Team Volatilis vs Planetary of War

This is for BA threads to be archived in.
Locked
User avatar
Aeromage
Arena Lieutenant
Posts: 1084
Joined: Wed May 27, 2020 10:54 pm
Location: Right here.

Team Volatilis vs Planetary of War

Post by Aeromage »

Here's the big one. To skip to the meat of things, search for 'The Fight Itself'.

Planetary of War
Level 91
Planetary, War & Destruction
HP- 17,500,000
MP- 17,500,000
STR- 89,000
AGI- 81,000
CON- 86,000
MIN- 78,000
SPI- 83,000
XP- 0
Defense- 55,000
Defense against Stat Damage- 7,000
Critical Chance- 190%
Resilience- 190%
To Hit- 290%
Dodge- 175%
Resistances and Immunities- Absorbs War, Absorbs Fire, Absorbs Physical, Destruction Immunity, Technology Immunity, 80% Base Element Resistance, 50% Whimsy Weakness, 50% Major Status Effect Resistance, Immune to Minor and Moderate Status Effects
Prime Attribute- Strength or Spirit
Constant Effects-
Domain of Power- Possessor’s listed stats are doubled (but buffs and such are not) if possessor is in a Zone of possessor or one of possessor’s allies’ creation as a non-stacking effect, Constant Effect
Divine Mastery of Elements- Possessor ignores elemental resistances and immunities of individuals below level 80, Constant Effect
Divine Mastery of Effects- Possessor ignores moderate status effect immunities of individuals below level 80, Possessor ignores minor status effect immunities of individuals below level 60, Constant Effect
Supremacy- Possessor is immune to sources below level 40, Constant Effect
Master Strategist- Possessor's opponents below Level 99 use their lowest stat as their turn-order-determining stat; Possessor and possessor's allies may use possessor's highest stat as their turn-order-determining stat, Constant Effect
Endless War- Possessor may deal 160,000 Flat War element Damage to up to 500,000,000 targets at the start of each round, Constant Effect
Valhalla- Possessor's allies who were killed through HP Damage by sources below Level 100 are resurrected at the start of each round at Max HP (to a max of 50,000,000 HP), Constant Effect
Bestow Worshipper Benefits- Possessor’s allies and Possessor may elect to receive worshipper benefits from possessor if they are not already receiving such benefits, Said benefits include gaining +1,000 STR and increasing the Damage value of their abilities by 3,000 points, to a max of level 90 for both effects, Deity Effect
Overwhelming Powers- Possessor may ignore up to 6 High Arts of opponents, Hierarchical Effect
Abilities-
Wargod Sword- 190,000 Damage, Caster immediately gains another action following this action if at least one non-unique enemy was killed by this ability, with a max of 200 actions gained per round, 1 hit against 200, Physical or Fire or War or Destruction, 0 MP
Call Divine Servants- Summons 20 Valkyrie, Max 200 summoned, Air & War, 6,000,000 MP
100-Megaton Rain- 300,000 Damage, 1 hit against 50,000,000,000, Atomic & Fire & Destruction, 1,000,000 MP
Wargod Mantra- Caster obtains a buff that does not stack that places a buff on caster that gives caster +1,000 to all stats, +5% Critical, and +10,000 points to the Damage values of possessor's abilities as a buff that stacks 200 times, War & Void, 200,000 MP
Mortal Challenge- Caster chooses a target opponent; so long as caster performs at least one offensive action each round that targets said opponent, other individuals below Level 90 may not target caster, caster may not target individuals other than said individual and itself, and individuals below Level 90 cannot target said individual so long as said individual performs at least one offensive action that targets caster each round, not counting the round that said effect first applies to said individual, Caster may choose to end this effect at the start of any round (in addition to being able to drop it as a buff if normally able), this effect ends if either its caster or said opponent dies or is defeated, War & Spatial, 100,000 MP
Bloodlust- Target may not perform non-offensive actions if target is below Level 95, lasts 40 rounds, does not stack, War & Fire, 500,000 MP
Divine Blessing- Target gains +2,500 to all stats, Target's abilities Damage values are increased by 7,000 points, Target gains 100% Minor Status Effect Reistance, Target gains 70% Moderate Status Effect Resistance, Target gains 5% Major Status Effect Resistance, stacks 20 times, War, 600,000 MP
Ragnarok- 500,000 Damage, 100% inflicts Devastated, 1 hit against 40,000,000, 95% hits all of caster's allies below Level 100, to a max of 40,000,000 such allies, this action ignores its caster's Resistances, Immunities, Absorptions, and Reflections if caster is below Level 92, Destruction & Fate or Destruction & Fate & Fire & Ice & Electrical or Destruction & Fate & Fire & Ice & Electrical & Physical, 7,000,000 MP
Drops-
1,000,000 Gold
86,500 XP
50% Holy Symbol of a Planetary of War- (Accessory, Holy Symbol, Fire & Physical, 60,000 Gold) +50 STR, +50 Melee Attack, +50 Magical Attack, +50 Ranged Attack
20% Planetary of War's Sword- (Weapon, Sword, War & Destruction, 190,000,000 Gold) +190,000 Melee Attack, +1,900,000 HP as a non-stacking bonus, +190,000 STR, +190,000 CON, 160% Critical, 260% To Hit, Wielder's allies gain +8,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater
20% Planetary of War's Armor- (Armor, Heavy Armor, War, 190,000,000 Gold) +190,000 Defense, +1,900,000 HP as a non-stacking bonus, +190,000 STR, +190,000 CON, +190,000 Melee Attack, 40% War Resistance, 40% Destruction Resistance, Divine Magic, War Magic, and Catastrophe Magic spells cost wielder 300,000 less MP to cast, 160% Resilience, Wielder must be Level 40 or greater
9% Ragnarok- (Spell, Other: Catastrophe Magic, Destruction & Fate & Fire & Ice & Electrical & Physical & War, 640,000 MP, 160,000,000 Gold) +320,000 Magical Attack, 60% inflicts Devastated, deals 1/2 Damage, 1 hit against 4,000,000, 95% this action hits all allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, Caster must by Level 40 or greater
1% Godseed: War- (Item, Material, War & Destruction, 180,000,000 Gold)

