passive Ability, Other: Gambler) Possessor gains +5,000 Defense against Fortune
Improved Defenses that Utilize Fortune- (Passive Ability, Other: Gambler) Possessor gains +2,000 Defense if possessor has any Fortune-element items equipped that provide a Defense bonus
Improved Fortune Resistance- (Passive Ability, Other: Gambler) Possessor gains 10% Fortune Resistance
Improved Understanding of the Heart of Fortune- (Passive Ability, Other: Gambler) Possessor's Fortune element allies gain +250 to all stats
Improved Weaponization of Fortune- (Passive Ability, Other: Gambler) Quantities of Fortune element Damage dealt by possessor are increased by 5,000 points
Increased Critical Threshold- (Passive Ability, Gambler) Possessor's 'Critical Strike' ability triggers on a roll of '1' to '5' instead of just on a roll of '1'
Increased Fumble Threshold- (Passive Ability, Gambler) Possessor's 'Induce Horrific Fumbles' ability triggers on a roll of '96' to '100' instead of just on a roll of '100'
Induce Horrific Fumbles- (Passive Ability, Gambler) If possessor is Fortune element, when an opponent of possessor who is below Level 60 performs an offensive attack that includes a roll for a hit of said attack to hit, miss, or be dodged as per the standard rules for such, then if a '100' is rolled on said roll, regardless of whether it would be a miss normally or not, it becomes a miss that is considered being dodged if it would have been dodged normally, with said hit having a further 25% chance of having its target then re-selected randomly from the allies of its source, including its source, who could have been originally targeted by it, with all calculations for said hit being re-performed in said case
Lasting Favor- (Passive Ability, Gambler) If possessor is Fortune element, whenever possessor would have to roll for the natural per-round disappearance of the positive status effect Favored from possessor, possessor rolls twice and chooses the result
Lucky- (Passive Ability, Gambler) If possessor is Fortune element, possessor and up to 7 of possessor's allies gain 7% Resilience, 7% Dodge, 7% Critical, and 107% To Hit
Meditative Assumption of Fortune- (Passive Ability, Other: Gambler) Possessor may choose, at the beginning of a thread, to become solely Fortune element
Nourished By Fortune- (Passive Ability, Gambler) If possessor is Fortune element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Fortune
Nullify Fortune- (Passive Ability, Other: Gambler) Possessor may remove the element Fortune from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Fortune-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Fortune-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Fortune from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Quite Lucky- (Passive Ability, Gambler) If possessor is Fortune element, possessor and up to 77 of possessor's allies gain 24% Resilience, 24% Dodge, 24% Critical, and 124% To Hit
Reflect Fortune- (Passive Ability, Other: Gambler) Possessor Reflects Fortune against sources below Level 20 if Level 20 or greater
Stroke of Luck- (Passive Ability, Gambler) Possessor may, once per thread, reroll a value that possessor rolled, provided that no opponent who is either Fate element or Level 60 or greater objects
Unfortunate Spell- (Technique Ability, Gambler) Possessor may used 'Unfortunate Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as possessor is Fortune element and possessor casts a spell as part of said action. Said action gains '60% inflicts Hexed: Ill Fortune'.
Unhexable- (Passive Ability, Gambler) If possessor is Fortune element, possessor gains Hexed Immunity
Uplifted By Fortune- (Passive Ability, Gambler) If possessor is Fortune element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Fortune
Wielder of Ill Fortune- (Passive Ability, Gambler) If possessor is Fortune element, infliction chances of Hexed with possessor as a source, if unsuccessful, may be rerolled once
Zonal Fortune Control- (Passive Ability, Other: Gambler) Possessor may, at the start of each round, choose one Zone of Fortune that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Gatekeeper
Mech-Frame-Contained Space-Distorting Storm-Self- (Passive Ability, Gatekeeper) If possessor is an Outsider and is Level 40 or greater, possessor gains a buff at the start of battle that gives its possessor the subtypes Robot and Mech, and, if possessor possessors the subtype Robot or Mech, possessor gains +50,000 Defense and +500,000 HP, whereas if possessor does not possess the subtype Robot or Mech, possessor deals 200,000 additional Electrical element Damage
Legacy Outsider Traits- (Passive Ability, Gatekeeper) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2, possessor's MP is multiplied by 2, possessor's STR is multiplied by 2, possessor's AGI is multiplied by 2, possessor's CON is multiplied by 2, possessor's MIN is multiplied by 2, possessor's SPI is multiplied by 2, possessor's Defense is multiplied by 10, possessor's attack bonuses are multiplied by 2, and possessor's listed Damage values are multiplied by 2, with possessor also gaining Immunity to Diseased. This ability only takes effect if possessor is an Outsider. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Outsider Traits- If possessor is an Outsider, possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 2 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 2 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 2 as an effect that does not stack with other MIN multiplying effects, possessor's SPI is multiplied by 2 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 10 as an effect that does not stack with other Defense multiplying effects, possessor's attack bonuses are multiplied by 2 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 2 as an effect that does not stack with any other effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Diseased. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Guardian
Augmented Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 5% Minor Status Effect Resistance
First Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +50 CON and 5% Resilience
Meditated Upon the Iron Iris- (Passive Ability, Guardian) Possessor cannot be Criticalled by individuals below Level 10
Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 1% Air Resistance, 1% Earth Resistance, 1% Fire Resistance, 1% Water Resistance, 1% Light Resistance, 1% Darkness Resistance, 1% Physical Resistance, 1% Psychic Resistance, 1% Magic Resistance, 1% Technology Resistance, 1% Acid Resistance, 1% Ice Resistance, and 1% Electrical Resistance
Second Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +2,000 HP
Healer
Electric Paddle Heartstopper- (Technique Ability, Healer) Possessor may use 'Electric Paddle Heartstopper' in conjunction with a 'Melee Attack' action so long as no other technique is used. Said action gains +250 Melee Attack, gains the element Electrical, and has a 5% chance of inflicting Instant Death on targets below Level 15
Enraging Massage- (Technique Ability, Healer) Possessor may use 'Enraging Massage' in conjunction with a 'Perform Massage' action so long as no other technique is used. Said action may lose its chance of curing Fatigued, May provide +300 STR and +300 Melee Attack as a non-stacking buff, and may gain 60% inflicts Confusion: Enraged
Perform Massage- (Active Ability, Healer) Possessor may spend an action to have a 60% chance of curing Fatigued
Rearrange Organs- (Technique Ability, Healer) Possessor may use 'Rearrange Organs' in conjunction with a 'Melee Attack' or 'Magical Attack' action so long as no other technique is used. Said action may cause its target (if under Level 40 or willing) to gain either 30% Weakness or Resistance to any one minor status effect, +20% Resilience, or -20% Resilience as a buff that does not stack for the same effect and stacks 3 times across different effects
Merchant
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold
Gift Wrapper- (Passive Ability, Merchant) Possessor chooses on month of the year upon acquring this ability; possessor's per-item half-price sell cap is increased by 5,000 Gold during that month [September]
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Monk
Adept Unarmed Technique Attunement- (Passive Ability, Monk) Unarmed Technique spells cost possessor 10,000 less MP to cast, Unarmed Technique spells cast by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Unarmed Technique Spells, and may not be converted into other types of slots by individuals below Level 100
Agile Speed- (Passive Ability, Monk) Possessor's turn-order-determining stat becomes Agility
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Attack-Deflection Training- (Passive Ability, Monk) Possessor gains a 1% chance of Reflecting Physical element attacks from sources below Level 4
Awareness of Energy Chakras- (Passive Ability, Monk) Possessor gains +100 STR, +100 AGI, +100 CON, +100 MIN, and +200 SPI
Basic 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 Gravato-Geoseismic Throw- (Technique Ability, Monk) Possessor may use 'Basic Gravato-Geoseismic Throw' in conjunction with a 'Melee Attack' action, so long as no other technique is used and at least two of possessor's weapon slots are open. Said attack gains +240 Melee Attack, may be made from the back row, and has a 15% chance of inflicting Stun. If this technique's user decides to pay 1,000 MP when using it and has at least 800 CON, said action may be made solely Earth element.
Basic Gymnastics Skills- (Passive Ability, Monk) Possessor gains +20 AGI
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
BETTER Post-Strike FLEX- (Passive Ability, Monk) Possessor may choose to have a 65% chance of inflicting Charm: Impressed on up to 15 targets at the end of each of possessor's actions that involved an attack that successfully inflicted Fatigued: Stun on at least on target
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
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Brawny- (Passive Ability, Monk) Possessor gains +100 STR and +100 CON
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
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%
Chop Which Cracks Boulders Like Walnuts- (Technique Ability, Monk) Possessor may use 'Chop Which Cracks Boulders Like Walnuts' in conjunction with a 'Melee Attack' action, so long as no other technique is used and at least one of possessor's weapon slots is open. Said attack gainst +25 Melee Attack, and it gains an additional +150 Melee Attack and a 15% chance of inflicting Wounded against Earth element Elementals.
Contortionist- (Passive Ability, Monk) Possessor gains +1% Dodge against individuals below Level 45
Controlled Breathing- (Passive Ability, Monk) Possessor gains 1% Suffocation Resistance
Defensive Combat Training- (Passive Ability, Monk) +20 Defense
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
Domineering Fish-Suplex- (Technique Ability, Monk) Possessor may use 'Domineering Fish Suplex' in conjunction with a 'Melee Attack' action so long as an Unarmed Technique spell is cast and no other technique is used. Said action gains +200 Melee Attack and a 40% chance of inflicting Charm on Aquatics.
Expert and Bobbing and Weaving- (Passive Ability, Monk) Possessor gains 25% Dodge against offensive actions that use Strength as their Prime Attribute, Possessor gains 7% Dodge, Possessor gains +5% to Hit as a non-stacking buff that lasts 2 rounds whenever possessor successfully Dodges an offensive action that uses Strength as its Prime Attribute
Fleet Feet- (Passive Ability, Monk) Possessor gains +50 to any one turn-order-determining stat for turn-order-determining purposes
Flexible- (Passive Ability, Monk) Possessor gains +200 AGI and +2% Dodge against individuals below Level 60
Fly-Snatching Art- (Passive Ability, Monk) Possessor treats targets who are below Level 20 and have more than 30% Dodge as though they possessed 30% Dodge
Focused Hand- (Technique Ability, Monk) Possessor may use 'Focused Hand' in conjunction with a 'Melee Attack' action, so long as no other technique is used and at least one of possessor's weapon slots is open. Said attack becomes solely Physical element.
Focused Unarmed Technique Casting- (Passive Ability, Monk) Unarmed Technique spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Unarmed Technique
Follow-Up Submission Hold- (Technique Ability, Monk) Possessor may use 'Follow-Up Submission Hold' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor casts an Unarmed Technique spell as part of said action. Said attack gains a 5% chance of inflicting Paralysis.
Full Control of Power Masking- (Passive Ability, Monk) Possessor may, at the beginning of any thread, choose to lose the ability 'Mask True Power' for the duration of the thread
Good Balance- (Passive Ability, Monk) Possessor's row may not be shifted without possessor's permission by sources below Level 4
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
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
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
Has Undergone More Harsh Training III- (Passive Ability, Monk) +4,000 HP, 10% Resilience, 10% Dodge
Heaven-Thunder Punch- (Technique Ability, Monk) Possessor may use 'Heaven-Thunder Punch' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action so long as an Unarmed Technique spell is cast and no other technique is used. Said action deals full Damage to individuals below Level 70 in the back row, gains +3,000 Melee Attack, and cannot be countered by individuals below Level 50.
Hyped-Up Punch With Crazy Windmill Windup- (Technique Ability, Monk) Possessor may use 'Hyped-Up Punch With Crazy Windmill Windup' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as an Unarmed Technique spell is cast and no other technique is used. Said action is delayed 5 rounds and gains +1 Melee Attack.
Improved Defensive Combat Training- (Passive Ability, Monk) +200 Defense
Improved Ki Channeling- (Passive Ability, Monk) Possessor gains +300 SPI, Spells with 'Ki ' or 'Ki-' in their name cost 500 less MP for possessor to cast
Ki Burst- (Passive Ability, Monk) Up to three times per battle, once per round, at the beginning of a round, possessor may choose to gain +5,000 MP, +100 Melee Attack, +100 STR, +100 AGI, and +100 SPI until the end of the round
Ki Charge- (Passive Ability, Monk) Possessor may, at the start of any round, obtain a buff that provides +50 STR, AGI, CON, and SPI, with said buff stacking 5 times
Ki-Empowered Stance- (Stance Ability, Monk) Possessor obtains +200 STR, AGI, CON, and Melee Attack while in this stance if possessor is not a 0 MP
Ki Energy Projection- (Passive Ability, Monk) If possessor possesses a buff from an ability of possessor's called 'Ki Charge', possessor may, before or after any action, remove a stacked instance of said buff to gain +500 Ranged Attack for the remainder of the round as a buff that stacks 5 times
Ki-Enhanced Movement- (Passive Ability, Monk) Possessor gains +100 to possessor's turn-order-determining stat sum for turn-order-determining purposes if possessor's Current MP is above 50% of possessor's Max MP
Ki Flight- (Passive Ability, Monk) Possessor obtains +300 AGI and 15% Earth Resistance if possessor's Current MP is above 50% of possessor's Max MP
Ki Levitation- (Passive Ability, Monk) If possessor possesses a buff from an ability of possessor's called 'Ki Charge', possessor gains 15% Dodge
Ki-Powered Casting- (Passive Ability, Monk) If possessor possesses a buff from an ability of possessor's called 'Ki Charge', possessor may remove a stacked instance of said buff to make any one spell possessor is casting cost 500 less MP to cast, with a max of 5 such stackings being removed per spell
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.
Martial Artist- (Passive Ability, Monk) +300 Melee Attack if at least one Weapon slot is empty, +300 STR, AGI, and CON, +110 MIN and SPI, 120% To Hit, 15% Dodge, 10% Resilience
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Martial Defense Mastery- (Passive Ability, Monk) Possessor is Immune to individuals below Level 20
Melee Dodging- (Passive Ability, Monk) Possessor gains 20% Dodge against offensive actions that use Strength as their Prime Attribute
Memories of an Excellent Sensei- (Passive Ability, Monk) The first time per thread that possessor would be killed due to HP loss by a source at or below Level 20, possessor is instead not killed and placed at 1 HP
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
Mirror-Palm- (Technique Ability, Monk) Possessor may use this technique in conjunction with a 'Defend', 'Guard Other', or 'Guard Back Rank' action, so long as possessor possesses at least one open Weapon slot and no other technique is used. Possessor, as part of said action, gains a 20% chance of Reflecting actions from sources below Level 20 until the end of the round as a non-stacking buff.
Monk's Build- (Passive Ability, Monk) Possessor gains +200 CON, +200 AGI, +200 STR, and +2,000 HP
Muscular- (Passive Ability, Monk) Possessor gains +200 STR and +50 CON
Napalm Punch- (Technique Ability, Monk) Possessor may use 'Napalm Punch' in conjunction with a 'Melee Attack' action so long as an Unarmed Technique spell is cast and no other technique is used. Said action gains the element Fire, gains +300 Melee Attack, and gains a 50% chance of inflicting an instance of Burning that (cannot be cured by sources below Level 30 for 5 rounds).
Nonlethal Knockout Chop- (Active Ability, Monk) Possessor may use 'Nonlethal Knockout Chop' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor casts an Unarmed Technique spell as part of said action. Said attack gains +105 Melee Attack and cannot reduce targets below 1 HP; Said attack inflicts Fatigued: Knocked Out if it would place its target at an HP value equal to or lower than 1 HP.
Oldschool Sprinter's Stance- (Stance Ability, Monk) Possessor's turn-order-determining stat becomes agility
Open-Fisted Parrying Stance- (Stance Ability, Monk) Monk abilities that turn open weapon slots into items and provide a Melee Attack bonus also provide half said Melee Attack bonus's value before application of other abilities and items as a Defense bonus
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
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
Sea-Wind Dive- (Technique Ability, Monk) Possessor may use 'Sea-Wind Dive' in conjunction with a 'Melee Attack' action so long as an Unarmed Technique spell is cast and no other technique is used. Said action deals full Damage to individuals below Level 40 in the back row and gains +300 Melee Attack. Said action gains an additional +500 Melee Attack and deals full Damage to individuals below Level 60 in the back row if caster is in a Zone of Water and a Zone of Air or a Zone of Water & Air.
Shake 'Em!- (Technique Ability, Monk) Possessor may use 'Shake 'Em!' in conjunction with a 'Melee Attack' action. Said action gains 45% inflicts Confusion.
Sonic Fist- (Passive Ability, Monk) Possessor gains +250 Melee Attack if no non-Fist Weapon weapon is equipped, Possessor's Melee Attacks may use (AGI x .95) as their prime attribute if no non-Fist Weapon weapon is equipped, Possessor may choose to have possessor's attacks, if possessor has no weapon equipped, become solely Air element, Possessor may choose to have possessor's attacks, if possessor has Fist Weapons equipped as possessor's only weapons, become additionally Air element
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
Stun Punch- (Technique Ability, Monk) Possessor may use 'Stun Punch' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor has either a Fist Weapon equipped or no weapons equipped. Said attack gains +40 Melee Attack and a 30% chance of inflicting Fatigued: Stun.
Surfer-Dismounting Authoritarian Bitchslap- (Technique Ability, Monk) Possessor may use 'Surfer-Dismounting Authoritarian Bitchslap' in conjunction with a 'Melee Attack' action so long as an Unarmed Technique spell is cast and no other technique is used. Said action gains +200 Melee Attack and gains a 50% chance of detransforming Water-element targets below Level 60.
Toned Body- (Passive Ability, Monk) Possessor gains +50 CON, +50 STR, and +300 HP
Tough- (Passive Ability, Monk) +500 Max HP, +20 CON, +10 STR, 5% Poison Resistance
Unarmed Technique Casting I- (Passive Ability, Monk) Unarmed Technique spells cost possessor 20 less MP to cast
Unarmed Technique Casting II- (Passive Ability, Monk) Unarmed Technique spells cost possessor 200 less MP to cast
Unmask True Power- (Passive Ability, Monk) When possessor leaves the 'Mask True Power' Stance, if possessor is alive, possessor may choose to undo any changes to possessor that were produced by said Stance.