Valkyrie
Level 78
Deva, Air
HP- 6,000,000
MP- 6,000,000
STR- 33,000
AGI- 31,000
CON- 32,000
MIN- 31,000
SPI- 33,000
XP- 0
Defense- 28,000
Defense against Stat Damage- 2,950
Critical Chance- 91%
Resilience- 75%
To Hit- 100%
Dodge- 72%
Resistances and Immunities- Air Immunity, 99% Technology Resitance, 95% Physical Resistance, 90% Light Resistance, 90% Darkness Resistance, 90% Electrical Resistance, 50% Magic Resistance, 50% Destruction Resistance, 50% Life Resistance, 40% Base Element Resistance, Minor Status Effect Immunity, Moderate Status Effect Immunity, Instant Death Immunity, 60% Major Status Effect Resistance
Prime Attribute- Strength + Agility or Strength + Spirit
Constant Effects-
Herald of the Worldbound Gods- Possessor is immune to individuals below Level 40, Possessor is considered to benefit from a set of worshipper benefits provided by an unnamed Level 91 Source that provide +75 to all stats per level of their possessor if possessor does not elect to recieve other worshipper benefits, Constant Effect
Soul Shepherd- Individuals below Level 80 who are killed by possessor may not be ressurected by individuals below Level 80, Constant Effect
Ethereal Grace- Possessor gains +6,000 AGI, +6,000 SPI, +30% To Hit, and +30% Dodge, Possessor may determine at the beginning of each round whether Agility or Spirit is possessor's turn-order-determining stat as an effect that does not override debuffs from sources above Level 65, Constant Effect
Indefatigable- Possessor gains Fatigued Immunity, Stat Drain Immunity, Paralyzed Immunity, and the first 5 times per round that poessessor would be caused to lose an action by a source below Level 95, possessor does not lose said action, Constant Effect
Unstoppable Duty- Possessor gets death attacks regardless of thread type or the round of combat, The first time per thread that possessor would be killed by a source below Level 90, possessor is instead stripped of all debuffs, damage, stat damage, and unwanted buffs from sources that are below Level 90, Constant Effect
Abilities-
Valkyrie's Lance- 65,000 Damage, Physical or Air or Electrical or Magic or Destruction or Light or Darkness, 0 MP
Call Einherjar- Caster summons a copy of any one individual below Level 75 who is non unique or who is below Level 60 who was killed by caster, Max 1 of each individual copied summoned, Max 24 copies summoned at once, Copies remain summoned for 24 rounds, Air & Light, 500,000 MP
Soul Lance- 85,000 Damage, 50% inflicts Instant Death, Darkness & Light & Magic, 900,000 MP
War-Calling Horn- +5,000 STR, +5,000 AGI, +5,000 SPI, +50% Critical, 1 hit against 6,000, stacks 4 times, Air & Destruction, 4,000 MP
Killing Thrust- 75,000 Damage, inflicts Wounded and Awestruck, May be used as a pre-emptive counter, Physical, 400,000 MP
Interdimensional Persuit- Caster enters another battle that was entered from caster's current battle by an individual below Level 96, Caster gains an additional action immediately after this action, Air & Magic, 200,000 MP
Legion's End- 60,000 Damage, Deals double damage to Units as an effect that does not stack with other effects that multiply damage against Units, Destruction or Fire or Electrical or Darkness, 300,000 MP
Solemn Gambit- Whenever an individual conducts an offensive action against caster, caster immediately gains an action after said action, to a max of 20 additional actions per round, which may only be used to perform an offensive action against the source of said aforementioned offensive action that does not affect any other opposing targets through its direct properties as an action or to conduct a non-offensive action that does not affect any individuals allied with caster (not counting caster) through its direct properties as an action, Light & Darkness & Fate, 3,000,000 MP
Proto-Ragnarok- 150,000 Damage, 50% inflicts Devastated, 1 hit against 400,000, 95% hits all allies below Level 100, to a max of 20,000,000 such allies, Destruction & Fate or Destruction & Fate & Fire & Ice & Electrical or Destruction & Fate & Fire & Ice & Electrical & Physical, 3,000,000 MP
Drops-
400,000 Gold
31,200 XP
50% Valkyrie's Essence- (Item, Material, Air & Light & War, 40,000,000 Gold)
20% Valkyrie's Lance- (Weapon, Spear, Air & Light & War, 63,000,000 Gold) +63,000 Melee Attack, +63,000 STR, +63,000 AGI, +60,000 CON, +63,000 SPI, 90% Critical, 180% To Hit, Individuals killed by wielder may not be resurrected except by individuals of Level 60 or greater, Wielder must be Level 40 or greater
20% Valkyrie's Helm- (Accessory, Helm, Air & Light & War, 61,000,000 Gold) +61,000 Defense, +61,000 Melee Attack, +61,000 STR, +61,000 CON, +61,000 SPI, 80% Dodge, 80% Resilience, Wielder must by Level 40 or greater
9% Valkyrie Armor- (Armor, Light Armor, Air & Light & War, 70,000,000 Gold) +70,000 Defense, +70,000 STR, +70,000 AGI, +70,000 CON, +70,000 SPI, 110% Dodge, 110% Resilience, Wielder must by Level 40 or greater
1% Proto-Ragnarok- (Spell, Other: Catastrophe Magic, Destruction & Fate & Fire & Ice & Electrical & Physical & War, 160,000 MP, 80,000,000 Gold) +160,000 Magical Attack, 30% inflicts Devastated, deals 1/2 Damage, 1 hit against 400,000, 95% this action hits all allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, Caster must by Level 40 or greater