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
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Radiant Hierophant
Basic Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 1% Light Resistance
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Rider
Bombriding- (Passive Ability, Rider) Possessor may, once per thread, as part of one of possessor's offensive actions while in a Vessel trasformation that involves an ability whose name includes 'Bomb', causing said action to gain possessor's untrasformed self as an additional target if it targets more than one individual already, but also causing said action to deal 50,000 additional Damage
Bombrider Cowboy- (Passive Ability, Rider) Possessor may choose for possessor's 'Bombriding' ability to not add possessor to the targets of actions that it would naturally add possessor to, Possessor's actions that possessor uses possessor's 'Bombriding' ability as a part of deal 50,000 additional Damage
Love of Bombs- (Passive Ability, Rider) Possessor's Vessels' offensive actions that involve the use of abilities whose name includes 'Bomb' may gain '30% inflicts Lovestruck' and may deal 30,000 additional Damage
Missile Riding- (Passive Ability, Rider) Whenever one of possessor's transformations uses an ability that includes the word 'Missile', possessor may de-transform at the end of said ability
Roboticist
Destructolaser- (Passive Ability, Roboticist) If possessor is a Robot, possessor gains the ability:
Destructolaser- 20,000 Damage, 15% inflicts Antimatter, 15% applies a debuff that provides -300 to all stats that stacks 5 times, This action's Prime Attribute is Agility, Technology & Destruction, 23,000 MP
Mechanical Self-Reconfiguration- (Passive Ability, Roboticist) Possessor may, at the start of a round, obtain a buff that replaces possessor's subtype with Robot
Refray Wires- (Technique Ability, Roboticist) Possessor may use 'Refray Wires' in conjunction with a 'Melee Attack' action. Said action gives Robots and Machines that it targets -100 CON and, if they are below Level 40, 100% Burning Weakness, as a debuff that stacks 500 times.
Repair Destructobot- (Technique Ability, Roboticist) Possessor may use 'Repair Destructobot' in conjunction with a 'Melee Attack' action. Said action Heals Robots and increases the Damage values of the abilities of Robots it targets by 2,500 Points as a buff that stacks 4 times. Said action does not effect non-Robots.
Robot Traits- (Passive Ability, Roboticist) Possessor gains Pain Immunity, Fear Immunity, Deafened Immunity, Poison Immunity, and Diseased Immunity (Exception- Diseased: Computer Virus) so long as possessor is a Robot
Slayer
And With This, I Will Drown You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Water element may gain '5% inflicts Drowning'
And With This, I Will Burn You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Fire element may gain '5% inflicts Burning'
And With This, I Will Bury You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Earth element may gain '5% inflicts Entombed'
And With This, I Will Strangle You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Air element may gain '5% inflicts Suffocation'
And With This, I Will Melt You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Acid element may gain '5% inflicts Dissolving'
And With This, I Will Freeze You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Ice element may gain '5% inflicts Frozen'
Apprentice Deadly Item Training- (Passive Ability, Slayer) This character gains +60 Melee Attack, +60 Ranged Attack, +60 Magical Attack, and +5% Critical when a Deadly Item is equipped.
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000
Lizard-Slayer- (Passive Ability, Slayer) Possessor deals 50,000 additional Damage to individuals below Level 60 who subtype is Reptile or whose name includes 'Lizard'
Sheer-Offensive Stance- (Stance Ability, Slayer) Possessor's Defense is halved, Possessor's Resilience drops to 0%, Possessor's Dodge is halved, Possessor gains +(Possessor's former Resilience, to a max of 200)% Critical, Possessor gains +(One half possessor's lost Dodge, to a max of 200)% to Hit, Possessor gains +(One half possessor's former Defense value, to a max of 20,000) Melee Attack, Magical Attack, and Ranged Attack
Slayer- (Passive Ability, Slayer) Possessor gains +(500 +(50 * Possessor Level)) Melee Attack, Magical Attack, and Ranged Attack if possessor has a Deadly Item equipped, Possessor gains +5% Critical if possessor has a Deadly Item equipped
Subspace Architect
Basic Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Legacy Large Structure Traits- (Passive Ability, Other: Subspace Architect) 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 10, possessor's Resilience is multiplied by 4, possessor's Defense is multiplied by 1.5, possessor's Defense Against Stat Damage is multiplied by 1.5, and possessor's Dodge is multiplied by .1, with possessor also gaining Immunity to Impaired, Confusion, Pain, Poison, Fatigued, Diseased, and Charm. This ability only takes effect if possessor is a Large Structure. 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.
Large Structure Traits- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, possessor's HP is multiplied by 10 as an effect that does not stack with other HP multiplying effects, possessor's Resilience is multiplied by 4 as an effect that doesn't stack with other Resilience multiplying effects, possessor's Defense is multiplied by 1.5 as an effect that does not stack with other Defense multiplying effects, possessor's Defense Against Stat Damage is multiplied by 1.5 as an effect that doesn't stack with other Defense Against Stat Damage multiplying effects, and possessor's Dodge is multiplied by .1, with possessor also gaining Immunity to Impaired, Confusion, Pain, Poison, Fatigued, Diseased, and Charm. 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.
Superhero
Super-Leaping- (Passive Ability, Superhero) Possessor may conduct Melee Attack actions from the back row, Possessor gains +200 AGI
Warrior
Acid 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 Acid 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 Acid 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 Acid element, up to 10 times per round
Acid 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 Acid 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 Acid element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Acid element, up to 10 times per round
Acid 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 Acid 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 Acid element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Acid element, up to 10 times per round
Acid 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 Acid 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 Acid element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Acid element, up to 10 times per round
Active Parry- (Active Ability, Warrior) User skips a turn and adds one weapon's melee attack bonus to Defense for 2 turns
Air 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 Air 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 Air 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 Air element, up to 10 times per round
Air 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 Air 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
Air element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Air element, up to 10 times per round
Air 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 Air 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 Air element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Air element, up to 10 times per round
Air 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 Air 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 Air element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Air element, up to 10 times per round
Armed to the Gills- (Passive Ability, Warrior) Possessor may bring 2 unequipped weapons into threads
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
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
Chaser Master- (Passive Ability, Warrior) Warrior abilities whose name includes ' Chaser' cost possessor 1,000,000 Gold and 1 Week less to obtain in the ability shop, to a minimum of 0 Gold and 1 Week
Combat Arts Casting I- (Passive Ability, Warrior) Combat Arts spells cost possessor 20 less MP to cast
Combat Arts Casting II- (Passive Ability, Warrior) Combat Arts spells cost possessor 200 less MP to cast
Coordinated Combat Training- (Passive Ability, Warrior) Possessor gains +50 Melee Attack, +50 Magical Attack, +50 Ranged Attack, +500 Damage Dealt, and +50 to all stats for each ally possessor possesses who possesses an ability called 'Coordinated Combat Training'
Darkness 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 Darkness 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 Darkness 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 Darkness element, up to 10 times per round
Darkness Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Darkness element, up to 10 times per round
Darkness Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Darkness element, up to 10 times per round
Darkness Chaser (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 Darkness 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 Darkness element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Darkness element, up to 10 times per round
Earth 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 Earth 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 Earth 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 Earth element, up to 10 times per round
Earth 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 Earth 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 Earth element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Earth element, up to 10 times per round
Earth 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 Earth 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 Earth element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Earth element, up to 10 times per round
Earth 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 Earth 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 Earth element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Earth element, up to 10 times per round
Electrical 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 Electrical 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 Electrical 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 Electrical element, up to 10 times per round
Electrical 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 Electrical 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 Electrical element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Electrical element, up to 10 times per round
Electrical 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 Electrical 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 Electrical element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Electrical element, up to 10 times per round
Electrical 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 Electrical 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 Electrical element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Electrical element, up to 10 times per round
Energy 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 Energy 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 Energy 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 Energy element, up to 10 times per round
Energy 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 Energy 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 Energy element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Energy element, up to 10 times per round
Energy 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 Energy 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 Energy element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Energy element, up to 10 times per round
Energy 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 Energy 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 Energy element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Energy element, up to 10 times per round
Fire 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 Fire 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 Fire element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Fire element, up to 10 times per round
Fire Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Fire element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Fire element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Fire element, up to 10 times per round
Fire 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 Fire 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 Fire element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Fire element, up to 10 times per round
Fire 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 Fire 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 Fire 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 Fire element, up to 10 times per round
Honed Strikes- (Passive Ability, Warrior) User possesses a base 17% Critical
Ice 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 Ice 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 Ice 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 Ice element, up to 10 times per round
Ice 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 Ice 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 Ice element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Ice element, up to 10 times per round
Ice 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 Ice 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 Ice element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Ice element, up to 10 times per round
Ice 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 Ice 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 Ice element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Ice element, up to 10 times per round
Light 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 Light 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 Light 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 Light element, up to 10 times per round
Light 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 Light 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 Light element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Light element, up to 10 times per round
Light Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Light element, up to 10 times per round
Light 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 Light 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 Light element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Light element, up to 10 times per round
Magic 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 Magic 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 Magic 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 Magic element, up to 10 times per round
Magic 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 Magic 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 Magic element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Magic element, up to 10 times per round
Magic Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Magic element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Magic element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Magic element, up to 10 times per round
Magic 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 Magic 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 Magic element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Magic element, up to 10 times per round
One Tough Customer- (Passive Ability, Warrior) Possessor obtains +500,000 HP, +5,000 STR, +15,000 CON, and 40% Resilience, Possessor is Immune to individuals below Level 20 if possessor is Level 40 or greater
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
Psychic 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 Psychic 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 Psychic 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 Psychic element, up to 10 times per round
Psychic 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 Psychic 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 Psychic element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Psychic element, up to 10 times per round
Psychic Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Psychic element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Psychic element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Psychic element, up to 10 times per round
Psychic 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 Psychic 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 Psychic element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Psychic element, up to 10 times per round
Technology 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 Technology 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 Technology element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Technology element, up to 10 times per round
Technology Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Technology element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Technology element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Technology element, up to 10 times per round
Technology 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 Technology 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 Technology element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Technology element, up to 10 times per round
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
Weapons Demo- (Stance Ability, Warrior) When possessor enters this stance or enters a battle, begin tracking each subtype of Weapon possessor equips or has equipped, For each such subtype, possessor gains +50 to all stats as buff that does not stack but increases in increments of +100, to a max of +10,000, This stance resets its count if exited or at the end of battle
Misc
Basic Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to all stats if possessor is Spatial element
Burly- (Passive Ability, Gigas Knight) +100 unmodified STR, +50 unmodified CON
Cactus Sharpener- (Passive Ability, Botanist) Possessor's Plant pets' and summons' abilities' Damage values are increased by 3,000 points, Possessor's Plant pets and summons deal 20,000 additional points of Damage whenever they deal damage as part of a counter or as Flat Damage
Can Channel the Power of the Imperial Homeworld's Core- (Passive Ability, Channeler) Possessor, while in RP threads on the Imperial Homeworld, gains +2 to all base stats, gains +32,813,100 MP, and may summon 1 Fire or Earth element Elemental below Level 60 that is normally fightable for drops on the Enemy List at the start of each round, with a max of 10 summoned and this ability's possessor being able to summon individuals of higher Level through this ability's natural functions
Celestial Sun Protection- (Ability, Justicar) Possessor gains 15% Fire Resistance, 15% Light Resistance, 30% Burning Resistance, and 30% Awestruck Resistance, Possessor may survive on suns as an RP effect
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Dig Pothole- (Active Ability, Geomancer) Possessor may spend an action to add an effect to a Zone of Earth, a Zone of Physical, or a Terrain or Phantom Terrain that is 'Road' that causes all Vehicle transformations in said Zone or Terrain that are below Level 20 to have a 20% chance each round of not being able to act, with things that would occur before and after their actions still occurring, with said effect stacking 3 times per zone or terrain and 3 times across all zones and terrains
Doomfern Whispering- (Passive Ability, Botanist) Possessor's Darkness element Plant pets gain +200 to all stats and have the Damage values of their abilites increase by 6,000 point
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Drink Lake- (Active Ability, Geomancer) Possessor may spend an action to remove a Zone of Water or a Terrain or Phantom Terrain with an associated Square Mile of Terrain in the Shop that is Water element that has a source below Level 40 from battle
Essence Algorithm: Dreggson's Lesser Cricket- (Passive Ability, Vermin Lord) At the beginning of a thread, possessor may choose to become the subtype Insect, to gain the base stats: STR 1, CON 1, AGI 2, MIN 1, SPI 1, and to be able to choose, if a monster on the enemy list exists named 'Dreggson's Lesser Cricket', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Eye Demon- (Passive Ability, Demonologist) At the beginning of a thread, possessor may choose to become the subtype Demon, to gain the base stats: STR 5, CON 5, AGI 20, MIN 10, SPI 30, and to be able to choose, if a monster on the enemy list exists named 'Eye Demon', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Gargoyle Grenadier- (Passive Ability, Master of Monsters) At the beginning of a thread, possessor may choose to become the subtype Monster, to gain the base stats: STR 12, CON 15, AGI 20, MIN 9, SPI 9, and to be able to choose, if a monster on the enemy list exists named 'Gargoyle Grenadier', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: National Crab- (Passive Ability, Seakeeper) At the beginning of a thread, possessor may choose to become the subtypes Aquatic and Large Structure, to gain the base stats: STR 15, CON 40, AGI 5, MIN 5, SPI 5, and to be able to choose, if a monster on the enemy list exists named 'National Crab', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Subtle Beemaster- (Passive Ability, Vermin Master) At the beginning of a thread, possessor may choose to become the subtype Insect, to gain the base stats: STR 5, CON 10, AGI 22, MIN 23, SPI 5, and to be able to choose, if a monster on the enemy list exists named 'Subtle Beemaster', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Terror Orc- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to become the subtype Humanoid, to gain the base stats: STR 30, CON 25, AGI 5, MIN 2, SPI 3, and to be able to choose, if a monster on the enemy list exists named 'Terror Orc', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Torturer Devil- (Passive Ability, Pactmaker) At the beginning of a thread, possessor may choose to become the subtype Devil, to gain the base stats: STR 10, CON 10, AGI 10, MIN 30, SPI 10, and to be able to choose, if a monster on the enemy list exists named 'Tortuerer Devil', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Wraith Jelly- (Passive Ability, Seekeeper) At the beginning of a thread, possessor may choose to become the subtype Aquatic, to gain the base stats: STR 5, CON 30, AGI 5, MIN 5, SPI 20, and to be able to choose, if a monster on the enemy list exists named 'Wraith Jelly', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Herd Torpedos- (Passive Ability, Seakeeper) If possessor is in a Zone of Water, possessor has a 50% chance of being able to change the targets of actions made by Machines, Robots, Vessels, and Aquatics that are below Level 40 and below possessor's Level to any valid targets that possessor desires
Impersonate Statue- (Stance Ability, Evermason) Possessor's subtype becomes Golem, Possessor gains +5,000 HP, +500 CON, and 25% Resilience while in this stance
Install Basic Deathtraps- (Passive Ability, Thief) If possessor possesses at least 5 Mechanist abilities and at least 5 Thief abilities, possessor may, at the beginning of each round, select an ally and provide said ally with a buff that deals 50,000 Flat Physical or Fire or Electrical or Acid element Damage to any individual who conducts an offensive action targetting said ally, with said damage being increased to 100,000 points if said ally is a Large Structure, with said damage-dealing occuring at the end of the next 10 offensive actions targetting said ally, with said buff stacking 3 times and generating seperate instances of Damage with multiple stackings
Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).
Mine Brain- (Technique Ability, Architect) Possessor may use 'Mine Brain' in conjunction with a 'Melee Attack' action so long as no other Technique is involved an either an Axe or a Tool is equipped. Said action deals 500 MIN Damage and may scan its target's stats.