The Floating Isle of Volatilis (Aeromage)
Level 79
Large Structure, Magic
HP: 61,250
MP: 20,000
STR: 160 (2)
AGI: 555 (7)
CON: 2,450 (25)
MIN: 800 (10)
SPI: 1,555 (16)
XP- 607,385,538
XP Required- 25,820,000, Holy Imperial Seal of Triumph
Fame- 55
Gold- 49,071,463,163
Bonus Weeks: 183 (+3 Defender-Only, +5 Scientist-Only, +4 Evermason Only, 6 Illusionist-Only, +8 Enchanter-Only, +30 Reality Auditor Only, +3 Rune Mage, 10 Unbound Guru, +92 Magic-Class-Only)
Weeks: Will learn
Scholar of Spells- (Passive Ability, Scholar) Possessor gains +500 MIN, Spells cost possessor 20,000 less MP to cast
finishing on the 14th of May, 2017


Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive
Attack With Finesse- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. This attack never misses. Does 50% normal damage. This attack's element is the user's element if none of the user's equipped items give a Melee Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus. User must be in the front row.
Fortify Body- (Stance Ability, Attack) User's base CON is added to user's chance of resisting minor status effects. 1/2 user's base CON is added to user's chance of resisting moderate status effects.
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).
Metacombine- (Active Ability, Attack) User uses three consumables in one turn. Only two of these, which are randomly determined, activate. All three consumables still lose charges.

-Abjurer-
Abjurant Forcefield- (Stance Ability, Abjurer) Possessor gains +(100 * Possessor Level) Defense and (Possessor Level)% Resilience
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Protection Magic spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Ablative Self-Screen- (Passive Ability, Abjurer) Up to 20 times per thread when possessor would acquire a debuff that reduces possessor's stats, possessor may choose for that instance of the debuff to reduce the amount it reduces each of possessor's by by 500, to a minimum of 0
Applied Item Ward: Thunderous Item Defense- (Active Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 15, Foes who unsuccessfully attempt to steal or break possessor's items take 5,000 Electrical element damage for each failed attempt, Possessor may only have one Applied Item Ward active at a time and may spend an action turning one on or off
Apprentice Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Protection Magic spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Protection Magic spells cost 200 less MP
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Item Preservation Application Aptitude- (Passive Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 10
Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Essence of the Wholly Defensive Wall- (Stance Ability, Abjurer) +50 Defense per level, you may not take any offensive action
Focused Protection Magic Casting- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Protection Magic
Protection Magic Casting I- (Passive Ability, Abjurer) Protection Magic spells cost possessor 20 less MP to cast
Protection Magic Casting II- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast

-Architect-
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
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.
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