Radioactive Wisdom- (Passive Ability, Scientist) Possessor gains +400 MIN, Possessor's actions that involve Hypertech spells may gain '30% inflicts Poison: Irradiated', Possessor gains Poison: Irradiated Immunity, Possessor gains 5% Atomic Resistance
Soldeidrethanoic Recalcantantabuliaic Seymulhesylresmy- (Passive Ability, Soldreidrethanoi) Possessor gains +2,700 Ranged Attack if possessor is wielding a Bailartrix, If possessor is in at least two different Zones created by possessor or possessor's allie and possessor has a Bailartrix, then possessor may cause delay possessor's 'Ranged Attack' actions for 2 rounds, Possessor may, if possessor has a Bailartrix equipped, choose at the beginning of any round during which possessor has a 'Ranged Attack' action being delayed to reduce the number of rounds by which said action is delayed by 1 (provided that said delaying of said action was performed either by a willing individual or an individual below Level 60) and (regardless of whether said reduction of rounds is successful) to change the element of any Zone that either possessor or a willing ally of possessor created (provided that it possesses an element) to any one Base element or to Spatial, dealing 650,000 Flat Damage of said chosen element to up to 60 chosen targets in said Zone if said element switch is successful (with this effect being able to switch a Zone to an element that it already is); If possessor deals damage in this manner to at least 200 different individuals during the course of a thread, possessor gains +10% To Hit as a non-stacking buff that is applied as soon as said conditional is met unless possessor desires for it not to be
Sweep Mines- (Passive Ability, Architect) If possessor has an item with 'Broom' in its name equipped, possessor's offensive actions may not be countered by individuals below Level 40
Venom Mind- (Passive Ability, Vermin Master) If possessor is an Insect, possessor's MIN is considered to be 3,000 points higher for purposes of the cap on how much Stat Damage possessor can deal
Permanent Consumables
Has Consumed 1 of the Permanent Consumable "Cookie"- (Passive Ability, Permanent Item Effect) +1 STR, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Golden Comb of Luck"- (Passive Ability, Permanent Item Effect) +1% Critical
Has Consumed 1 of the Permenant Consumable "Might Increase Potion"- (Passive Ability, Permenant Item Effect) +50 STR per # consumed, Cannot be used in combos
Curse
Chance Addict- (Passive Ability, Curse) Possessor's actions have a 5% chance of having their targets determined randomly if they do not involve rolling on a table of random values and are not Fortune element
Lasts 100 Battles
Others:
Use of 'Fortune Favors the Badass' in 200 combos
Undertaking:
"Safeguard the Desert"
129 out of 200 Miragas killed
32 out of 50 Great Sariscos Beetles ikilled
9 out of 20 Bel-Miragaskilled
Weapons-
Bascaradine Flaming Fist Type 37- (Weapon, Fist Weapon, Fire, 32,000 Gold) +35 Melee Attack, Deals 200 additional Fire damage on hit
Bascaradine Sun-ray Fist Model 2- (Weapon, Fist Weapon, Technology & Light, 55,500,000 Gold) +55,500 Melee Attack, +55,500 STR, +30,750 CON, +55,500 AGI, +32,500 SPI, 30% inflicts Awestruck, 15% may inflict Burning, Wielder's 'Melee attack' actions may become solely Light element, Wielder ignores the constant effect ‘Aerial Evasion’, Wielder may use Unarmed Technique spells as though this weapon and one other Fist Weapon with 'Bascaradine' in its name were not equipped, 10% wielder's 'Melee Attack' actions that do not involve the casting of any spells or use of any techniques may gain '2 hits against 1', Pierces 40,000 Defense, Wielder may spend an action and pay 75% of their max MP, assuming said value is over 10,000, to a max of 250,000 MP, to make this item's element become solely Astral and increase its chances of granting its '2 hits against 1' chance to 15%
Brother Horse's Stampede Hands- (Weaponx2, Fist Weapon, Fortune & Beast & Faith, 78,000,000 Gold) +78,000 Melee Attack, +78,000 Ranged Attack, +7,800 uncapped STR as a non-stacking bonus, Wielder's 'Ranged Attack' and 'Ranged Overdrive' actions count as involving 20,000 Animals that they otherwise would not involve, gain '2 hits against 2,000,000', and count as involving five Divine Magic buffs, Wielder's per-item bonus caps are doubled for purposes of this item, Wielder gains an 10 Spell slots that may only hold Divine Magic or Shaman Magic spells, Divine Magic and Shaman Magic spells cost wielder 780,000 less MP to cast, Animals and Steeds with no Patron Deity may treat wielder as their Patron Deity, Wielder must be Level 20 or greater
2 Crypt Guard's Hand- (Weapon, Fist Weapon, Darkness & Acid, 198,000 Gold) +210 Melee Attack, Inflicts 15 AGI damage on hit, 5% Inflicts Paralysis on hit
Diamondbreaker Fist- (Spell, Combat Arts, Physical & Earth, 25,000 MP, 25,000,000 Gold) +25,000 Melee Attack, Caster pierces 50,000 Defense of Earth-element targets below Level 60, Caster must have a Fist Weapon equipped
*Fist Wrappings of Saint Aloysius of Varr- (Weaponx2, Fist Weapon, Light, 15,000,000 Gold) +90,000 Melee Attack, +30,000 STR, +30,000 AGI, +30,000 SPI, Per-item Melee Attack bonus caps are doubled for this item, Divine Magic, Holy Magic, and Unarmed Technique spells cost wielder 200,000 less MP to cast, Wielder may use Unarmed Technique spells as though this weapon were not equipped, 30% inflicts Awestruck, 30% inflicts Awestruck: Sealed
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
29 Gold Fist- (Weapon, Fist Weapon, Earth, 555,555 Gold) +500 Melee Attack, +50 to all stats, +5,000 additional Melee Attack if wielder has over 1,000,000,000 Gold
Home-Run King- (Weapon, Mace, Physical, 15,800,000 Gold) +15,000 Melee Attack, 180% To Hit, 5% inflicts Vanished on targets below Level 40 who are below wielder's Level, Wielder must be Level 20 or greater
Lethal Noose- (Weaponx2, Deadly Item, Darkness, 967,000 Gold) +1,955 Melee Attack, 29% Critical, 15% inflicts Suffocation on hit, +550 CON, +80 Defense, 15% Darkness Resistance
Needley Hand- (Weapon, Fist Weapon, Earth & Physical, 48,000 Gold) +59 Melee Attack, 5% inflicts Pain on hit
5 Shaman’s Staff- (Weapon, Staff, Earth & Air & Fire & Water & Magic, 655,000 Gold) +420 Melee Attack, +670 Magical Attack, Shaman Magic spells cast by wielder that provide a Magical Attack Bonus gain +200 additional Magical Attack, Wielder’s Shaman Magic summons gain +200 to all stats as a non-stacking effect, Shaman Magic spells cost wielder 400 less MP to cast
*The Fist-Wrappings of the Warlord Voghel- (Weaponx2, Fist Weapon, War & Blood & Destruction, 50,000,000 Gold) +100,000 Melee Attack, +100,000 STR, +50,000 AGI, +50,000 CON, Per-item Melee Attack bonus caps are doubled for this item, Leadership, War Magic, Combat Arts, and Unarmed Technique spells cost wielder 200,000 less MP to cast, Wielder may use Unarmed Technique spells as though this weapon were not equipped, 60% inflicts Wounded, 60% inflicts Wounded: Bleeding, 60% inflicts Wounded: Maimed, This weapon tracks the number of battles that it was wielded by each unique wielder, giving wielders various addiction curses over time as an RP effect that generates Curse abilities
Battle Count: 0
The MacFistO'Pain- (Weapon, Gun, Physical, 70,000,000 Gold) +70,000 Ranged Attack, +80,000 STR, 120% inflicts Fatigued: Stun, Wielder's 'Ranged Attack' actions may use Strength as their Prime Attribute, and possessor's per-item Ranged Attack bonus capping may be determined based on Strength, Each of wielder's 'Ranged Attack' actions may incorporate the Melee Attack bonus of one equipped Fist Weapon as though it were an equal Ranged Attack bonus, Wielder must be Level 35 or greater
Tickletickle Gloves- (Weapon, Fist Weapon, Air, 1,200,000 Gold) +1,200 Melee Attack, Wielder's 'Melee Attack' and 'Attack with Finesse' actions may deal no Damage, 80% inflicts Confusion: Overcome by Laughter
3 Totally Awesome Dead Walrus!- (Weapon, Other: Chaos Talon, Water, 70,000 Gold) +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, +70 to all stats
10 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
9 Totally, Absolutely, Completely Awesome Dead Walrus, Gold Edition!- (Weapon, Other: Chaos Talon, Water, 950,000 Gold) +950 Melee Attack, +950 Ranged Attack, +950 Magical Attack, +950 to all stats
7 Totally, Absolutely, Completely, Unequivocally Awesome Dead Walrus, Platinum Edition!- (Weapon, Other: Chaos Talon, Water, 2,000,000 Gold) +1,900 Melee Attack, +1,900 Ranged Attack, +1,900 Magical Attack, +1,900 to all stats, 19% Critical, 19% Resilience, 119% To Hit, 19% Dodge
4 Totally, Absolutely, Completely, Unequivocally, Unremittingly Awesome Dead Walrus, Emerald Edition!- (Weapon, Other: Chaos Talon, Water, 20,000,000 Gold) +19,000 Melee Attack, +19,000 Ranged Attack, +19,000 Magical Attack, +19,000 to all stats, 29% Critical, 29% Resilience, 129% To Hit, 29% Dodge, Wielder ignores the Resistances of individuals below Level 10, Wielder must be at least Level 20
Totally, Absolutely, Completely, Unequivocally, Unremittingly, Unceasingly Awesome Dead Walrus, Sapphire Edition!- (Weapon, Other: Chaos Talon, Water, 40,000,000 Gold) +39,000 Melee Attack, +39,000 Ranged Attack, +39,000 Magical Attack, +39,000 to all stats, 39% Critical, 39% Resilience, 139% To Hit, 39% Dodge, Wielder ignores the Resistances of individuals below Level 20, Wielder must be at least Level 30
Tyrannical Punching Dagger Of The Orient- (Weapon, Fist Weapon, Physical, 20,000,000 Gold) +20,000 Melee Attack, +2,000 to all stats, 140% to hit, 30% Critical, Wielder's Criticals with 'Melee Attack' and 'Attack with Finesse' actions deal 5% more Damage, to a max of 5,000,000 additional Damage, Wielder deals 20,000 additional Damage to Summons and targets that possess summons that are present, Wielder's Criticals unsummon target summons that are below Level 20 that are summoned by sources below Level 30
Armor-
'Lucksnake' Supreme-Combat Armor- (Armor, Light Armor, Glory & Spatial & Time, 200,000,000 Gold) +200,000 Defense, +200,000 Melee Attack, +200,000 Magical Attack, +200,000 to all stats, 120% Dodge, 220% To Hit, 120% Critical, 120% Resilience, Wielder regenerates 3,000,000 HP and MP at the start of each round, Wielder is Immune to individuals below Level 40, Combat Arts, Astral Magic, Unarmed Technique, and Super Power spells cost wielder 200,000 less MP to cast as a non-stacking effect, wearer's Light or Fortune element transformations gains +200,000 to all stats as a non-stacking bonus, 120% may inflict Hexed or Hexed: Ill Fortune, Wearer's 'Defend' actions give their performer a non-stacking buff that lasts 2 rounds that provides +60% Dodge, Wielder must be Level 40 or greater and must possess the ability 'Gambler'
Blind Masochist's War-Thong of Intimidating Baldness- (Armor, Clothing, War & Physical, 30,000,000 Gold) +30,000 Melee Attack, +30,000 STR, +30,000 CON, Wearer is afflicted with Impaired: Blind at the start of each round, Wearer suffers no negative effects from the status effects Impaired: Blind and Pain (not counting sub-status effects), Wearer regenerates 300,000 HP at the start of each round that wearer is afflicted with Pain, Wearer gains '30% inflicts Confusion: Fear if possessor has no Hat or Helm equipped'
2 Carctori Spine Robe- (Armor, Robe, Earth, 39,000 Gold) +31 Defense, Wielder automatically counterattacks any attacker, doing 300 Physical element damage to said attacker
Enchanted Yellow Clothes- (Armor, Clothes, Light, 60,000 Gold) +60 Defense, +60 to all stats, Has RP effects regarding traps in Sunthrone's contest area
Exceptionally-Well-Made Ice Plate- (Armor, Heavy Armor, Ice, 13,000,000 Gold) +13,000 Defense, 40% Resilience, 25% Fire Resistance, 25% Ice Resistance, 60% Burning Resistance, 60% Frozen Resistance
Fully Robotic Body- (Armor, Disguise, Technology, 5,000,000 Gold) +5,000 Defense, +4,000 AGI, +4,000 CON, +4,000 MIN, Wearer's subtype becomes solely Robot, Wearer's subtype may not be changed to subtypes other than Robot by sources below Level 40
Goblin Tux- (Armor, Clothing, Earth, 1,500,000 Gold) +1,000 Defense, +1,000 to all stats, Wearer's non-summon, non-pet, non-PC allies gain +2,000 Defense as a non-stacking buff
Imperial Pants - (Armorx.5, Clothes, Physical, 47,000 Gold) +40 Defense, +45 to all stats, +60 additional points to all stats if an Imperial Shirt is also equipped
Imperial Shirt - (Armorx.5, Clothes, Physical, 47,000 Gold) +40 Defense, +45 to all stats, +60 additional points to all stats if an Imperial Pants is also equipped
*Robes of the Crimson Priestess- (Armor, Robes, Fire, 89,000 Gold) +145 Defense, +110 Magical Attack, 15% Fire Resistance, +155 SPI, +500 Defense on turns after wielder has been targeted with a Fire element attack, whether positive or negative, on the prior turn
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'
6 Work Overalls- (Armor, Clothing, Earth, 800 Gold) +14 Defense, +5 additional Defense if a Tool is equipped
Accessories-
Armband of Purity- (Accessory, Wristwear, Light, 2,700,000 Gold) +2,200 Magical Attack, +2,600 Defense, 20% Resilience, Individuals below Level 30 cannot inflict status effects on possessor
Amulet of the Glass Foe- (Accessory, Amulet, Physical & Magic, 60,000,000 Gold) All of wielder's opponents below Level 60 have their Resilience set to 0% as a constantly applied effect generated by this item
Arrow-Catching Halo- (Accessory, Crown, Light, 1,000,000 Gold) Wearer gains +1,000 Defense against 'Ranged Attack' actions as a conditionally effective bonus, Wearer gains +1,000 Defense against Bows as a conditionally effective bonus, Wearer gains +1,000 Defense against attacks coming from individuals in the back row
Backpack (2)- (Accessory, Container, Technology & Water, 1,500 Gold) Possessor gains 1 Consumable slot
Bascaradine-Augmented Badass Destructoshift Omegaclass Doomhand- (Accessory, Upgrade, Technology & War, 240,000,000 Gold) +240,000 Melee Attack, +200,000 Ranged Attack, +240,000 STR, +200,000 CON, +200,000 SPI, 100% Critical, 100% Resilience, 80% inflicts any one moderate negative status effect, Wielder's 'Melee Attack' and 'Melee Overdrive' actions gain 'pierces 240,000 Defense' and may remove 1 buff from a source below Level 80 that is not 20 or more Levels greater than wielder that raises Defense from each of their targets, Wielder's 'Ranged Attack' and 'Ranged Overdrive' actions gain '1 hit against 6,000,000' and '200% To Hit', Wielder may, up to 5 times per round, redirect attacks from sources below Level 80 to itself, Wielder is Immune to individuals below Level 40, Wielder must be Level 40 or greater
Bascaradine Beam Eye Implant Type C- (Accessory, Upgrade, Fire, 42,000 Gold) +37 Ranged Attack, All of user's ranged attacks do 50 additional Fire damage
Bascaradine Cybernetics Spring Kick Leg Type Four- (Accessory, Upgrade, Physical & Air, 42,000 Gold) +110 Melee Attack for Unarmed Techniques or when all weapon slots are empty
Bascaradine Doomshatter Blastbreaker Deathrocket Hyper-Arm with Inbuilt Colossus-Modulator- (Accessory, Upgrade, Technology & War & Destruction & Energy, 145,000,000 Gold) +145,000 Melee Attack, +140,000 STR, 90% Critical, 90% Dodge, wielder's 'Melee Overdrive' actions may, to a max of once per battle, gain '3 hits against 1' if only targeting a single target that is of equal or lower Level that does not possess more AGI than wielder, 100% may inflict Fatigued: Stun, Wielder may spend an action to destroy a zone, terrain, or phantom terrain created by a source below Level 90, 5% inflicts Instant Death, Wielder's per-item Melee Attack bonus cap becomes 2x the relevant stat, Wielder may choose to count as up to 80 individuals for row-order purposes, Wielder's 'Melee Attack' and 'Melee Overdrive' actions gain 'pierces 90,000 Defense' and may remove 1 buff from a source below Level 80 that is not 20 or more Levels greater than wielder that raises Defense from each of their targets, Wielder's 'Melee Attack' and 'Ranged Overdrive' actions may gain '1 hit against 6,000,000' and '200% To Hit', Wielder must be Level 40 or greater
2 Bascaradine Improva-Knee: Type 8 (Runner), Model 15- (Accessory, Upgrade, Physical, 31,000 Gold) Wielder gains +95 to wielder's turn-order-determining stat sum for turn-order-determining purposes
2 Bascaradine Hefty Lifting Arm Type 19- (Accessory, Upgrade, Technology, 39,000 Gold) +45 STR