-Auramancer-
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Auramancer- (Passive Ability, Auramancer) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(250 + (25* Possessor Level)) Mind and Spirit if possessor has an Aura equipped
Aura Strike- (Technique Ability, Auramancer) Possessor may use 'Aura Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action if possessor has an Aura equipped and no other technique is used. Said action gains a 30% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'.
Baleful Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Hexed on its source at the end of said action
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Flashing Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Impaired on its source at the end of said action
Offensive Aura Extrusion- (Passive Ability, Auramancer) Whenever possessor conducts an attack while possessor has an Aura equipped, possessor may choose for said action to gain a 5% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'
Patterned Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Confusion on its source at the end of said action
Radiating Flashing Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Impaired on up to 15 targets
Radiating Patterned Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Confusion on up to 15 targets
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor

-Blessing-
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Stick-Resistant!- (Passive Ability, Blessing) Possessor gains 95% Paralysis: Sticky Resistance and is immune to Paralysis: Sticky when its affliction comes from a source below Level 20
Was Warned About Golf's Deadlier Side- (Passive Ability, Blessing) Possessor is immune to effects named "Golf Weakness"

-Captain-
Automatically Generates Well-Trained Crew When Needed- (Passive Ability, Captain) If possessor (including Transformations possessor is Transformed into) possesses a Passenger Capacity that includes unoccupied spaces, possessor may choose for this ability to count as filling any number of those spaces, to a max of 20,000, with this ability providing +100 to all stats for each such space it fills
Indiscriminate Bombing- (Passive Ability, Captain) Possessor's Vessel transformations' attacks may deal 50,000 additional Damage and have their targets randomized across all possible targets
Whirlpool-Avoiding Seacaptain- (Passive Ability, Captain) Possessor's Vessel transformations gain Drowining: Tide-Trapped Immunity and Immunity to Drowning (but not its sub-status effects)

-Channeler-
Adept Channeling Attunement- (Passive Ability, Channeler) Channeling spells cost possessor 10,000 less MP to cast, Whenever possessor deals Drain as part of actions that involve Channeling spells, said quantities are increased by 5,000 points, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Channeling Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Assert Effect Ownership- (Active Ability, Channeler) Possessor may spend an action to become the source of a buff whose source is 10 Levels or lower than possessor and that is below Level 20
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Empathic Backlash- (Passive Ability, Channeler) Whenever possessor is dealt Damage, possessor may deal 500 Flat Psychic element Damage to the source of said Damage provided said source is below Level 40 and not more than 10 Levels greater than possessor
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Supernatural Empathy- (Passive Ability, Channeler) Possessor counts as 1 Level higher, to a max of Level 30, for stat-scanning purposes as an effect that does not bypass 'Immune to Below Level X' effects
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transferal of Good Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor negative status effect from a source below Level 20 that said ally is afflicted with that possessor is not afflicted with, with a 5% chance of curing this selected effect
Basic Transferal of Superior Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor positive status effect that said ally is not afflicted with that possessor is afflicted with, with a 5% chance of inflicting this selected effect
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Transfer Mastery of Stats- (Passive Ability, Channeler) Whenever possessor transfers stat points from on source to another, possessor may transfer an additional 100 points
Basic Understanding of Theoretical Mana Pattern Copying- (Passive Ability, Channeler) Possessor gains +50 to all stats if possessor is not the only individual in battle
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Channeling Casting I- (Passive Ability, Channeler) Channeling spells cost possessor 20 less MP to cast
Co-Opt Hostile Essence- (Active Ability, Channeler) Possessor may spend an action to become the source of a debuff whose source is 10 Levels or lower than possessor and that is below Level 20
Devour Buff- (Active Ability, Channeler) Possessor may spend an action to destroy a buff whose source is 10 Levels or lower than possessor and that is below Level 20 and then regenerate ((Said buff's source's Level) *1,000) MP
Devour Debuff- (Active Ability, Channeler) Possessor may spend an action to destroy a debuff whose source is 10 Levels or lower than possessor and that is below Level 20 and then regenerate ((Said debuff's source's Level) *1,000) MP
Empathic Healing Resonance- (Passive Ability, Channeler) Whenever possessor heals an ally's HP, possessor deals possessor 500 points of Flat Psychic or Light element HP Healing
Empathic Resonance: Depression- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Depression, possessor may choose to be afflicted with Confusion: Depression. Whenever possessor is afflicted with Confusion: Depression, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Depression
Empathic Resonance: Fear- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Fear, possessor may choose to be afflicted with Confusion: Fear. Whenever possessor is afflicted with Confusion: Fear, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Fear
Empathic Resonance: Hope- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: High Morale, possessor may choose to be afflicted with Invigorated: High Morale. Whenever possessor is afflicted with Invigorated: High Morale, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: High Morale
Empathic Resonance: Joy- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: Zesty, possessor may choose to be afflicted with Invigorated: Zesty. Whenever possessor is afflicted with Invigorated: Zesty, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: Zesty
Empathic Resonance: Love- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lovestruck, possessor may choose to be afflicted with Charm: Lovestruck. Whenever possessor is afflicted with Charm: Lovestruck, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lovestruck
Empathic Resonance: Lust- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lust, possessor may choose to be afflicted with Charm: Lust. Whenever possessor is afflicted with Charm: Lust, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lust
Empathic Resonance: Rage- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Enraged or Confusion: Berserk, possessor may choose to be afflicted with Confusion: Enraged or Confusion: Berserk, Whenever possessor is afflicted with Confusion: Enraged or Confusion: Berserk, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Enraged or Confusion: Berserk
Empathy for Enemies- (Passive Ability, Channeler) Possessor's Channeler abilities whose name includes 'Empathic Resonance' that have triggers that activate when an ally is afflicted with a specific minor negative status effect may also trigger if an opponent is afflicted with such a status effect.
Guardian Imposition Force Aura- (Stance Ability, Channeler) Possessor may, when entring this Stance, choose a willing ally, said ally, for the duration that possessor is in this stance, uses possessor's Defense instead of its own against the attacks of Individuals below Level 20 who are lower Level than possessor
Improved Chain Casting Attunement- (Passive Ability, Channeler) Spells possessor casts through 'Basic Chain Casting Attunement' cost possessor 500 less MP to cast
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Improved Magic Retention- (Passive Ability, Channeler) Spells cost possessor 100 less MP to cast
Improved Positive Status Channeling- (Passive Ability, Channeler) Possessor's chances of inflicting minor positive status effects through Channeler abilities are increased by 10%
Improved Supernatural Empathy- (Passive Ability, Channeler) Possessor gain +50 to all stats for each ally afflicted with one or more positive status effects, to a max of +500
Improved Transferal of Health- (Passive Ability, Channeler) Whenever possessor transfers HP from one source to another, possessor may transfer an additional 2,500 points
Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Mana-Drinker's Aura- (Stance Ability, Channeler) Possessor may deal up to 5,000 points of Flat MP Drain from up to 60 targets at the start of each round
Offensively Channel Spells- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used.
Positive Status Anchoring- (Passive Ability, Channeler) If possessor is afflicted with a minor positive status effect and at least one of possessor's allies is afflicted with said same minor positive status effect, possessor possesses no natural per-round auto-loss chance for said status effect
Radiant Channeling: Augmented- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Augmented, possessor may choose to have a 30% chance of inflicting Augmented on up to 30 willing targets
Radiant Channeling: Elevated- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Elevated, possessor may choose to have a 30% chance of inflicting Elevated on up to 30 willing targets
Radiant Channeling: Favored- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Favored, possessor may choose to have a 30% chance of inflicting Favored on up to 30 willing targets
Radiant Channeling: Fortified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Fortified, possessor may choose to have a 30% chance of inflicting Fortified on up to 30 willing targets
Radiant Channeling: Imbued- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Imbued, possessor may choose to have a 30% chance of inflicting Imbued on up to 30 willing targets
Radiant Channeling: Invigorated- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Invigorated, possessor may choose to have a 30% chance of inflicting Invigorated on up to 30 willing targets
Radiant Channeling: Mind Restore- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Mind Restore, possessor may choose to have a 30% chance of inflicting Mind Restore on up to 30 willing targets
Radiant Channeling: Purified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Purified, possessor may choose to have a 30% chance of inflicting Purified on up to 30 willing targets
Radiant Channeling: Rejuvenation- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Rejuvenation, possessor may choose to have a 30% chance of inflicting Rejuvenation on up to 30 willing targets
Radiant Channeling: Stat Boost- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Stat Boost, possessor may choose to have a 30% chance of inflicting Stat Boost on up to 30 willing targets
Re-Position Garbage- (Passive Ability, Channeler) Possessor may, at the start of each round, move a debuff from a source below Level 10 that is on a target that is either willing or below Level 40 onto a new target that is either willing or below Level 20
Suction Spell- (Technique Ability, Channeler) Possessor may use 'Suction Spell' in conjunction with a 'Magical Attack' action so long as no other technique is involved and possessor casts a Channeling spell as part of said action. Quantities of HP Drain and MP Drain Dealt by said action are increased by 2,000 points
Voluntary Essence Handoff- (Active Ability, Channeler) Possessor may spend an action to make target willing ally the source of a buff that possessor is the source of instead of possessor