Bascaradine Rocket-Piston Land-Breaker Combo-Attack Battle Arm- (Accessory, Upgrade, Technology & War, 95,000,000 Gold) +95,000 Melee Attack, +90,000 STR, +90,000 AGI, wielder's 'Melee Overdrive' actions may, to a max of once per battle, gain '3 hits against 1' if only targeting a single target that is of equal or lower Level that does not possess more AGI than wielder, 100% inflicts Fatigued: Stun, Wielder may spend an action to destroy a zone, terrain, or phantom terrain created by a source below Level 90, Wielder must be Level 40 or greater
Belt of Holy Passion- (Accessory, Belt, Light, 550,000 Gold) +500 Melee Attack, +500 Magical Attack, +550 STR, +500 CON, +550 SPI, 15% Light Resistance, 20% Fatigued Resistance
6 Bluish Red Jell Poison- (Accessory, Weapon Coating, Water, 17,000 Gold) 13% Inflicts Poison, 5 SPI damage per hit
4 Bluish Syrup Mind Toxin- (Accessory, Weapon Coating, Water & Psychic, 19,000 Gold) 5 MIN damage per hit
Cape that Turns into a Fist- (Accessory, Cloak, Physical, 218,000 Gold) +230 Melee Attack, 15% inflicts Fatigued: Stun, 5% inflicts Confusion, +200 STR
2 Camnepteron Bangle- (Accessory, Wristwear, Magic, 455,000 Gold) +59 Defense against stat damage, +290 to all stats
Cybernetic Arm- (Accessory, Upgrade, Technology, 45,000 Gold) +40 Melee Attack, +40 STR, +40 Defense
Cybernetic Legs- (Accessory, Upgrade, Technology, 60,000 Gold) +40 Defense, +60 Agility
Daccehenburg Industries Boots- (Accessory, Boots, Darkness & Acid, 50,000 Gold) +800 Defense, +350 AGI, +350 CON, 20% Earth Resistance, 20% Acid Resistance, 20% Water Resistance, 20% Darkness Resistance, 20% Technology Resistance, 20% Air Resistance, 15% Resilience, 15% Dodge
Demon Eye Halo- (Accessory, Ioun Stone, Darkness, 10,000,000 Gold) +10,000 Ranged Attack, +10,000 Magical Attack, +7,000 MIN, +10,000 SPI, Wearer may, once per round, deal 100,000 Flat Damage of any one base element to an individual who conducts an offensive action that targets wearer at the end of said action
*Diploma from Volatilis for Jessie Calthion- (Acessory, Quest Item, Magic, 100,000 Gold) +100 MIN
Elementalized Monster Wrangler's Gloves, Premium Edition- (Accessoryx2, Gloves, Fire & Lightning & Acid & Physical & Warding, 4,651,000 Gold) +4,000 Defense, +2,300 STR, +400 CON, +7,000 Additional Defense when no enemies over level 15 are present, +400 to all wearer's Pets' stats, Possessor's Pets under level 35 have a 25% lower chance of going out of control, 25% Fire Resistance, 25% Lightning Resistance, 25% Acid Resistance, 25% Physical Resistance
Endurance Band- (Accessory, Wristwear, Physical, 1,000,000 Gold) +1,000 CON, +5,000 HP
Execution Diva's Battle-Shoes- (Accessory, Shoes, Metal & Physical & Glitz, 17,500,000 Gold) +17,500 Melee Attack, +17,000 STR, +17,000 AGI, Wielder gains 1 Fame as a buff that stacks 5 times each time wielder kills an opponent, 60% inflicts Wounded, 5% inflicts Instant Death if wielder is Level 40 or greater
Extra Fashionable Ragin' Lion Paw Gloves- (Accessory, Gloves, Physical & Earth, 135,000 Gold) +142 Melee Attack, +140 STR, 10% inflicts Confusion: Fear, 2% deals 2 hits against 2 if wearer has at least 5 Combatant and/or Monk abilities (counted together), Wearer gains +200 to all stats if wearer has at least 5 Diplomat abilities, Wearer gains 30% inflicts Wounded if wearer has at least 5 Beastmaster abilities, Wearer may choose to count as having a Fist Weapon equipped
Fated-Cobalt Hand- (Accessory, Bioaugmentation, Fate, 240,000,000 Gold) +240,000 Melee Attack, +240,000 SPI, 100% Critical, Once per thread across all copies of this item across all copies of this item, wielder may choose as part of an action that would have a chance of activating one of wielder's Activated Sword Abilities to have said ability automatically activate and, if it deals Damage, to deal 240,000,000 additional Damage to targets that are bosses, Wielder must be Level 40 or greater
2 First Boss Badge (2)- (Accessory, Broach, Magic, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Opposing bosses below Level 10 that are listed as below Level 10 on the Boss List have their Boss Effects disabled, Wielder must be Level 12 or higher
First Endurance Badge (2)- (Accessory, Broach, Magic, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Wielder gains 1 Buff Slot, to a max of 10, Wielder must be Level 12 or higher
Frozen Stopwatch- (Accessory, Trinket, Ice, 8,000,000 Gold) Non-Ice element foes of wielder below Level 20 may only act on rounds they consider to be even-numbered rounds
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Frozen Wraith's Shroud- (Accessory, Cloak, Darkness & Ice, 486,000 Gold) +450 Defense, +300 SPI, +3,000 HP, 15% Ice Resistance, 10% Darkness Resistance, 10% Physical Resistance, 5% Human Resistance, 5% Spirit Resistance
8 Giltrych Glove- (Accesssoryx.5, Gloves, Magic, 760,000 Gold) +750 to all stats, Wearer may choose to have any equipped weapons with base subtypes that are non-unique and worth below 760,000 Gold have their subtype changed to any other base subtype
Gomez's Left Shoe (Replica)- (Accessoryx.5, Shoes, Earth, 55,000 Gold) +70 to all stats, 15% Resilience, 3% Resistance to individuals with 'Hound' in their name which does not stack with Aerial Resistance
Greater Earthquake-Resistant Clogs- (Accessory, Shoes, Earth, 2,900,000 Gold) +2,910 Defense, +2,800 CON, 30% Earth Resistance, Wielder may choose to ignore the effects of any Earth-element action that targets multiple individuals that comes from a source below Level 20
Holy Festival Scarf- (Accessory, Amulet, Hope & Wonder, 5,000,000 Gold) +500 Defense against Stat Damage, +5,000 to all stats, 30% Moon Resistance
Huntmaster's Condor Feather Hat- (Accessory, Hat, Air, 320,000 Gold) +500 AGI, 15% Dodge, +5% Critical against Aerials, gives +250 to all stats for each piece of equipment with 'Huntmaster' in its name, to a max of +1,000
Joymerchant’s Most Stately Hat- (Accessory, Hat, Darkness, 18,100,000 Gold) +16,111 Defense, +15,795 Defense against Undead, +5,790 STR, +6,781 CON, +5,999 MIN, +5,300 SPI, +4,200 AGI, Wearer gains 30% additional Gold at the end of battle, to a max of 3,000,000 additional Gold, Possessor’s summoned Undead are immune to Charm, Confusion, and Fear
Lizardclown Limo- (Accessory, Container, Earth & Fire & Darkness & Spatial, 35,000,000 Gold) Wielder summons 10 Reptiles, individuals with 'Clown' in their name, individuals with 'Lizard' in their name, and individuals with 'Dinosaur' in their name from the Enemy List that are below Level 40 and are normally fightable for drops at the start of each round, Max 200 summoned, This item may be equipped in a Transformation slot
Medal Engraved With The Phrase 'Ally Of The Galactic Protectors Of Eternal Balance And Of Justice And Balance Itself Who Will Forever Stand In The Way Of Villains Large And Small'- (Accessory, Trinket, Light, 50,000 Gold) +50 Defense, +50 to all stats, 5% Light Resistance
Phoenix-Feather Cloak- (Accessory, Cloak, Fire, 27,000,000 Gold) +26,000 AGI, +26,000 SPI, +29,000 Defense against Fire, The first time per thread that wearer is killed by a source below Level 80 that is not more than 20 Levels higher than wearer, wearer regenerates and is then healed for 1,000,000 points of Light & Fire element HP Healing and MP Healing, May only be wielded by individuals of Level 20 and greater
Raging Cactus Medallion- (Accessory, Trinket, Fire, 59,000 Gold) Cactus Boxing deals full damage with each hit if wearer if Berserk
Quality Warm Mittens- (Accessory, Gloves, Fire & Ice & Physical, 30,000 Gold) +28 Defense, 5% Ice Resistance, +5 to all stats
Scribe's Restorative Wrist-Straps- (Accessory, Wristwear, Physical & Fire, 145,000 Gold) +143 Magical Attack, +100 MIN, Wearer regenerates 50 MP per turn, 90% Fatigue Resistance, 90% cures Fatigue at the start of each round, Pain: Discomfort Immunity
Seal of the Celestial Lord's Team- (Accessory, Seal, Light, 5,000,000 Gold) +5,000 to all stats, 20% Light Resistance, Wearer gains 15% Solar Being Resistance if wearer is a Celestial or has the ability Luminary
Seal of the Celestial Realm- (Accessory, Seal, Light, 5,000,000 Gold) +5,000 to all stats, 20% Light Resistance, Wearer gains 15% Demon Resistance if wearer is a Celestial or has the ability Luminary
4 Shifted Seal- (Accessory, Seal, Earth & Fire, 25,000 Gold) +50 to all stats, +100 Damage to all attacks that deal damage, Works while transformed into Shapeshifted Forms
Shoes of Speed and Light- (Accessory, Shoes, Light, 1,000,000 Gold) +1,000 AGI, Wearer gains +1,000 to wearer's turn-order-determining-stat-sum for turn-order-determining purposes, 25% Light Resistance
Tap Dancer's Shoes- (Accessory, Shoes, Air & Light & Magic, 3,300 Gold) +7 AGI, 1% Dodge
Warded Brightcloth Sash- (Accessory, Scarf, Light, 780,000 Gold) +770 Defense, +1,400 Defense against each Base Element individually
Jessie's Glove Collection
2 Aircrew Gloves- (Accessory, Gloves, Technology & Air, 5,100 Gold) +4 Defense, +1 MIN, 2% Fire Resistance, 1% Air Resistance
8 Anime Watching Gloves- (Accessory, Gloves, Technology & Air, 7,000 Gold) +2 Defense, +2 MIN, 1% inflicts Confusion
2 Angler's Gloves- (Accessory, Gloves, Water, 3,700 Gold) +3 Defense, +2 AGI, +5 Melee Attack, Magical Attack, and Ragned Attack against Aquatics
6 Archer's Glove- (Accessoryx.5, Gloves, Air & Earth, 4,700 Gold) +5 Ranged Attack, +5 AGI, +1 Defense,102% To Hit for Ranged Attack actions
2 Arm-Length Gloves- (Accessory, Gloves, Earth, 7,000 Gold) +8 Defense
2 Barbed-Wire-Handler's Gloves- (Accessory, Gloves, Physical, 7,800 Gold) +11 Defense, 5% Physical Resistance, 5% Wounded Resistance
6 Baseball Mitt- (Accessoryx.5, Gloves, Air & Physical, 3,200 Gold) +3 Defense, 1% Resilience
2 Batsman's Cricket Gloves- (Accessory, Gloves, Physical & Air, 4,900 Gold) +5 Defense, 102% To Hit, +4 Melee Attack, +4 Ranged Attack
2 Biker Gloves- (Accessory, Gloves, Physical, 9,000 Gold) +7 Defense, +5 Melee Attack, +5 AGI when in Vehicle transformations
2 Billiards Gloves- (Accessory, Gloves, Physical, 3,800 Gold) 101% To Hit
2 Black Gloves- (Accessory, Gloves, Darkness, 3,000 Gold) +5 Defense, +5 SPI, 1% Darkness Resistance
2 Blue Gloves- (Accessory, Gloves, Water, 3,000 Gold) +5 Defense, +5 MIN, 1% Water Resistance
4 Boxing Gloves (2)- (Accessory, Gloves, Physical, 6,000 Gold) +6 Melee Attack, +6 STR, +6 CON, +4 AGI
3 Cashmere Gloves- (Accessory, Gloves, Earth, 12,000 Gold) +4 Defense, +5 SPI, 1% Ice Resistance
2 Cashmere Mittens- (Accessory, Gloves, Earth, 17,000 Gold) +9 Defense, +10 SPI, 4% Ice Resistance
2 Chainmail Gloves- (Accessory, Gloves, Physical, 12,500 Gold) +14 Defense, 2% Physical Resistance
2 Chainsaw Gloves- (Accessory, Gloves, Physical & Technology, 5,500 Gold) +3 Defense, 1% Wounded Resistance, +5 Melee Attack
2 Chauffeur’s Gloves- (Accessory, Gloves, Technology & Air, 15,000 Gold) Wearer gains +60 AGI while in Vehicle transformations
2 Checkerboard-Patterned Gloves- (Accessory, Gloves, Light & Darkness, 6,000 Gold) +8 Defense, +3 to all stats
2 Child's Gloves- (Accessory, Gloves, Physical & Earth, 2,100 Gold) +2 Defense
2 Child's Mittens- (Accessory, Gloves, Physical & Earth & Ice, 2,300 Gold) +2 Defense, 1% Ice Resistance
2 Coastal Northerner's Traditional Mittens- (Accessory, Gloves, Earth & Ice, 4,700 Gold) +4 Defense, +4 CON, +4 MIN, +4 SPI, 1% Ice Resistance
2 Criminal's Gloves- (Accessory, Gloves, Darkness & Technology, 3,800 Gold) +2 Defense, 1% Entombed: Encarcerated Resistance
2 Cut-Resistant Gloves- (Accessory, Gloves, Physical, 11,000 Gold) +5 Defense, 5% Physical Resistance
2 Cycling Gloves- (Accessory, Gloves, Air & Technology, 3,600 Gold) +1 Defense, +4 AGI, Wearer's Vehicle Transformations gain +25 AGI
2 Dainty Gloves- (Accessory, Gloves, Air, 6,500 Gold) 2% Dodge, +5 AGI, +3 SPI
2 Disposable Gloves- (Accessory, Gloves, Physical, 1,200 Gold) +1 Defense, This item's wearer may spend an action to destroy it
2 Driving Gloves- (Accessory, Gloves, Technology & Darkness & Air, 4,600 Gold) +20 to all stats of wearer's Vehicle Transformations
2 Elbow-Length Gloves- (Accessory, Gloves, Earth & Air, 3,400 Gold) +4 Defense
2 Embroidered Gloves- (Accessory, Gloves, Earth & Air, 8,100 Gold) +8 Defense, +8 to all stats
6 Enchanted Pianist’s Gloves- (Accessory, Gloves, Earth, 27,000 Gold) +30 AGI, +200 AGI on first round if user’s sole first round action is to cast a Bardic Music spell, Bardic Music spells gain an additional +40 Magical Attack if they provide a magical attack bonus, Bardic Music spells cost 20 less MP to cast
2 Evening Gloves- (Accessory, Gloves, Air & Earth, 6,900 Gold) +5 Defense, +8 SPI, +2 AGI
3 Expensive Gloves- (Accessory, Gloves, Earth, 85,000 Gold) +21 Defense, +25 AGI
2 Expensive Mittens- (Accessory, Gloves, Earth, 86,000 Gold) +21 Defense, 5% Fire Resistance
2 Extremely Furry Green Gloves- (Accessory, Gloves, Light & Air & Acid, 3,800 Gold) +2 Defense, +2 AGI, +1 SPI
2 Extremely Furry Pink Gloves- (Accessory, Gloves, Light & Air, 3,800 Gold) +2 Defense, +2 SPI, +1 AGI
2 Extremely Furry Purple Gloves- (Accessory, Gloves, Light & Air, 3,800 Gold) +2 Defense, +2 AGI, +1 SPI
6 Falconer's Glove- (Accessoryx.5, Gloves, Air, 6,800 Gold) +4 Defense, +1 Melee Attack, +50 Defense against Aerials
2 Fashionable Gloves- (Accessory, Gloves, Air, 7,300 Gold) +3 Defense, +3 to all stats for every other individual in battle wearing an item named 'Fashinable Gloves', to a max of 200 such individuals
2 Faux-Fur Gloves- (Accessory, Gloves, Earth, 2,300 Gold) +2 Defense, 1% Ice Resistance
2 Faux-Rabbit-Fur Gloves- (Accessory, Gloves, Earth, 3,500 Gold) +6 Defense, +4 SPI, 1% Hexed Resistance
2 Felt Gloves- (Accessory, Gloves, Air & Earth, 4,000 Gold) +3 Defense, +3 to all stats
14 Fencing Glove- (Accessoryx.5, Gloves, Physical & Air, 4,600 Gold) +6 Melee Attack, +6 AGI
2 Fingerless Gloves- (Accessory, Gloves, Air & Phsyical, 2,100 Gold) +1 Defense, +8 AGI
3 Fine Gloves- (Accessory, Gloves, Earth & Air, 45,000 Gold) +40 Defense, +40 to all stats
7 Fine Mittens- (Accessory, Gloves, Earth & Air & Ice, 50,000 Gold) +50 Defense, +40 to all stats, 5% Ice Resistance, 10% Frozen Resistance
2 Food Service Gloves- (Accessory, Gloves, Earth & Water, 2,100 Gold) +1 Defense, Food items used by wearer heal an additional 50 HP if they Heal HP and have a 2% lower chance of inflicting Poison
2 Football Player's Gloves- (Accessory, Gloves, Physical, 3,900 Gold) +2 Defense, +4 STR, +4 CON, +2 AGI
2 Fur Gloves- (Accessory, Gloves, Earth, 2,700 Gold) +2 Defense, 1% Ice Resistance, 1% Animal Resistance
2 Gardening Gloves- (Accessory, Gloves, Earth, 6,000 Gold) +5 Defense, 3% Earth Resistance, +15 Melee Attack and Magical Attack in actions targetting Plants
2 Goalkeeper's Glove- (Accessory, Gloves, Physical, 3,900 Gold) +5 Defense, 1% Resilience, 101% To Hit
2 Glassmaking Gloves- (Accessory, Gloves, Technology & Fire & Water, 3,600 Gold) +3 Defense, 2% Fire Resistance
2 Glovelettes- (Accessory, Gloves, Air, 2,000 Gold) +1 Defense, +3 AGI
2 Gloves- (Accessory, Gloves, Earth, 80 Gold) +1 Defense
6 Glove that is also a Video Game Controller- (Accessory, Gloves, Technology, 8,000 Gold) +2 Defense, +2 SPI, 50% provides +11 Magical Attack against Technology element targets and Coded Being targets
2 Gold Gloves- (Accessory, Gloves, Electrical, 3,000 Gold) +5 Defense, +5 AGI, 1% Electrical Resistance
2 Golf Glove- (Accessoryx.5, Gloves, Air, 4,100 Gold) 103% To Hit
2 Gray Gloves- (Accessory, Gloves, Physical, 3,000 Gold) +5 Defense, +5 CON, 1% Physical Resistance
2 Green Gloves- (Accessory, Gloves, Earth, 3,000 Gold) +5 Defense, +5 CON, 1% Earth Resistance
2 Hobo Gloves- (Accessory, Gloves, Earth & Darkness, 1,500 Gold) +1 Defense, +5 CON, -5 SPI, 1% Ice Resistance
2 Idiot Mittens- (Accessory, Gloves, Ice & Physical, 1,100 Gold) +2 Defense, This item may not be stolen or destroyed by sources below Level 5, This item may not be traded by individuals below Level 5, -5 MIN
2 Ill-Fitted Glove- (Accessory, Gloves, Physical & Darkness, 5,500 Gold) +2 Defense, -2 to all stats, 1% Entombed: Encarcerated Resistance
2 Impact Protection Gloves- (Accessory, Gloves, Physical, 11,000 Gold) 5% Physical Resistance
3 Jeweled Gloves- (Accessory, Gloves, Earth, 68,000 Gold) +5 Defense, +20 to all stats, 5% Earth Resistance
2 Knitted Gloves- (Accessory, Gloves, Ice & Earth, 3,800 Gold) +3 Defense, 1% ce Resistance
2 Lacrosse Gloves- (Accessory, Gloves, Physical & EArth, 4,500 Gold) +4 Defense, 101% To Hit
2 Latex Gloves- (Accessory, Gloves, Technology, 2,000 Gold) +1 Defense, 5% Poison Resistance, 5% Disease Resistance
2 Lacy Gloves- (Accessory, Gloves, Light, 6,800 Gold) +4 AGI, +5 MIN, +4 SPI
2 Leather Gloves- (Accessory, Gloves, Earth, 2,700 Gold) +5 Defense, +2 Melee Attack
2 Light Blue Gloves- (Accessory, Gloves, Ice, 3,000 Gold) +5 Defense, +5 AGI, 1% Ice Resistance