-Chef-
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
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Candy Maker's Apprentice- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 200 points, Food consumables used by possessor that increase AGI or SPI increase it by an additional 10 points per charge as an effect that stacks 50 times across all consumable applications on said target
Evergarden Food Preservation Techniques- (Passive Ability, Chef) Effects attached to Zones that come from sources below Level 60 cannot destroy Food consumables equipped by possessor
Fell Grilling- (Technique Ability, Chef) Possessor may use 'Fell Grilling' in conjunction with a 'Serve Food' or 'Use an Item' action. Any Food item involved in said action becomes solely Darkness & Fire element for the duration of said action if non-unique and gains '+200 to the stats of Demons, Devils, and Daemons as a buff that stacks 3 times'
Holiday Cookie Baking- (Passive Ability, Chef) Food consumables used by possessor that Heal HP heal an additional 5,000 points if in a Zone of Ice
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
Wine Snob- (Passive Ability, Chef) Possessor may choose to reduce the stat buffs provided by Drinks used by sources below Level 40 by up to 600 points, to a minimum of 0

-Chronomancer-
Adept Time Magic Attunement- (Passive Ability, Other: Time Mage) Time Magic spells cost possessor 10,000 less MP to cast, Time Magic spells cast by possessor that provide a AGI buff bonus provide an additional +500 AGI as an effect that stacks 20 times across all effects per individual, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Time Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Aging Spell- (Passive Ability, Other: Time Mage) Possessor may use 'Aging Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action deals 200 CON Damage and has a 30% chance of inflicting Fatigued: Elderly
Apprentice Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Basic Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Basic Defensive Shaping of Chronomantic Technique- (Passive Ability, Other: Time Mage) Possessor gains +500 Defense against Time if possessor has a Chronomancy spell equipped, Possessor gains 30% Fatigued: Elderly Resistance if possessor has a Chronomancy spell equipped
Basic Offensive Shaping of Chronomantic Technique- (Passive Ability, Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All actions that possessor performs that involve Chronomancy spells that possessor casts that deal AGI Damage deal an additional 200 points
Basic Temporal Magic Amplification- (Passive Ability, Other: Time Mage) Possessor's actions that include spells that possess a Magical Attack bonus that are delayed have each such spell gain +25 additional Magical Attack bonus for each round they are delayed, stacking a max of 5 times
Chronomancy Casting I- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 20 less MP to cast
Chronomancy Casting II- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 200 less MP to cast
Chronomantic Auto-Haste- (Passive Ability, Other: Time Mage) Possessor is afflicted with Augmented: Haste at the start of the first round of battle if possessor is either Time element or has 5 Time Magic spells equipped
Chronospell Boost- (Technique Ability, Other: Time Mage) Possessor may use 'Chronospell Boost' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action has a 30% chance of inflicting Augmented: Haste on its performer
Delayed Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Delayed Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action is delayed by 1 to 5 rounds (with its performer choosing the number).
Delaying Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Delayed Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action places a non-stacking debuff on its targets that are below Level 40 that causes the next action that its possessor performs to be delayed 1 round.
Focused Chronomancy Casting- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Chronomancy
Improved Chronospell Boost- (Passive Ability, Other: Time Mage) Possessor's 'Chronospell Boost' technique has its chance of inflicting Haste on its performer increased to 60%
Improved Fast Casting- (Passive Ability, Other: Time Mage) Possessor's 'Fast Casting' technique may cause its possessor's first action to occur on a turn-order count 2,500 points higher than it otherwise would instead of 500 points higher than it otherwise would
Improved Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 200 for turn-order-determining purposes
Slightly Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 50 for turn-order-determining purposes
Time Mage- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +(250 + 10* Possessor Level) additional Magical Attack, Possessor gains +(250 + 10* Possessor Level) to possessor's turn-order-determining stat sum for turn-order-determining purposes
Trigger Spell- (Active Ability, Other: Time Mage) Possessor may spend an action to have a 'Magical Attack' or 'Cast a Spell' action that possessor both performed and delayed immediately occur.

-Clearance-
Has a Basic Permit to Battle Mirage Dragon Czar- (Passive Ability, Clearance) Possessor may fight the monster 'Mirage Dragon Czar' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Permitted to Battle Talented Guy- (Passive Ability, Clearance) Possessor may fight the monster Talented Guy for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Newspaper Clipping About Someone Impressive' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Has a Basic Permit to Battle The Benjamins- (Passive Ability, Clearance) Possessor may fight the monster 'The Benjamins' for drops, This ability cannot be used in combos
Permitted to Battle Portrait of Loneliness- (Passive Ability, Clearance) Possessor may fight the monster Portrait of Loneliness for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Ominous, Discarded Gallery Invitation' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop

-Commander-
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells affect one more target if they already affect multiple targets and all Leadership spells cost 10 less MP
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open