2 Lime Gloves- (Accessory, Gloves, Acid, 3,000 Gold) +5 Defense, +5 STR, 1% Acid Resistance
2 Linen Gloves- (Accessory, Gloves, Earth, 1,400 Gold) +2 Defense
2 Medical Gloves- (Accessory, Gloves, Technology & Light & Water, 5,500 Gold) +2 Defense, 5% Diseased Resistance, +10 Melee Attack and +10 Magical Attack for actions that are non-offensive and provide HP Healing, MP Healing, or Stat Healing
2 Mittens- (Accessory, Gloves, Ice, 1,600 Gold) +4 Defense, +4 CON, 1% Ice Resistance
2 Motorcycling Gloves- (Accessory, Gloves, Techology & Darkness, 5,800 Gold) +2 Defense, +4 STR, Wearer's Vehicle Transformations gain +25 AGI
2 Neopreme Gloves- (Accessory, Gloves, Technology, 3,800 Gold) +4 Defense, 1% Electrical Resistance
2 Nirle Gloves- (Accessory, Gloves, Technology, 6,000 Gold) +4 Defense, 5% Poison Resistance, 5% Disease Resistance, 1% Dissolving Resistance
2 Organist's Gloves- (Accessory, Gloves, Air & Magic, 4,700 Gold) +2 Defense, +20 MP, Wearer's Bardic Music Spells and Instrument Weapons gain +14 Magical Attack
2 Oven Mitts- (Accessory, Gloves, Fire, 2,500 Gold) +5 Defense, 5% Fire Resistance
2 Paintball Gloves- (Accessory, Gloves, Technology & Earth & Water, 2,700 Gold) +3 Defense, 101% To Hit, +1 Ranged Attack for actions that specifically either cannot kill targets or cannot reduce them below 1 HP or deal no damage
2 Para-Aramid Synthetic Fiber Gloves- (Accessory, Gloves, Physical & Technology, 8,900 Gold) +10 Defense, 2% Physical Resistance
2 Perfumed Gloves- (Accessory, Gloves, Air & Earth, 9,000 Gold) +3 Defense, +10 SPI, +50 MP
8 Pianist’s Gloves- (Accessory, Gloves, Earth, 700 Gold) +10 AGI, Bardic Music spells gain an additional +5 Magical Attack if they provide a magical attack bonus
3 Pontifical Gloves (Lesser)- (Accessory, Gloves, Light, 45,000 Gold) +30 Defense, 5% Light Resistance, +40 SPI, +40 Magical Attack for Divine Magic spells, Divine Magic spells cost wearer 50 MP less
2 Puppeteer's Gloves- (Accessory, Gloves, Darkness & Psychic & Magic, 6,700 Gold) +4 Defense, +10 MIN, +10 to all stats of wearer's pets and summons
2 Purple Gloves- (Accessory, Gloves, Psychic, 3,000 Gold) +5 Defense, +5 MIN, 1% Psychic Resistance
2 Rabbit-Fur-Lined Gloves- (Accessory, Gloves, Earth, 4,900 Gold) +7 Defense, +3 SPI, 1% Hexed Resistance, +29 Melee Attack against Animals
2 Red Gloves- (Accessory, Gloves, Fire, 3,000 Gold) +5 Defense, +5 STR, 1% Fire Resistance
2 Riding Gloves- (Accessory, Gloves, Earth & Air, 4,900 Gold) +1 Defense, Wearer's Steed Transformations gain +25 AGI and +10 CON
2 Rubber Gloves- (Accessory, Gloves, Technology & Earth, 3,500 Gold) +1 Defense, 5% Electrical Resistance, 5% Electrocuted Resistance
2 Sailor’s Gloves- (Accessory, Gloves, Earth, 5,000 Gold) 5% Water Resistance
2 Samite Gloves- (Accessory, Gloves, Earth & Light, 14,000 Gold) +8 Defense, +16 SPI
2 Sandblasting Gloves- (Accessory, Gloves, Earth, 6,500 Gold) +4 Defense, +2 CON, 1% Earth Resistance, 1% Physical Resistance
2 Scratch Mitts- (Accessory, Gloves, Physical, 3,000 Gold) +3 Defense, all damage wearer deals to itself is reduced by 50, All stat damage wearer deals to itself is reduced by 10
2 Scuba Gloves- (Accessory, Gloves, Water & Technology, 6,800 Gold) +2 AGI while in a Zone of Water, 5% Water Resistance, 5% Drowning Resistance
2 Skin Gloves- (Accessory, Gloves, Darkness, 1,200 Gold) +2 Defense, 1% Darkness Resistance, 1% Human Resistance
2 Silk Gloves- (Accessory, Gloves, Earth, 5,000 Gold) +2 Defense, +2 to all stats
2 Silver Gloves- (Accessory, Gloves, Technology, 3,000 Gold) +5 Defense, +5 MIN, 1% Technology Resistance
2 Single Glove- (Accessoryx.5, Gloves, Physical, 1,000 Gold) +1 Defense
2 Smoker's Gloves- (Accessory, Gloves, Fire & Air, 2,100 Gold) +1 Defense, 1% Fire Resistance, 1% Poison Resistance
2 Snowboarding Gloves- (Accessory, Gloves, Technology & Ice, 3,700 Gold) +4 Defense, 2% Dodge, 1% Ice Resistance
8 Space Suit Gloves- (Accessory, Gloves, Technology, 25,000 Gold) +14 Defense, 2% Reslience, 2% Ice Resistance, 2% Fire Resistance, 2% Darkness Resistance, 5% Suffocation Resistance, 5% Frozen Resistance, 5% Voidstruck Resistance
2 Transparent Gloves- (Accessory, Gloves, Air & Technology, 2,100 Gold) This item may not be affected by individuals below Level 2
2 Trap Meister’s Gloves- (Accessory, Gloves, Air & Darkness, 70,000 Gold) Traps set by user do an additional 2,000 damage of each type they would normally deal
2 Traveller's Gloves- (Accessory, Gloves, Air & Earth & Water, 50,000 Gold) +25 to all stats for each Wanderer ability possessed to a max of +200, +100 AGI on the first turn for each Wanderer ability possessed to a max of +1,000, +25 STR, AGI, and SPI on the first 4 turns of battle, 10% Critical when wielder possesses at least 2 Wanderer abilities
2 Travelling Geomancer's Gloves- (Accessory, Gloves, Air & Earth & Water, 90,000 Gold) +25 to all stats for each Wanderer ability possessed to a max of +200, +100 AGI on the first turn for each Wanderer ability possessed to a max of +1,000, +25 STR, AGI, and SPI on the first 4 turns of battle, 10% Critical when wielder possesses at least 2 Wanderer abilities, Geomancy Spells cost 40 less MP to cast except on turn 3, Wielder has an additional Spell slot for a Geomancy spell whose only effect is creating a Phantom Terrain, +25 Magical Attack for any Geomancy spell that already gives a Magical Attack Bonus
2 Underwater Hockey Gloves- (Accessory, Gloves, Water & Physical & Technology, 4,100 Gold) +4 Defense, 1% Water Resistance, 1% Physical Resistance
2 Vinyl Gloves- (Accessory, Gloves, Technology, 2,600 Gold) +2 Defense, 5% Poison Resistance
6 Washing Glove- (Accessoryx.5, Gloves, Water, 3,100 Gold) +2 Defense, +1 Melee Attack to Melee-Attack-using actions
that inflict Healing or MP Healing for non-offensive purposes only
2 Webbed Gloves- (Accessory, Gloves, Water, 4,100 Gold) +2 Defense, +5 AGI while in a Zone of Water, 2% Dodge while in a Zone of Water
2 Weightlifting Gloves- (Accessory, Gloves, Physical, 3,800 Gold) +8 STR
2 Welder's Gloves- (Accessory, Gloves, Fire & Technology, 3,100 Gold) +1 Defense, +2 Melee Attack, +2 AGI, 2% Fire Resistance, 2% Burning Resistance
2 Wheelchair Gloves- (Accessory, Gloves, Technology & Air, 4,500 Gold) ++1 Defense, +3 AGI, Wearer's Vehicle Transformations gain +10 AGI and +5 CON
2 White Gloves- (Accessory, Gloves, Light, 3,000 Gold) +5 Defense, +5 SPI, 1% Light Resistance
2 Wicket Keeper's Cricket Gloves- (Accessory, Gloves, Physical & Air, 5,100 Gold) +5 Defense, 101% To Hit, 1% Resilience, 1% Physical Resistance
2 Winter Gloves- (Accessory, Gloves, Earth & Ice, 3,000 Gold) +4 Defense, +2 CON, 2% Ice Resistance
2 Woolen Gloves- (Accessory, Gloves, Fire & Ice & Physical & Earth, 2,600 Gold) +5 Defense, 1% Ice Resistance
2 Writer's Gloves- (Accessory, Gloves, Earth & Air, 2,700 Gold) +1 Defense, +4 MIN, +4 SPI, +20 MP
2 Yellow Gloves- (Accessory, Gloves, Air, 3,000 Gold) +5 Defense, +5 AGI, 1% Air Resistance
Consumables-
Bag of Light- (Consumable, Lethal Item, Light, 2 Charges, 50,000 Gold) May deal Flat 3,000 Light element damage to up to 40 targets, May remove one Zone of Darkness created by a source below Level 40 that has no effects attached to it by sources of Level 40 or greater
BOOST! Cherry- (Consumable, Drink, Energy, 1 Charge, 50,000 Gold) +50 SPI, +50 AGI, +500 MP, Inflicts Invigorated, Inflicts Stat Boost: AGI Boost
3 Boost Potion- (Consumable, Potion, Magic, 1 Charge, 1,000,000 Gold) +1,000 to all stats, lasts 15 rounds, stacks 3 times
14 Clocksmith's Oil- (Consumable, Potion, Water & Technology, 1 Charge, 60,000 Gold) Cures Impaired: Slow, Only effects Clockworks
5 Curative Potion- (Consumable, Potion, Magic, 1 Charge, 3,900 Gold) +500 HP
Distress Horn- (Consumable, Summoning Stone, Air, 1 Charge, 75,000 Gold) One of user's allies who is in another battle in the same thread may enter user's battle provided neither battle contains an opponent above Level 59
DOUBLE FIST Whiskey- (Consumable, Drink, Physical & Water, 1 Charge, 80,000,000 Gold) Target has a 200% chance of being afflicted with Poison: Drunk, and, if target possesses at least 80,000 STR and CON, obtains +80,000 STR and deals 800,000 additional Damage with 'Melee Attack', 'Powerful Attack', and 'Melee Overdrive' actions as a non-stacking buff
Drunk Casino Master Ice Cream- (Consumable, Food, Fortune & Energy, 1 Charge, 77,777,777 Gold) 177% inflicts Poison: Drunk and Charm: Wanderlust, Target obtains a non-stacking buff that provides +77,000 SPI, gives its possessor the element Fortune, gives its possessor 77% Dodge, Critical, and Resilience, gives its possessor 177% To Hit, gives its possessor +40% To Hit and Critical, and gives its possessor +77,777 Defense against Fortune
5 Giga Heal Potion- (Consumable, Potion, Magic, 1 Charge, 5,000,000 Gold) Heals 1,000,000 HP as Flat Magic element HP Healing
4 Giga Mana Restore Potion- (Consumable, Potion, Magic, 1 Charge, 5,000,000 Gold) Heals 1,000,000 MP as Flat Magic element MP Healing
5 Handy Potion- (Consumable, Potion, Magic, 1 Charge, 50,000 Gold) Heals 5,000 HP and 5,000 MP, +50 to all stats
Hanged Man's Rum- (Consumable, Drink, Darkness, 2 Charges, 75,000 Gold) +800 HP, +150 MP, -50 CON, Heals 6,000 HP, Heals 2,000 MP, 25% Cures Poison, 50% Inflicts Poison: Drunk
Hotluck Cheese Sake- (Consumable, Drink, Fire & Water, 7 Charges, 7,778,777 Gold) Target is dealt 78,000 Flat Fire element Damage, has a 77% chance of being afflicted with Poison: Drunk, and acquires an instance of the Hotluck Sake buff, An individual with 7 instances of this buff obtains +7,777 STR and +7% Dodge, To Hit, Critical, and Resilience
15 Magic Grease- (Consumable, Potion, Technology & Magic, 1 Charge, 7,000 Gold) Cures target Robot, Clockwork, Machine, Mecha, Vehicle, or Vessel of Paralysis and gives it 15% Paralysis Resistance
25 Mirage Dust- (Consumable, Powder, Magic, 1 Charge, 1,900 Gold) 20% Confusion
5 Phoenix Plume- (Consumable, Medicine, Fire & Light, 1 Charge, 20,000,000 Gold) Resurrects target if target was not killed by a source 40 or more levels higher than itself
5 Seed of Brash Resolve- (Consumable, Enchanted Item, Fire & Darkness, 1 Charge, 18,000 Gold) Only affects targets under level 8, Target's attacks all do 2 times normal damage, Target dies if it doesn't kill anything within 5 rounds, does not stack, lasts until the end of battle
Silver Clock (2)- (Consumable, Enchanted Item, Time, 1 Charge, 80,000,000 Gold) User gains 3 additional actions after this action, this item may not be copied by individuals below Level 201
Stanky, Oversized Towel- (Consumable, Enchanted Item, Unlimited Charges, Water & Air, 850,000 Gold) 155% Cures Paralysis: Sticky, target gains a non-stacking debuff on use that provides -5 Diplomacy
5 Uber-Mystic Sunscreen- (Consumable, Medicine, Light & Water, 1 Charge, 6,000,000 Gold) Target gains 60% Light Resistance, lasts 5 rounds
Ultimate Badass Meat Platter- (Consumable, Food, Fire & Physical, 20 Charges, 57,000,000 Gold) Target is dealt 570,000 Flat Physical & Fire element HP Healing, Target acquires +15,700 STR, CON, Melee Attack, and Defense, along with Confusion: Fear Immunity as a buff that stacks 3 times
Items-
2 1/12 Holy Imperial Seal of Glory- (Item, Antiquity, Universe, 48,000,000,000 Gold) This item may not be equipped, traded, sold, stolen, discarded, or destroyed, with this item's wording taking precedence over effects that can equip items that cannot normally be equipped, trade items that cannot normally be traded, steal items that cannot normally be stolen, discard items that cannot normally be discarded, or destroy items that cannot normally be destroyed; when this item is obtained as loot from anything, it may not be assigned, given to, or taken by any individual other than the individual that it was generated for, instantaneously being moved to said individual's inventory and being removed from the thread which generated it as an effect that ignores effects that prevent loot leaving a thread or being assigned or taken; this item's text may not be removed or altered as an effect that takes precedence over effects that can remove text from an item that cannot otherwise be removed or alter text on an item that cannot normally be altered; this item may not be equipped, carried, or brought into a thread or by a pet, transformation, or other item that can carry items and may not be held by another pet, transformation, or other item at any time in a thread; effects and/or text may not be added to this item as an effect that takes precedence over effects that may add effects or text to items that cannot normally have effects or text added to them; all effects on this item count as though coming from a Level 101 source
1/12 Holy Imperial Seal of Worth- (Item, Antiquity, Universe, 12,000,000,000 Gold) This item may not be equipped, traded, sold, stolen, discarded, or destroyed, with this item's wording taking precedence over effects that can equip items that cannot normally be equipped, trade items that cannot normally be traded, steal items that cannot normally be stolen, discard items that cannot normally be discarded, or destroy items that cannot normally be destroyed; when this item is obtained as loot from anything, it may not be assigned, given to, or taken by any individual other than the individual that it was generated for, instantaneously being moved to said individual's inventory and being removed from the thread which generated it as an effect that ignores effects that prevent loot leaving a thread or being assigned or taken; this item's text may not be removed or altered as an effect that takes precedence over effects that can remove text from an item that cannot otherwise be removed or alter text on an item that cannot normally be altered; this item may not be equipped, carried, or brought into a thread or by a pet, transformation, or other item that can carry items and may not be held by another pet, transformation, or other item at any time in a thread; effects and/or text may not be added to this item as an effect that takes precedence over effects that may add effects or text to items that cannot normally have effects or text added to them; all effects on this item count as though coming from a Level 101 source
4 100 Books of Undeath- (Item, Antiquity, Darkness, 16,000 Gold)
Acid Mana Oil- (Item, Material, Acid, 5,000 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
Air Mana Oil- (Item, Material, Air, 5,000 Gold)
Aquatic Goblin's Fishing Net- (Item, Antiquity, Water, 400 Gold)
3 Bag of Entirely Blue Marbles- (Item, Antiquity, Water & Earth, 200 Gold)
2 Blackened Leather- (Item, Material, Darkness, 700 Gold)
5 Bone Claw- (Item, Material, Darkness, 900 Gold)
2 Bone Drake Scale-(Item, Antiquity, Darkness, 7,000 Gold)
2 Bone Scribe's Tome- (Item, Antiquity, Darkness, 15,000 Gold)
4 Book of Poetic Lamentation- (Item, Antiquity, Darkness, 1,600 Gold)
Botanica Guest Pass Keycard- (Item, Key, Earth, 1,900 Gold)
Caravan Trader's Goods- (Item, Antiquity, Earth & Fire, 5,000 Gold)
13 Celestial Brightsteel- (Item, Material, Light, 750,000 Gold)
Crystallized Thunder of Ulaat- (Item, Material, Electrical, 68,000 Gold)
Darkness Mana Oil- (Item, Material, Darkness, 5,000 Gold)
Defiant Iron- (Item, Material, War & Glory & Metal, 160,000,000 Gold)
2 Deep Blue Water of Thamarr- (Item, Material, Water, 64,000 Gold)
6 Dogtags- (Item, Antiquity, Physical, 290 Gold)
Domain of the Elemental Armadillo- (Item, Property, Fire & Water & Ice & Earth & Electrical, 45,000,000 Gold)
Dungeon Clear Pennant: Crimson Citadel of Avandos, Standard- (Item, Antiquity, Fire & Physical, 50,000 Gold)
Dungeon Clear Pennant: Temple of Orithon, Standard- (Item, Antiquity, Earth & Light, 50,000 Gold)
Earth Mana Oil- (Item, Material, Earth, 5,000 Gold)
14 Effusiant Cloth of Danagor- (Item, Material, Light, 450,000 Gold)
Electrical Mana Oil- (Item, Material, Electrical, 5,000 Gold)
Electric Bizzo-Gyrmometer- (Item, Antiquity, Electrical & Technology, 17,900 Gold)
Energy Mana Oil- (Item, Material, Energy, 5,000 Gold)
Fading Wing- (Item, Material, Magic, 1,000 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
Fire Mana Oil- (Item, Material, Fire, 5,000 Gold)
Floating Reservation at a Bascaradine Conference Center on the Imperial Homeworld- (Item, Antiquity, Technology & Water & Earth, 2,500,000 Gold)
2 Frame From a Shadow-Entity Containing Portrait- (Item, Antiquity, Darkness & Magic, 60,000 Gold)
Ghost Ice- (Item, Antiquity, Ice & Darkness, 26,000 Gold)
3 Giant Bone- (Item, Material, Darkness, 7,000 Gold)
4 Giant Skeleton on a Stand- (Item, Antiquity, Darkness, 65,000 Gold)
Good Health- (Item, Material, Light & Physical, 5,000,000 Gold)
3 Great Sarisscos Beetle Plushie- (Item, Antiquity, Earth, 21,000 Gold)
4 Green Velvet Bag Filled with Cactus Needles- (Item, Antiquity, Physical, 1,200 Gold)
Hand of Glory- (Item, Antiquity, Darkness, 37,000 Gold)
Hope Mana Oil- (Item, Material, Hope, 5,000 Gold)
Ice Mana Oil- (Item, Material, Ice, 5,000 Gold)
Igneous Stone- (Item, Material, Earth & Fire, 300 Gold)
5 Ironsalt- (Item, Material, Physical & Psychic, 16,000 Gold)
2,500 Items Owned by Lizardmen- (Item, Antiquity, Earth, 115,000 Gold)
8 Jar of Algae- (Item, Material, Earth, 120 Gold)
Large Chunk of Shale- (Item, Material, Earth, 500 Gold)
Large Piece of Coal- (Item, Material, Earth & Fire, 400 Gold)
Magic Mana Oil- (Item, Material, Magic, 5,000 Gold)
5 Mobile Sphere- (Item, Antiquity, Earth & Magic & Technology, 70,000 Gold)
56 Mud- (Antiquity, Material, Earth, 20 Gold)
8 Mushroom Spores- (Item, Material, Earth, 30 Gold)
5 Mystic Key- (Item, Key, Magic, 45,000 Gold)
2 Numerous Collected Flowers and Other Plants- (Item, Material, Earth & Light, 1,200 Gold)
2 Old Gold Coin- (Item, Currency, Earth & Physical, 2,500 Gold)
Pack of Trading Cards- (Item, Antiquity, Air, 300 Gold)
6 Palm Frond- (Item, Material, Earth, 100 Gold)
Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Lyrandora Battle- (Item, Antiquity, Fire, 100,000 Gold)
Physical Mana Oil- (Item, Material, Physical, 5,000 Gold)
Pocket Dimension: Pool of One-Armed-Midget Sweat- (Item, Property, Water & Physical, 60,000 Gold)
Psychic Mana Oil- (Item, Material, Psychic, 5,000 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
6 Rare Factory Parts- (Item, Material, Technology, 1,200,000 Gold)
Refined Magic Copper- (Item, Material, Magic, 10,000 Gold)
Refined Magic Silver- (Item, Material, Magic, 100,000 Gold)
2 Sand Ship Steering Wand- (Item, Antiquity, Earth, 20,000 Gold)
Set of Golden Utensils- (Item, Antiquity, Earth, 2,000 Gold)
5 Spiny Crystal of Tempering- (Item, Material, Physical, 1,900 Gold)
10 Spirit of the Sand's Essence- (Item, Material, Earth, 9,000 Gold)
Sunproof Cloth- (Item, Material, Light, 30,000,000 Gold)
Technology Mana Oil- (Item, Material, Technology, 5,000 Gold)
Tome of Legends- (Item, Antiquity, Light, 7,000 Gold)
Water Mana Oil- (Item, Material, Water, 5,000 Gold)
15 Weighted Stone- (Item, Antiquity, Earth & Physical, 7,000 Gold)
2 Yellow Carctori Flower- (Item, Antiquity, Earth, 900 Gold)
Spells-
Awestrike- (Spell, Celestial Magic, Light, 1,000 MP, 500,000 Gold) Inflicts Awestruck
Bat-Out-Of-Hell Crazed Leap- (Spell, Unarmed Technique, Air & Hope & Psychic, 1,900,000 MP, 180,000,000 Gold) Caster may remove up to 2 debuffs from sources that are (Demons, Devils, or Daemons) below Level 90 from itself, Caster may enter another existing battlespace unless an entity of Level 90 or greater in either the battlespace being entered or the battlespace being exited or a non-(Demon, Devil, or Daemon) entity of Level 70 or greater in either the battlespace being entered or the battlespace being exited objects, Caster must be Level 40 or greater and must have a Base AGI and Base SPI or 5 or greater
Cactus Boxing- (Spell, Combat Arts, Earth & Physical, 190 MP, 57,000 Gold) +50 Melee Attack, 15% inflicts Pain, 2 hits against 1 if 2 Weapon slots are occupied by Fist Weapons, deals 65% normal damage, Possessor must have a Fist Weapon equipped to use this spell
Colossus Hurl- (Spell, Unarmed Technique, Earth & Physical & Air, 100,000 MP, 61,000,000 Gold) +61,000 Melee Attack, +61,000 Ranged Attack, Caster may change target's row to the Front Row or the Back Row if target is below Level 90 and has lower Strength than caster or is below Level 40, Caster must be Level 40 or greater
Definitive K.O.- (Spell, Combat Arts, Physical, 500 MP, 63,000 Gold) +60 Melee Attack, 30% inflicts Fatigued: Knocked Out if target is either below Level 10 or both below Level 30 and below 50% Max HP, May only be cast if caster has a Fist Weapon equipped
Gold Knuckle I- (Spell, Combat Arts, Physical, 100 MP, 50,000 Gold) +50 Melee Attack, user must have a Fist Weapon equipped
Gold Knuckle IV- (Spell, Combat Arts, Physical, 5,000 MP, 10,000,000 Gold) +10,000 Melee Attack, caster must have a Fist Weapon equipped
Golden Lion Roars and Strikes- (Spell, Unarmed Technique, Physical & Magic, 99 MP, 64,000 Gold) +195 Melee Attack, 5% inflicts Fear on Animals and Humans, Cannot be used if any weapons are equipped
Grab from Midair- (Spell, Unarmed Technique, Air, 20 MP, 500,000 Gold) When cast, caster acquires a buff that allows caster to obtain one item traded from an individual below Level 40 to another individual below Level 40, provided both such individuals are below caster's Level, instead of its intended recipient, does not stack
Iaijutsu Strike- (Spell, Sword Arts, Air & Electricity, 300 MP, 290,000 Gold) Caster equips an unequipped weapon and immediately performs a single 'Melee Attack' action that includes no spells or techniques and that may only target one individual. Said attack deals an extra amount of damage of the same combination of elements it already deals in its standard damage equal to twice the Melee Attack bonus provided by the weapon that this spell equipped, to a max of 5,000,000 Damage.
Induce Heroic Explosion- (Spell, Superpower, Energy, 65,000 MP, 13,200,000 Gold) +15,000 Magical Attack, 30% Inflicts Overloaded, 40% Inflicts Stunned, 'actions involving this spell may gain' 1 hit against 10 and deal 1/2 damage
20 Ki Fireball- (Spell, Unarmed Technique, Magic, 5 MP, 50,000 Gold) +50 Magical Attack, gains +50 Magical Attack, to a max of +7,000 Magical Attack, for each Martial Artist ability or Monk ability possessed for each empty Weapon slot
Lovestrike- (Spell, Enchantment, Light & Fire, 1,000 MP, 500,000 Gold) Inflicts Charm: Lovestruck
Multitendril Strike- (Spell, Unarmed Technique, Physical, 8,000 MP, 21,000,000 Gold) +41,000 Melee Attack, 2 hits against 1, Caster may choose to gain 12 hits against 1 and deal 1/2 damage if caster has no weapons equipped
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Oni Lord's Wrestling Maneuver- (Spell, Unarmed Technique, Earth & Physical, 3,000 MP, 3,100,000 Gold) +3,000 Melee Attack, This action may deal no HP Damage, 30% inflicts Paralyzed, (100 - target's Level)% target, if below Level 40 and below caster's Level, skips its next action if its STR and AGI are both lower than caster's STR, with a max of 5 of such actions being skipped per target, per battle, Caster may not have any Weapons equipped
Phone in Lawyers- (Spell, Hypertech, Technology, 40 MP, 60,000 Gold) Summons 1-3 Lawyers, Max 10 summoned, Costs 5,000 Gold to cast per Lawyer summoned
Power Ring IV- (Spell, Enchantment, Fire & Magic, 5,000 MP, 10,000,000 Gold) Target gains +5,000 STR, does not stack, Caster must have a Ring equipped
2 Purification Nova-Fist- (Spell, Unarmed Technique, Light & Hope & Destruction, 2,000,000 MP, 200,000,000 Gold) +400,000 Melee Attack, Caster may remove up to 4 buffs or debuffs from Demons, Devils, Daemons, Darkspawn, or Undead below Level 80 from up to 500,000,000 targets, 60% may inflict Awestruck, Impaired: Blind, or Zealblasted, 1 hit against 500,000,000, Caster must be Level 40 or greater and must have no weapons equipped
Righteous Smack- (Spell, Unarmed Technique, Light, 500 MP, 3,000,000 Gold) +3,000 Melee Attack, 30% inflicts Awestruck, 15% inflicts Fatigued: Stun, Caster must possesses at least one open weapon slot to cast this spell
3 Silver Palm- (Spell, Unarmed Technique, Physical, 500 MP, 157,000 Gold) +355 Melee Attack, +15% Critical for this attack, Cannot be used if any weapon slots are occupied
Stun Strike- (Spell, Unarmed Technique, Physical, 500 MP, 500,000 Gold) +800 Melee Attack, 60% inflicts Fatigued: Stun, May not be cast by anyone who has any weapons equipped
2 Summon Ice Demon- (Spell, Demon Magic, Ice, 65,000 MP, 1,140,000 Gold) Summons 1 Ice Demon from the enemy list, Max 10 summoned, This spell's summons have an 80% chance of being uncontrolled
Terrain Spell of the Desert: Desert's Lesser Fists of Day and Night- (Spell, Geomancy, Earth, 190 MP, 70,000 Gold) +45 Magical Attack, +45 Melee Attack, 2 hits against 1, deals 3/4 damage, this attack's first hit is solely Fire element and has a 15% chance of inflicting Burning, this attack's second hit is solely Ice element and has a 15% chance of inflicting Frozen, The terrain or phantom terrain must be Desert to cast this spell
Tornado Kick- (Spell, Unarmed Technique, Air, 5,000 MP, 3,000,000 Gold) +8,000 Melee Attack, 30% inflicts Suffocation, 50% deals 1/3 damage, otherwise deals 1/2 damage, 1 hit against 30
2 Transmute Arms: Flesh-Lance Arms- (Spell, Transmutation, Magic, 670 MP, 210,000 Gold) Target gains +600 Melee Attack and +5% Critical for each unfilled Weapon slot, to a max of 4 such slots, target counts as having a Spear equipped for purposes of accessing target's abilities for each such slot, target loses these bonuses if those slots become filled, overrides other Transmute Arms spells, does not stack
Transmutative Augmentation: Augmented Agility- (Spell, Transmutation, Magic, 500 MP, 70,000 Gold) Target gains +70 AGI, stacks 5 times
Transmutative Augmentation: Augmented Defense- (Spell, Transmutation, Magic, 500 MP, 70,000 Gold) Target gains +70 Defense, stacks 5 times
Transmutative Augmentation: Augmented Spirit- (Spell, Transmutation, Magic, 500 MP, 70,000 Gold) Target gains +70 SPI, stacks 5 times
Transmute Head: Pale Eyes- (Spell, Transmutation, Darkness & Earth, 700 MP, 280,000 Gold) Target gains 150% to Hit and 500% Impaired: Blind weakness, target is immediately afflicted by Impaired: Blind at the start of every round if target is within a Zone of Light, does not affect unwilling targets of Level 20 or greater, target counts as having one less Accessory slot than otherwise, to a minimum of 0 such slots, and target counts as having an additional Eyewear accessory equipped, overrides other Transmute Head spells, does not stack
2 Ultimate Breaker!- (Spell, Unarmed Technique, Physical & Energy, 1,600,000 MP, 180,000,000 Gold) +180,000 Melee Attack, -18,000 Defense, -18% Resilience, stacks 10 times
White-Hot Punch- (Spell, Unarmed Technique, Physical, 1,000 MP, 1,000,000 Gold) +2,000 Melee Attack, 90% inflicts Burning, May not be cast by anyone who has any weapons equipped
Wind Knee- (Spell, Unarmed Technique, Air, 50,000 Gold) +59 Melee Attack, 15% inflicts Stun, this attack deals solely Air element damage and does not include the melee attack bonuses from weapons that do not have Air as one of their elements
Wish- (Spell, Wizard Magic, Magic, 100,000 MP, 50,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability, May be cast a max of 12 times per thread per caster and per copy of this spell, Summons created through this spell may not summon, Costs 5,000 XP and 1,000,000 Gold to cast, Has RP effects
Pets-
"Jessica"
Holy Monk Mecha-Doll (Special Type A)- (Pet, Robot, Light & Physical, Lv.39, 30,000,000 Gold)
HP- 1,250,000
MP- 1,250,000
STR- 16,000
AGI- 13,500
CON- 13,500
MIN- 13,500
SPI- 13,500
XP- 0
XP Needed- 24,600,000 (Standard Multiplier x3)
Minimum Level- 39
Defense- 10,000
Defense against Stat Damage- 2,000
Critical Chance- 50%
Resilience- 50%
To Hit- 150%
Dodge- 50%
Resistances and Immunities- 50% Light Resistance, 50% Darkness Resistance, 20% Physical REsistance, 80% Minor Status Effect Resistance, 40% Moderate Status Effect Resistance, Immune to Pain, Confusion, Impaired, Hexed, Poison, ane Diseased
Prime Attribute- Strength
Constant Effects-
Robo-Doll- Possessor gains the subtype Golem, Constant Effect
Jessie's Buddy- Possessor and possessor's controller gain +6,000 to all stats if possessor's controller is named 'Jessie Calthion', Constant Effect
Proven Being of Holy Worth- Possessor may choose at the beginning of any round to defeat all opponents below Level 20 and make them count as Dead, Possessor is Immune to individuals below Level 20, Constant Effect
Super Strong- Possessor gains +15,000 STR, Constant Effect
Agile and Tough- Possessor gains +8,000 AGI, +8,000 CON, and +500,000 HP, Constant Effect
Resilient- Possessor gains +25% Resilience and +500,000 HP, Constant Effect
Holy Blows- Possessor deals 50,000 additional Damage to Daemons, Devils, Demons, Darkspawn, Undead, and Horrors, Constant Effect
Small, Fast Target- Possessor gains +10,000 AGI and +25% Dodge, Constant Effect
Granted Effects-
Wakefulness of Aldriel- Possessor is immune to Fatigued: Sleep, Constant Effect
Abilities-
Cyber Arm- 23,000 Damage, Physical or Technology or Technology & Physical, 0 MP
Holy Fist- 20,000 Damage, 100% may inflict Awestruck, 100% may inflict Awestruck: Sealed on Undead, Devils, Demons, and Daemons below Level 60, Light or Light & Physical, 0 MP
Silver Kick- 20,000 Damage, this action pierces 20,000 Defense, Physical & Earth, 25,000 MP
Thorny Fists- 35,000 Damage, 120% inflicts Pain, 2 hits against 1, deals 1/2 Damage, Physical & Earth, 25,000 MP
Fast Strikes- 40,000 Damage, 4 hits against 1, deals 1/3 Damage, Physical & Air, 35,000 MP
Stunning Spin Kick- 33,000 Damage, 120% inflicts Fatigued: Stun, Physical or Physical & Air, 25,000 MP
Drain Punch- 25,000 Damage, Deals HP Drain, Physical or Magic, 25,000 MP
Spirit-Draining Punch- 45,000 MP Damage, Deals MP Drain, Physical or Magic, 25,000 MP
Destructo-Punch- 45,000 Damage, 100% inflicts Stat Drain: DEF Drain, Destruction, 125,000 MP
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
*Falsston- (Pet, Robot, Light & Physical & Technology & Spatial & Hope, Lv.59, 350,000,000 Gold)
HP- 14,000,000
MP- 14,000,000
STR- 166,000
AGI- 152,500
CON- 167,500
MIN- 122,000
SPI- 134,000
XP- 0
XP Needed- 49,920,000 (Standard Multiplier x6)
Minimum Level- 1
Defense- 35,000
Defense against Stat Damage- 11,500
Critical Chance- 100%
Resilience- 100%
To Hit- 200%
Dodge- 100%
Resistances and Immunities- 40% Light Resistance, 40% Metal Resistance, 40% Spatial Resistance, 40% Physical Resistance, 40% Hope Resistance, 40% Technology Resistance, Charm Immunity, Pain Immunity, Confusion Immunity (Exception- System Overload), Impaired Immunity, Poison Immunity, Diseased Immunity (Exception- Diseased: Computer Virus), Voidstruck: Marked for Demise Immunity, Suffocation: No Future Immunity, Antimatter: Glitched Out Immunity, Paralysis Immunity, 60% Entombed Resistance, 25% Instant Death Resistance, 118% Minor Status Effect Resistance, 59% Moderate Status Effect Resistance, Immune to Pain, Confusion (except System Overload), Impaired, Poison, and Diseased
Prime Attribute- Constitution
Constant Effects-
Transformative Robo-Outsider- Possessor gains the subtypes Shapeshifter and Outsider, Constant Effect
Flaming Phoenix Rocket-Jet Wings: Turbo Edition- Possessor gains +95,000 AGI, +95,000 SPI, and +59% Dodge, Constant Effect
Astounding Falsston Body: Engage- Possessor is Immune to individuals below Level 40, Possessor is Immune to Vanished and Petrified: Time Stop from sources below Level 80, Individuals below wielder's Level that are below Level 55 cannot inflict Burning or Awestruck on wielder, Possessor obtains +83,000 to all stats, Constant Effect
Frequently Convinced He's Darston- Possessor's name counts as including 'Darston Candata'chagin'heldelu', Constant Effect
AI Is a Crapshoot, Particularly When It Has Pieces of Someone Else's Personality Inserted Into It (And Develops Multiple Personality Disorder)- Possessor has a 5% chance of being controlled by a random opposing side at the start of each round (with said side being an Enemy side if possible) for the duration of the round, This is less overtly-backstabby in RP threads, Constant Effect
Contains Small Unpluggable Robots that Deploy as Attack Drones When Injured- Once per round, when possessor is dealt Damage by an opponent, possessor may summon up to 3 Robots or Machines from the Enemy List that are below possessor's Level and below Level 60 that are normally fightable for drops on the Enemy List, Max 30 summoned, Constant Effect
Sometimes Very Religious- Possessor has a 50% chance at the start of each thread to count as a Devout Worshipper of Selereth Helios for the duration of the thread, with said effect counting as a buff, Constant Effect
Indexed Effects-
Spare Energy-Fist Legs- Up to once per thread while afflicted with Wounded (including sub-status effects of Wounded), possessor may choose to immediately recover from said effect and obtain a non-stacking buff that provides +40,000 to the Damage values of its possessor's abilities, Constant Effect
Abilities-
The Falsshand- 150,000 Damage, Light or Fire or Metal or Physical or Hope or Atomic or Mystic or Spatial or Fate, 0 MP
The Falss Key- 130,000 Damage, Caster may target individuals below Level 60 who are in different battlespaces, This action's name may count as including 'Fading Call: ', Spatial & Illusion & Technology, 0 MP
Tendril Attack!- 130,000 Damage, 2 hits against 80, deals 1/2 Damage, Physical & Metal, 0 MP
Hope Core BEEEAAAAAAMMMMMM- 80,000 Damage, 200% inflicts Zealblasted, 200% inflicts Impaired: Blind, 1 hit against 5,000,000, Hope, 650,000 MP
Falsston Patented Chokehold Reverse-Aerial Piledriver-Slam- 145,000 Damage, 200% inflicts Fatigued: Stun, this action counts as coming from a source that possesses the abilities 'Monk' and 'Adept Combat Arts Attunement' and counts as involving an Unarmed Technique Spell, Physical, 170,000 MP
I'm a Lion! I'm a Vampire! I'm a Submarine! Attack Moooooode!- 135,000 Damage, this action may gain 'Deals HP Drain', This action may gain a 200% chance of inflicting any one minor negative status effect or a 100% chance of inflicting any one moderate negative status effect, This action may count as coming from a source whose subtype is solely any combination of base subtypes, excluding Holy One, Fiend, Serpent Blessed, and Immortal, Any combination of (Light, Hope, Metal, Spatial, Fate, Wood, and base elements), 250,000 MP
Fifty Thousand Concealed Flamethrowers- 125,000 Damage, 200% inflicts Burning, 1 hit against 50,000, Fire or Fire & Technology, 360,000 MP
Sunshine Uppercut: BANG!- 160,000 Damage, 200% inflicts Fatigued: Stun, Light & Physical or Hope & Physical, 250,000 MP
Paper Life-Egg of the Serpent Crane of Hyet'Nyeoor- (Pet, Outsider, Knowledge & Life, Lv. 46, 100,000,000 Gold)
HP- 4,560,000
MP- 4,560,000
STR- 52,800
AGI- 63,500
CON- 52,800
MIN- 63,500
SPI- 52,800
XP- 0
XP Needed- # (Standard Multiplier x2)
Minimum Level- 46
Defense- 15,000
Defense against Stat Damage- 6,250
Critical Chance- 96%
Resilience- 75%
To Hit- 216%
Dodge- 99%
Resistances and Immunities- 100% Water Resistance, 100% Magic Resistance, 100% Psychic Resistance, 300% Fire Weakness, 184% Minor Status Effect Resistance, Diseased Immunity, Fatigued Immunity, 92% Moderate Status Effect Resistance, 10% Major Status Effect Resistance
Prime Attribute- Mind + Constitution
Constant Effects-
Juices of Unborn Ink And Paper- Possessor regenerates 500,000 HP at the start of each round, Possessor's allies regenerate 500,000 MP at the start of each round, Constant Effect
Shell of Paper- Possessor may, up to three times per thread, choose to remove a debuff or minor or moderate negative status effect that it possesses, obtaining a buff that stacks 3 times that reduces its possessor's Fire Weakness by 100% per stacked instance whenever possessor does so, and, when possessor does so, to obtain a debuff that stacks three times that this effect cannot remove that provides -5,000 Defense and reduces the quantities of HP and MP that possessor's 'Juices of Unborn Ink and Paper' ability causes to be regenerated by 150,000 points, Constant Effect
Abilities-
Crystal Needles- 59,000 Damage, This action pierces 180,000 Defense, 1 hit against 50,000, Earth or Magic or Crystal (2), 0 MP
Dissolution Stinger- 68,500 Damage, 200% inflicts Dissolving, 200% inflicts Dissolving: Erosion, Acid, 120,500 MP
Serpent Eyes- 56,000 Damage, 12,000 MIN Damage, 200% inflicts Confusion: Fear, 100% inflicts Mindblasted, Psychic & Toxin, 89,000 MP
Shell Nesting Prison-Walls- 200% inflicts Paralyzed on target, this instance of Paralyzed additionally reduces the Damage its possessor deals by 30%, Physical & Wood & Knowledge & Spatial, 430,000 MP
Imperious Cry- Entities below Level 66 may not inflict buffs on entities that are not caster until the end of the round, Air & Nobility, 220,000 MP
Imaginary Fish-Feast- Caster regenerates 1,000,000 HP, Water & Illusion & Psychic, 250,000 MP
Wonderfully Articulated Magemetal Robo-Sensei- (Pet, Human, Earth, Lv.17, 70,000 Gold)
HP- 250,000
MP- 250,000
STR- 3,000
AGI- 3,000
CON- 3,000
MIN- 3,000
SPI- 3,000
XP- 0
XP Needed- 180,000 (Standard Multiplier x3)
Minimum Level- 17
Defense- 3,000
Defense against Stat Damage- 400
Critical Chance- 28%
Resilience- 28%
To Hit- 128%
Dodge- 28%
Resistances and Immunities- 50% Earth Resistance, 50% Air Resistance, 50% Technology Resistance, 50% Physical Resistance, Immune to Pain, Confusion (except System Overload), Impaired, Poison, and Diseased (except Computer Virus)
Prime Attribute- Strength or Agility
Constant Effects-
Sensei's Wisdom- Possessor and possessor's allies gain +1,500 MIN and +1,000 SPI as a non-stacking bonus, Constant Effect
Tough- Possessor gains +2,500 STR, +2,500 CON, and +150,000 HP, Constant Effect
Superior Robotic Reflexes- Possessor gains +2,500 AGI, +25% Dodge, and +25% To Hit, Constant Effect
Robo-Sensei- Possessor possesses a Tutoring-Based Ability Shop called the Robo-Sensei Ability Shop, Tutoring Effect
Abilities-
Robo-Sensei Fist- 8,000 Damage, Physical or Technology or Air, 0 MP
Robo-Sensei Stunning Chop- 6,000 Damage, 90% inflicts Fatigued: Stun, Physical or Technology or Air, 0 MP
Precision Chopsticks Blow- 4,000 Damage, this action treats the Dodge values of opponents below Level 20 as being 40% if it would otherwise be over 40%, Physical & Air, 10,000 MP
Spinning Air-Kick- 12,000 Damage, deals 3/4 Damage, 1 hit against 3, Physical & Air, 10,000 MP
Triple Jab- 12,000 Damage, deals 3/4 Damage, 3 hits against 1, Physical, 10,000 MP
Ability shop posted later in this thread.
Transformations-
Sanctified, Battle-Ready Casino-Ship- (Transformation, Vessel, Fortune & Astral, 77,777,777 Gold)
Level 47
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x2)
Minimum Level- 47
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Absorbs Fortune, 50% Darkness Resistance, 50% Light Resistance, 50% Ice Resistance, 50% Air Resistance, Immune to Voidstruck, Frozen, Suffocation, Fatigued, Pain, Confusion (except System Overload), Impaired, Poison, Diseased (except Computer Virus), 107% Minor Status Effect Resistance, 57% Moderate Status Effect Resistance, 7% Major Status Effect Resistance
Prime Attribute- Agility
Constant Effects-
Spaceship- Possessor gains the subtype Machine and Astral Being, Constant Effect
Lucky- Possessor gains +#% Dodge, +#% To Hit, +#% Resilience, and +#% Critical Chance, Constant Effect
Ritzy- Possessor counts as being worth an additional 70,000,000 Gold, Constant Effect
Well-Appointed Quarters- Possessor's passengers regenerate # HP at the start of each round, Constant Effect
Lucky Warp Drive- Whenever possessor would move to another battlespace, possessor may, so long as no individual of Level 70 or greater who is either in the battlespace possessor is leaving, is in the battlspace possessor would have originally been entering, is in the battlespace possessor would be choosing to enter, or who is the cause of possessor's battlespace-changing objects, choose to instead enter a different battlespace that is not a battlespace that possessor is currently in, Constant Effect
Sanctified- Possessor is Immune to Hexed, Possessor cannot be afflicted with negative status effects that come from Dark Magic spells that are cast by a source that is below Level 60, Possessor counts as a Devout Worshipper of the Twin Lucks Pantheon, Possessor may only be equipped or transformed into by an individual who is a Devout Worshipper of either the Twin Lucks Pantheon or Lady Luck, Constant Effect
Passenger Capacity (5,000)- Possessor may at any time take an action to pick up or deploy 1 passenger, Possessor may, when transforming into this form, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor de-transforms, Vehicle Trait
Abilities-
Golden Mega-Beam Cannons- # Damage, 1 hit against 2, Technology or Luck or Technology & Luck, 0 MP
Dice Mines- # Damage, this action may be delayed up to 7 rounds, 1 hit against 7,777, Luck or Luck & Fire or Luck & Physical, # MP
Luck Scrambler- Target obtains a debuff that causes it to not benefit from Dodge, Critical, To Hit, or Resilience increasing portions of buffs that come from sources below Level 60 that are part of buffs that are present on its possessor at the time of the debuff's application, Luck or Luck & Technology, # MP
Lucky Breaker- # Damage, Removes 1 buff from a source below Level 60 from target, Luck & Technology or Luck & Technology & Magic, # MP
Warp Drive- Caster enters another battlespace that is part of the same battle so long as no individual of Level 70 or greater in either the battlespace possessor is leaving or the battlespace possessor is entering objects, Technology or Technology & Luck, # MP
Permanant Consumables-
Book of Covert Techniques- (Permanent Consumable, Grimoire, Darkness & Air, 1 Charge, 10,000,000 Gold) Teaches user "Sneaky"
Empowered Holy Festival Bundt Cake- (Permanent Consumable, Empowered Item, Earth & Magic, 1 Charge, 75,000 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Empowered Holy Festival Bundt Cake"", Cannot be used if # is already 5 or greater
3 Golden Comb of Luck- (Permanent Consumable, Minor Artifact, Magic & Air & Light, 1 Charge, 3,000,000 Gold)- Teaches user "Has Consumed # of the Permanent Consumable "Golden Comb of Luck"", Cannot be used if # is already 1 or greater
22 Premier Health Supplement- (Permanent Consumable, Empowered Item, Earth & Technology & Light, 1 Charge, 50,000 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Premier Health Supplement"", Cannot be used if # is already 100 or greater
6 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
Bound Items-
*Simoa's Secure Lockbock, #2349- (Bound Item, Antiquity, Magic & Physical & Warding, 69,000 Gold)
Artifacts-
None
Secret Formulas-
Secret Formula- BOOST! Cherry
Requires:
None
Consumes:
50 Cherry
1 Energy Mana Oil
1 Tall Metal Can
Produces:
BOOST! Cherry- (Consumable, Drink, Energy, 1 Charge, 50,000 Gold) +50 SPI, +50 AGI, +500 MP, Inflicts Invigorated, Inflicts Stat Boost: AGI Boost
Awards-
Has 64 Base Stat Points
500 Empire of Thandolman Faction Points
Has Consumed 5 Essence Sphere: Combatant
Has Consumed 5 Improved Essence Sphere: Combatant
Has Consumed 5 Essence Sphere: Gambler
Has Consumed 5 Improved Essence Sphere: Gambler
Has Consumed 5 Greater Essence Sphere: Gambler
Has Consumed 5 Essence Sphere: Gigas Knight
Has Consumed 5 Improved Essence Sphere: Gigas Knight
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Slayer
Has Consumed 5 Improved Essence Sphere: Slayer
Has Consumed 5 Greater Essence Sphere: Slayer
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Consumed 5 Greater Essence Sphere: Warrior
Has used 10 Manual of A Thousand Arts
Has used 1 Skillbank
Has used 12 Grandmaster's Text
Has Beaten 35 Bosses in Boss Rush Mode
Has Defeated Defeated Three Level 39 Bosses in the Alternative Boss Rush Mode
Has Reached Round 41 in an Endurance Match
Reached Round 41 in a Pet Endurance Match
Has Won the "A Massive Condor Appears" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the "Fight Against the Storm" Event Match
Has Won the "First of the Arcane Spirits" Event Match
Has Won the "First Test Against The Adversary's Forces" Event Match
Has Won the "Mr. Groggo's Dilemma' Event Match" Award
Has Won the "Pillar of Self-Doubt" Event Match
Has Won the "The Rehanging" Event Match
Has Won the "Winter's Grasp" Event Match
Has Completed the Task "Test of Choices"
Has Completed the Task "Test of Collecting"
Has Completed the Task "Test of Combat"
Has Completed the Task "Test of Essence"
Has Completed the Task "Test of Fame and Fortune"
Has Completed the Task "Test of Fortune"
Has Completed the Task "Test of Hours"
Has Completed the Task "Test of Leadership"
Has Completed the Task "Test of Legacy"
Has Completed the Task "Test of Mastery"
Has Completed the Task "Test of Opposition"
Has Completed the Task "Test of Options"
Has Completed the Task "Test of Seeking"
Has Completed the Task "Test of Skill"
Has Completed the Task "Test of Slaying"
Has Completed the Task "Test of Talent"
Has Completed the Task "Test of Tenacity"
Has Completed the Task "Test of Time"
Has Completed the Task "Test of War"
Has Completed the Task "Test of Wealth"
Has Completed the Mini Quest 'Trial of Remembrance'
Has Completed the Mini Quest 'Trial of Memories'
Has Completed the Mini Quest 'Trial of Versatility'
Has Completed 1 Frequent Formula Tasks
Learned the BOOST! Cherry Formula from Carl
Has participated in Lord Thandolman's hunts for the Crimson Spear of Avandos (2) times.
Involved in the Final Siege of Avandos
Slayer of Lord Avandos, Master of the Crimson Citadel
Slayer of Lyrandora, Crimson Priestess of Avandos
Attempted to Fight The Bartender at the Holy Festival (While He Was Holding Back)
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Eliminated in Round One of the Brass Disc Tournament
Has completed (1) Forays into the Temple of Orithon for Lady Thelrain
Watched the Entirety of the Film 'The Arrest and Untimely Demise of Hossus Broon (with Commentary)'
Was on Celestial Lord's Team in the Princess of Suns Incident
Stopped the Empowerment of Bez'Bekklin in Sunthrone
Survived the Princess of Suns Incident
Died in the House of Horrors
Defeated Heracles during the Mariachi Massacre
Defeated Cutelili during the Mariachi Massacre
Knows the General Layout of Mount Evil Fortress
Stormed Off In a Huff After Her Ally Made a Deal with the Sombrero Overmind
Visited the 10th Holy Festival
Had a Really, Really Weird Dream
Won 4 Battles in a Row Before Losing at the Wager Fights at Walrusfest
Bet Successfully on 10 Wager Fights at Walrusfest
Bet Unsuccessfully on 2 Wager Fights at Walrusfest
Defeated The Legendary Hare in a Special Arena Match'
Completed the Quest Career Day
Obtained Accolades from Multiple Worlds for stopping the Hippo-Kin Forces
Defeated the Hippo-Kin Career Institute Dread Headmaster
Was Gifted the Fist-Wrappings of the Warlord Voghel by Ikymlos
Defeated Chal-Gularr
Destroyed Chal-Gularr's Underground Car Manufacturing Plant
Won 'Lizards Invaded My Business Conference Center'
Destroyed the Reptilian Insurgency
Reported to Bascaradine in Lizards Invaded My Business Conference Center
Gained a Successful Reputation for Completing a Bascaradine Mission
Helped Bascaradine Instead of The Bamboo and Frond Conference Center
Indirectly Convinced Bascaradine to Buy the Bamboo and Frond Conference Center and Restaff it With Their Own Personnel
Proved the Usefulness of Certain Bascaradine Products on the Battlefield
Enemy of Some Factions Within Aretsnov Enterprises
Have Attracted the Interest of the Reptilian Overlords
Involved in the Defeat of Jebediah Fall at the Cathedral of Glorious Rebirth
Helped Lili Defeat Nega-Lili in an Arena Match
Lost to the Level 80 Version of Silas from the Fourth Ascension in a Special Battle Arena Match
Saved Robert Beamsworth From Malign Mental Influence (Mod Run Award)
Ally of The Galactic Protectors Of Eternal Balance (Mod Run Award)
Temporarily Served As The Heaven-Puncher For Bascaradine
Broke the Wall of Mezkorrides
Sundered the Impossible Jewel of Lord Airiaster
Defeated the Glue Man in the Snorezdem Arena
Outpunched the Wonderbot
Dropkicked the Tiny Planet Master Into the Vortex of 77 Seals
Were on Shannon's Team in 'Larry the Catfish Retires'
Killed in the Planar Sinkhole by Larry's Team
Defeated Aunt Nardell in a Parallel Coliseum Match
Killed Blodwig and Dorog on Noix
Lost a Battle Against Nazril, High Warlock of Roriana that Incerated the Town of Elkie and Most of the Immediate Countryside On Noix
Attended The Midnight Carnival (And Walked Away With Mysterious Prizes!) (Mod-Run World Award)
Used Plixplix's Business Card
Accidentally Caused the Santa Massacre of Walrusfest VII
Got Smacked Over the Back of Her Head by Earth Santa
Defeated The Muscledragon in a Ringmatch within the Endless Pathways on Noix
Defeated Lubel Vyre
Stopped Lubel Vyre from Establishing Control over the Root of Lost Things
Assisted the Veil Render in Besting Irrian Illumos
Saved the Veil Render
Gained an Imperial Seal of Glory Piece from Assisting the Veil Render in Defeating Lubel Vyre
Was Inadvertently Remotely Combo-Merged Into Becoming the First Prime Spire of the New Heavens
PlixPlix info:
Plixplix is highly chaotic and likes flying around punching things. She is Level <Uncertain current Level out of game, over 200, though>. The Chaos Child, who can change her name at will, is her best friend. She dislikes the ancients, most forces of law, and people who insist that punching isn't a valid solution to problems. She likes flying really fast, punching things, playing games, flagrantly breaking rules, ice cream, shiny things, exploring new dimensions, combat, and winning; punching is her favorite of the bunch.
Things that you can do to increase her general odds of taking you on as an apprentice include becoming more in-sync with Chaos, giving her ice cream, being friendly, and displaying prowess at punching things in a fancy manner; introducing yourself as 'Chaos Ranger X' or something else while in the sentai outfit and performing some flashy move might help. Ultimately, she's rather unpredictable, though, and is likely to punch you if she gets the impression that you're trying to manipulate her into acting a certain way and teaching her. The punch out Ingrekht / Morrisant plan, while that would get her on your side... would be something that if you could somehow do, she'd really have nothing to teach you, as you'd be so far beyond her in terms of ability. They note that alternate uses for the business card include summoning Plixplix to kick something's ass (presumably by punching and not actually kicking) and giving you a temprorary, though extremely powerful (potentially, if used on someone who can exploit it right and is unsually powerful for their Level) ability.
Jessie's drunken fortune (with my comments).
* Jessie jumps high into the air and punches a boulder-tossing giant in the face, causing it to fall back into a castle, crushing half the castle
-FIND THIS QUEST
* Jessie is in the same room as Silas and Einarr and is getting a headache from both of them hitting on her
-Avoid them.
* Jessie touches a Tiny mana spark and is cursed to be a midget
-Leave it alone.
* Jessie is eating a huge number of bananas while a nearby howler monkey causes a huge racket
-Er...
* Jessie gets a rocket pack installed in her back and uses it to blast down a freeway to punch a mecha-dragon
-Another must do quest.
* Jessie throws a train at Claire, Mistress of Darkness and Feather Dusters, who blocks it with a feather cloud and then appears behind Jessie and backstabs her with a bladed feather duster
-Using a spinning kick right after the train is blocked.
* Jessie is alone in a movie theatre, crying
-Don't invite Alrick to the movies.
The Admiral's version:
"YER GOIN' TA FACE-PUNCH A ROCK-THROWIN GIAN', DEMOLISHIN' A CASTLE WI' HIM.
THE OL' BOY THERE AN SOME CAT-MAN ARE BOTH GOIN' TA TRY IT OUT ON YA AT ONCE. GET MORE O' THOSE DRINKS.
DON' TOUCH TINY MANA SPARKS UNLESS YE LIKE FEELIN' SMALL.
YER GOIN' TA EAT A LOAD O' BANANAS WHILE A MONKEY SCREAMS AT YER.
GET A ROCKET PACK INSTALLED. YE CAN USE IT T' PUNCH ROBOT DRAGONS.
YE'RE GOIN' TA THROW A TRAIN AT SOME FRILLY GIRL WHO LIKES DARK AND FEATHER DUSTERS. SHE'LL BLOCK I' AN THEN TRY T'BACKSTAB YER.
YE'RE GOIN TA BE CRYIN' AN' ALONE AT TH' MOVIES. NOT SURE WHY."
Jessie Calthion
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Jessie Calthion
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Jessie Calthion
Robo Sensei Ability Shop
~Combatant (Fist Weapon)~
Apprentice Fist Weapon Training
Requires: Basic Fist Weapon Training, 3 other Combatant abilities
Cost: 125,000 Gold, 2 Weeks
Basic Fist Weapon Training
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Bone-Breaker
Requires: Western Boxing
Cost: 100,000 Gold, 2 Weeks
Boxer's Face-Guarding Techinique
Requires: Raise Hands to Protect Face
Cost: 105,000 Gold, 2 Weeks
Brain Jiggler
Requires: Western Boxing
Cost: 120,000 Gold, 3 Weeks
Crack Knuckles
Requires: Basic Fist Weapon Training
Cost: 80,000 Gold, 2 Weeks
Devastating Roundhouse
Requires: Roundhouse Punch, Glass-Jaw-Breaking Fist
Cost: 200,000 Gold, 1 Week
Fast Arms
Requires: Basic Fist Weapon Training
Cost: 150,000 Gold, 3 Weeks
Fist Weapon Wielding I
Requires: Basic Fist Weapon Training
Cost: 20,000 Gold, 2 Weeks
Fist Weapon Wielding II
Requires: Fist Weapon Wielding I
Cost: 60,000 Gold, 2 Weeks
Glass-Jaw-Breaking Fist
Requires: Bone Breaker, Jaw-Sweller, Knockout Punch!
Cost: 300,000 Gold, 2 Weeks
Improved Bone-Breaker
Requires: Bone Breaker
Cost: 100,000 Gold, 2 Weeks
Jab Flurry
Requires: Western Boxing
Cost: 300,000 Gold, 3 Weeks
Jaw-Sweller
Requires: Western Boxing
Cost: 70,000 Gold, 1 Week
Knockout Punch!
Requires: Western Boxing
Cost: 130,000 Gold, 2 Weeks
Roundhouse Punch
Requires: Western Boxing
Cost: 70,000 Gold, 1 Week
Thundering Gut Punch
Requires: Western Boxing
Cost: 100,000 Gold, 2 Weeks
Unexpected Hook
Requires: Western Boxing
Cost: 60,000 Gold, 2 Weeks
Works Out Regularly
Requires: Basic Unarmed Technique Attunement
Cost: 100,000 Gold, 4 Weeks
Western Boxing
Requires: Basic Fist Weapon Training
Cost: 190,000 Gold, 3 Weeks
~Monk (Unarmed Technique)~
Apprentice Unarmed Technique Attunement
Requires: Basic Unarmed Technique Attunement, 3 other Monk abilities
Cost: 125,000 Gold, 2 Weeks
Awareness of Energy Chakras
Requires: Controlled Breathing
Cost: 100,000 Gold, 3 Weeks
Basic Ki Use
Requires: Has Undergone More Harsh Training
Cost: 200,000 Gold, 2 Weeks
Basic Gravato-Geoseismic Throw
Requires: Basic Unarmed Technique Attunement
Cost: 190,000 Gold, 2 Weeks
Basic Gymnastics Skills
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Unarmed Technique Attunement
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Black Belt
Requires: Red Belt
Cost: 100,000 Gold, 2 Weeks
Blue Belt
Requires: Green Belt
Cost: 100,000 Gold, 1 Week
Brown Belt
Requires: Purple Belt
Cost: 100,000 Gold, 2 Weeks
Can Control Own Blood Flow
Requires: Still Heartbeat
Cost: 300,000 Gold, 2 Weeks
Chop Which Cracks Boulders Like Walnuts
Requires: Basic Unarmed Technique Attunement
Cost: 140,000 Gold, 2 Weeks
Controlled Breathing
Requires: Basic Unarmed Technique Attunement
Cost: 60,000 Gold, 2 Weeks
Expert and Bobbing and Weaving
Requires: Melee Dodging
Cost: 300,000 Gold, 3 Weeks
Fleet Feet
Requires: Monk, Gymnast
Cost: 50,000 Gold, 1 Week
Fly-Snatching Art
Requires: Monk, Controlled Breathing
Cost: 300,000 Gold, 2 Weeks
Focused Hand
Requires: Basic Unarmed Technique Attunement
Cost: 80,000 Gold, 3 Weeks
Follow-Up Submission Hold
Requires: Basic Unarmed Technique Attunement
Cost: 60,000 Gold, 2 Weeks
Green Belt
Requires: Orange Belt, Apprentice Unarmed Technique Attunement
Cost: 100,000 Gold, 2 Weeks
Gymnast
Requires: Gymnast's Balance, Gymnast's Dexterity, Gymnast's Style, Gymnast's Tumbling
Cost: 300,000 Gold, 4 Weeks
Gymnast's Balance
Requires: Basic Gymnastics Skills
Cost: 60,000 Gold, 2 Weeks
Gymnast's Dexterity
Requires: Basic Gymnastics Skills
Cost: 60,000 Gold, 2 Weeks
Gymnast's Style
Requires: Basic Gymnastics Skills
Cost: 60,000 Gold, 2 Weeks
Gymnast's Tumbling
Requires: Basic Gymnastics Skills
Cost: 60,000 Gold, 2 Weeks
Has Undergone Harsh Training
Requires: Basic Unarmed Technique Attunement
Cost: 40,000 Gold, 4 Weeks
Has Undergone More Harsh Training
Requires: Has Undergone Harsh Training
Cost: 150,000 Gold, 6 Weeks
Has Undergone More Harsh Training II
Requires: Has Undergone More Harsh Training
Cost: 120,000 Gold, 4 Weeks
Has Undergone More Harsh Training III
Requires: Has Undergone More Harsh Training II
Cost: 500,000 Gold, 4 Weeks
Ki Charge
Requires: Ki Strike, Awareness of Energy Chakras
Cost: 200,000 Gold, 2 Weeks
Ki Energy Projection
Requires: Ki Charge
Cost: 200,000 Gold, 2 Weeks
Ki Levitation
Requires: Ki Charge
Cost: 100,000 Gold, 2 Weeks
Ki-Powered Casting
Requires: Ki Charge
Cost: 100,000 Gold, 2 Weeks
Ki Strike
Requires: Basic Ki Use
Cost: 100,000 Gold, 2 Weeks
Martial Artist
Requires: Monk, Black Belt
Cost: 500,000 Gold, 5 Weeks
Martial Arts Trainee
Requires: Basic Unarmed Technique Attunement
Cost: 20,000 Gold, 1 Week
Melee Dodging
Requires: Apprentice Unarmed Technique Attunement
Cost: 450,000 Gold, 3 Weeks
Memories of an Excellent Sensei
Requires: All other abilities that can be taught by this Tutoring-Based Ability Shop
Cost: 0 Gold, 0 Weeks
Monk
Requires: Apprentice Unarmed Technique Attunement, 10 other Monk abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks
Nonlethal Knockout Chop
Requires: Purple Belt, Focused Hand
Cost: 300,000 Gold, 2 Weeks
Orange Belt
Requires: Yellow Belt
Cost: 80,000 Gold, 1 Week
Purple Belt
Requires: Blue Belt
Cost: 100,000 Gold, 1 Week
Red Belt
Requires: Brown Belt
Cost: 100,000 Gold, 2 Weeks
Rough Punching
Requires: Basic Unarmed Technique Attunement
Cost: 50,000 Gold, 2 Weeks
Sonic Fist
Requires: Ki Strike, Jab Flurry
Cost: 250,000 Gold, 2 Weeks
Still Heartbeat
Requires- Basic Unarmed Technique Attunement, 5 Base CON
Cost: 60,000 Gold, 3 Weeks
Stun Punch
Requires: Knockout Punch, Basic Unarmed Technique Attunement
Cost: 90,000 Gold, 2 Weeks
Tough
Requires: No prerequisites
Cost: 250,000 Gold, 4 Weeks
Very Healthy
Requires: Tough
Cost: 400,000 Gold, 4 Weeks
White Belt
Requires: Martial Arts Trainee
Cost: 20,000 Gold, 1 Week
Yellow Belt
Requires: White Belt
Cost: 40,000 Gold, 1 Week
~Combatant (Fist Weapon)~
Apprentice Fist Weapon Training
Requires: Basic Fist Weapon Training, 3 other Combatant abilities
Cost: 125,000 Gold, 2 Weeks
Basic Fist Weapon Training
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Bone-Breaker
Requires: Western Boxing
Cost: 100,000 Gold, 2 Weeks
Boxer's Face-Guarding Techinique
Requires: Raise Hands to Protect Face
Cost: 105,000 Gold, 2 Weeks
Brain Jiggler
Requires: Western Boxing
Cost: 120,000 Gold, 3 Weeks
Crack Knuckles
Requires: Basic Fist Weapon Training
Cost: 80,000 Gold, 2 Weeks
Devastating Roundhouse
Requires: Roundhouse Punch, Glass-Jaw-Breaking Fist
Cost: 200,000 Gold, 1 Week
Fast Arms
Requires: Basic Fist Weapon Training
Cost: 150,000 Gold, 3 Weeks
Fist Weapon Wielding I
Requires: Basic Fist Weapon Training
Cost: 20,000 Gold, 2 Weeks
Fist Weapon Wielding II
Requires: Fist Weapon Wielding I
Cost: 60,000 Gold, 2 Weeks
Glass-Jaw-Breaking Fist
Requires: Bone Breaker, Jaw-Sweller, Knockout Punch!
Cost: 300,000 Gold, 2 Weeks
Improved Bone-Breaker
Requires: Bone Breaker
Cost: 100,000 Gold, 2 Weeks
Jab Flurry
Requires: Western Boxing
Cost: 300,000 Gold, 3 Weeks
Jaw-Sweller
Requires: Western Boxing
Cost: 70,000 Gold, 1 Week
Knockout Punch!
Requires: Western Boxing
Cost: 130,000 Gold, 2 Weeks
Roundhouse Punch
Requires: Western Boxing
Cost: 70,000 Gold, 1 Week
Thundering Gut Punch
Requires: Western Boxing
Cost: 100,000 Gold, 2 Weeks
Unexpected Hook
Requires: Western Boxing
Cost: 60,000 Gold, 2 Weeks
Works Out Regularly
Requires: Basic Unarmed Technique Attunement
Cost: 100,000 Gold, 4 Weeks
Western Boxing
Requires: Basic Fist Weapon Training
Cost: 190,000 Gold, 3 Weeks
~Monk (Unarmed Technique)~
Apprentice Unarmed Technique Attunement
Requires: Basic Unarmed Technique Attunement, 3 other Monk abilities
Cost: 125,000 Gold, 2 Weeks
Awareness of Energy Chakras
Requires: Controlled Breathing
Cost: 100,000 Gold, 3 Weeks
Basic Ki Use
Requires: Has Undergone More Harsh Training
Cost: 200,000 Gold, 2 Weeks
Basic Gravato-Geoseismic Throw
Requires: Basic Unarmed Technique Attunement
Cost: 190,000 Gold, 2 Weeks
Basic Gymnastics Skills
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Basic Unarmed Technique Attunement
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Black Belt
Requires: Red Belt
Cost: 100,000 Gold, 2 Weeks
Blue Belt
Requires: Green Belt
Cost: 100,000 Gold, 1 Week
Brown Belt
Requires: Purple Belt
Cost: 100,000 Gold, 2 Weeks
Can Control Own Blood Flow
Requires: Still Heartbeat
Cost: 300,000 Gold, 2 Weeks
Chop Which Cracks Boulders Like Walnuts
Requires: Basic Unarmed Technique Attunement
Cost: 140,000 Gold, 2 Weeks
Controlled Breathing
Requires: Basic Unarmed Technique Attunement
Cost: 60,000 Gold, 2 Weeks
Expert and Bobbing and Weaving
Requires: Melee Dodging
Cost: 300,000 Gold, 3 Weeks
Fleet Feet
Requires: Monk, Gymnast
Cost: 50,000 Gold, 1 Week
Fly-Snatching Art
Requires: Monk, Controlled Breathing
Cost: 300,000 Gold, 2 Weeks
Focused Hand
Requires: Basic Unarmed Technique Attunement
Cost: 80,000 Gold, 3 Weeks
Follow-Up Submission Hold
Requires: Basic Unarmed Technique Attunement
Cost: 60,000 Gold, 2 Weeks
Green Belt
Requires: Orange Belt, Apprentice Unarmed Technique Attunement
Cost: 100,000 Gold, 2 Weeks
Gymnast
Requires: Gymnast's Balance, Gymnast's Dexterity, Gymnast's Style, Gymnast's Tumbling
Cost: 300,000 Gold, 4 Weeks
Gymnast's Balance
Requires: Basic Gymnastics Skills
Cost: 60,000 Gold, 2 Weeks
Gymnast's Dexterity
Requires: Basic Gymnastics Skills
Cost: 60,000 Gold, 2 Weeks
Gymnast's Style
Requires: Basic Gymnastics Skills
Cost: 60,000 Gold, 2 Weeks
Gymnast's Tumbling
Requires: Basic Gymnastics Skills
Cost: 60,000 Gold, 2 Weeks
Has Undergone Harsh Training
Requires: Basic Unarmed Technique Attunement
Cost: 40,000 Gold, 4 Weeks
Has Undergone More Harsh Training
Requires: Has Undergone Harsh Training
Cost: 150,000 Gold, 6 Weeks
Has Undergone More Harsh Training II
Requires: Has Undergone More Harsh Training
Cost: 120,000 Gold, 4 Weeks
Has Undergone More Harsh Training III
Requires: Has Undergone More Harsh Training II
Cost: 500,000 Gold, 4 Weeks
Ki Charge
Requires: Ki Strike, Awareness of Energy Chakras
Cost: 200,000 Gold, 2 Weeks
Ki Energy Projection
Requires: Ki Charge
Cost: 200,000 Gold, 2 Weeks
Ki Levitation
Requires: Ki Charge
Cost: 100,000 Gold, 2 Weeks
Ki-Powered Casting
Requires: Ki Charge
Cost: 100,000 Gold, 2 Weeks
Ki Strike
Requires: Basic Ki Use
Cost: 100,000 Gold, 2 Weeks
Martial Artist
Requires: Monk, Black Belt
Cost: 500,000 Gold, 5 Weeks
Martial Arts Trainee
Requires: Basic Unarmed Technique Attunement
Cost: 20,000 Gold, 1 Week
Melee Dodging
Requires: Apprentice Unarmed Technique Attunement
Cost: 450,000 Gold, 3 Weeks
Memories of an Excellent Sensei
Requires: All other abilities that can be taught by this Tutoring-Based Ability Shop
Cost: 0 Gold, 0 Weeks
Monk
Requires: Apprentice Unarmed Technique Attunement, 10 other Monk abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks
Nonlethal Knockout Chop
Requires: Purple Belt, Focused Hand
Cost: 300,000 Gold, 2 Weeks
Orange Belt
Requires: Yellow Belt
Cost: 80,000 Gold, 1 Week
Purple Belt
Requires: Blue Belt
Cost: 100,000 Gold, 1 Week
Red Belt
Requires: Brown Belt
Cost: 100,000 Gold, 2 Weeks
Rough Punching
Requires: Basic Unarmed Technique Attunement
Cost: 50,000 Gold, 2 Weeks
Sonic Fist
Requires: Ki Strike, Jab Flurry
Cost: 250,000 Gold, 2 Weeks
Still Heartbeat
Requires- Basic Unarmed Technique Attunement, 5 Base CON
Cost: 60,000 Gold, 3 Weeks
Stun Punch
Requires: Knockout Punch, Basic Unarmed Technique Attunement
Cost: 90,000 Gold, 2 Weeks
Tough
Requires: No prerequisites
Cost: 250,000 Gold, 4 Weeks
Very Healthy
Requires: Tough
Cost: 400,000 Gold, 4 Weeks
White Belt
Requires: Martial Arts Trainee
Cost: 20,000 Gold, 1 Week
Yellow Belt
Requires: White Belt
Cost: 40,000 Gold, 1 Week
MODRAAAAAAAAAAAAAGE