-Defender-
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Basic Shield Deflection- (Passive Ability, Defender) Possessor has a 1% chance of optionally reflecting attacks from individuals level 5 or lower targeting possessor while possessor has a Shield equipped
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped
Block around the Clock- (Technique Ability, Defender) Possessor may use Block Around the Clock in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. User performs a Defend action at the beginning of every round for a number of rounds equal to user's level, to a max of 24 rounds, as a non-stacking effect; these Defend actions may not include spells or techniques. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Defensive Stance- (Stance Ability, Defender) +50 Defense
Defensive Stance II- (Stance Ability, Defender) +200 Defense
Shieldmaster's Stance- (Stance Ability, Defender) +3 Defense per Defense granted to possessor by equipped Shields
Tunnel-Plugging Stance- (Stance Ability, Defender) If possessor is the only individual in the front row and possessor has only one ally in the back row, then said ally takes 1/4 damage from being in the back row as opposed to 1/2, with effects that ignore or alter the damage division of individuals in the back row still doing so as though this stance were not in effect; this stance has no effect if possessor's side of battle has a non-standard row formation
Turtle's Shell- (Active Ability, Defender) This character may use Turtle Shell in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +140 Defense added to the result of the Defend action, and has both a 15% Water resistance and a 15% Ranged Attack resistance for the duration of the Defend action's results.

-Diviner-
Adept Divining Attunement- (Passive Ability, Diviner) Divining spells cost possessor 10,000 less MP to cast, Possessor counts as being 5 Levels higher, to a max of Level 99, for stat-scanning purposes as an effect that does not bypass 'Immune to Under Level X' effects, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Divining Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Auto-Scan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of battle
Auto-Translate- (Passive Ability, Diviner) Possessor gains +200 MIN if any individual of a different subtype is present, Translates to and from common languages (both orally and in written form) as an RP effect
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Binocular Vision- (Passive Ability, Diviner) Possessor gains +5% To Hit against individuals in the back row who are below Level 60
Can Percieve Standard Portal Destinations- (Passive Ability, Diviner) Possessor gains +10 MIN, Possessor gains +10% Dodge on any round that possessor enters a battle from another battle, not counting the first round of battle, as a non-stacking bonus
Cracked the Enigmatic Python- (Passive Ability, Diviner) Possessor may, at the start of any action, round, or battle, scan the stats of any number of individuals below Level 80; said stat scanning is automatically successful and cannot be blocked by sources below Level 80, Possessor gains 30% Illusion Resistance, As an RP effect, possessor ignores The Enigmatic Python's divination blocking and invisibility
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Deputize Assistant- (Active Ability, Diviner) Possessor may spend an action to cause a willing target to count as (Possessor's Level - 5) instead of target's normal Level for stat-scanning purposes (to a max of Level 99), Only one target may benefit from this buff at a time
Detective- (Passive Ability, Diviner) Possessor counts as being 5 levels higher for stat-scanning purposes, Possessor gains +400 MIN
Detective's Accusation- (Technique Ability, Diviner) Possessor may use Detective's Accusation in conjunction with a Magical Attack action, so long as no other technique is used and it is being used against targets whose stats have been scanned by possessor. This action gains an amount of Defense-Piercing equal to user's MIN (to a max of 10,000 points) and dis-buffs one buff from targets below Level 20
Detective's Evasion- (Passive Ability, Diviner) Possessor gains either +5% Dodge or 20% Dodge (chosen by possessor) against individuals below Level 40 whose stats possessor has scanned
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Classical Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher, this ability counts as 'Detective's Intuition' for prerequisite purposes
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to examine target's stats
Detective's Perceptiveness- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 20
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bosses possess for purposes of resisting having their stats scanned
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Divining Casting I- (Passive Ability, Diviner) Divining spells cost possessor 20 less MP to cast
Dowsing Stance- (Stance Ability, Diviner) Possessor gains +15% To Hit against Water element targets as a bonus that does not stack with other bonuses that provide +#% To Hit but does stack with bonuses that provide #% To Hit
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Focus-Based Fortune Telling- (Passive Ability, Diviner) Possessor's Divining spells cost 50 less MP if possessor has a Magic Item, Crystal, or Trinket equipped, Possessor's Divining spells that provide a Magical Attack bonus provide an additional +20 points if possessor has a Magic Item, Crystal, or Trinket equipped
Fortuneteller- (Passive Ability, Diviner) Possessor has a 25% chance of, to a max of once per round, being able to perform a 'Cast a Spell', 'Magical Attack', 'Defend', or 'Focus' action as a pre-emptive counter in response to an action conducted by an individual below Level 40 who is an opponent of possessor and whose stats possessor scanned during the last 5 rounds (not including the current round) that is targetting possessor
Greater Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 5 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Hear and Decode Radio Waves- (Passive Ability, Diviner) Possessor may see the text of buffs that possessor's opponents that are below Level 60 place on each other
Hidden-Passage Spotting Art- (Passive Ability, Diviner) Possessor may follow targets below Level 20 or willing targets when they leave battle provided that the initiation of said individuals leaving battle was not sourced from a source that is both over Level 20 and unwilling
Improved Attack Prediction- (Passive Ability, Diviner) Possessor gains 40% Dodge
Improved Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 40
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Investigative Stance- (Stance Ability, Diviner) Possessor treats targets below Level 40 as though their Dodge-raising or Dodge-altering buffs were of half the value that they actually are, Possessor scans stats as though possessor were 2 Levels higher
Landsense- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the full tables for any random quest or encounter area that possessor is in, provided that no enemies on said tables are above Level 40 or more than double caster's Level
Limited Personal Precognition- (Passive Ability, Diviner) Possessor gains 2% Dodge
Magic-Detecting Eyes- (Passive Ability, Diviner) Possessor gains +5% To Hit against Magic element targets that are below Level 60
Magical Echolocation- (Passive Ability, Diviner) Possessor suffers no negative effects from the status effect Impaired: Blind if it comes from a source below Level 60
Magical Infravision- (Passive Ability, Diviner) Possessor gains +5% To Hit against Fire element targets that are below Level 60
Magical Nightvision- (Passive Ability, Diviner) Effects that come from individuals below Level 40 that are attached to Zones of Darkness may not reduce possessor's To Hit and Dodge values
Mentally Browse Local Phone Calls- (Passive Ability, Diviner) Possessor may see the text of buffs that are present on possessor's opponents that are below Level 40
Metal-Detecting Prowess- (Stance Ability, Diviner) Possessor's Dowsing Stance ability treats Metal element targets as though they were Water element
Predict Attacks- (Passive Ability, Diviner) Possessor gains 25% Dodge
Predict Future from the Stars- (Active Ability, Diviner) Possessor may spend an action if anyone has an Active Constellation set to scan a target's stats
Predict Future through Cards- (Active Ability, Diviner) Possessor may spend an action if possessor has a Card equipped to scan a target's stats
Predict Future with a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb equipped to scan a target's stats
Predict Future with Dice- (Active Ability, Diviner) Possessor may spend an action to have a 50% chance of scanning a target's stats
Predict Future with Bones- (Active Ability, Diviner) Possessor may spend an action if any individual has died in this battle to scan a target's stats
Read Tea Leaves- (Active Ability, Diviner) Possessor may spend an action and consume a charge from a Drink consumable that possessor has equipped to scan a target's stats
Read Palms- (Active Ability, Diviner) Possessor may spend an action to scan the stats of a target who has at least one open Weapon slot
Superior Vision- (Passive Ability, Diviner) Possessor gains 105% To Hit
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Telescopic Vision- (Passive Ability, Diviner) Possessor gains +10% To Hit against individuals in the back row who are below Level 60
Treasure Dowsing- (Stance Ability, Diviner) Possessor's chance of obtaining Treasure from battle increases by 1% if possessor was in Dowsing Stance both at the beginning of battle and at the end of battle
Uncounterable Accusation- (Passive Ability, Diviner) Possessor's attacks and actions involving the Technique Detective's Accusation may not be countered (including pre-emptively) by individuals below Level 40 whose stats have been scanned by possessor
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes

-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
Isle Leaders are Good Friends of Caelum "Cael" Aetherius- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Caelum "Cael" Aetherius', Whenever possessor heals an individual named 'Caelum "Cael" Aetherius' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Caelum "Cael" Aetherius'
Isle Leaders are Good Friends of Caelum Aetherius (Time Cloned Spirit Binder)- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Caelum Aetherius (Time Cloned Spirit Binder)', Whenever possessor heals an individual named 'Caelum Aetherius (Time Cloned Spirit Binder)' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Caelum Aetherius (Time Cloned Spirit Binder)'
Isle Leaders are Good Friends of Lady Rosaline Fabrice- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lady Rosaline Fabrice', Whenever possessor heals an individual named 'Lady Rosaline Fabrice' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Lady Rosaline Fabrice'

-Geomancer-
Adept Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor 10,000 less MP to cast, Geomancy spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Abyss of Time - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Abyss of Time
Attuned to Terrain: Astral Void - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Astral Void
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Attuned to Terrain: Beach - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Beach
Attuned to Terrain: Boneyard- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard
Attuned to Terrain: Bubble Cosmos - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Bubble Cosmos
Attuned to Terrain: Caverns - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns
Attuned to Terrain: Cliffside - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cliffside
Attuned to Terrain: Cloudy Sky - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cloudy Sky
Attuned to Terrain: Conifer Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Conifer Forest
Attuned to Terrain: Cosmic Web - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Cosmic Web
Attuned to Terrain: Dark Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dark Forest
Attuned to Terrain: Desert- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert
Attuned to Terrain: Domain of Balance - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Domain of Balance
Attuned to Terrain: Dry Riverbed - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dry Riverbed
Attuned to Terrain: Ethereal Mists - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Ethereal Mists
Attuned to Terrain: Extradimensional Arena - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Extradimensional Arena
Attuned to Terrain: Farmland - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Farmland
Attuned to Terrain: Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Forest
Attuned to Terrain: Frozen Cosmos - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Frozen Cosmos
Attuned to Terrain: Frozen Waste - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Frozen Waste
Attuned to Terrain: Glacier - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Glacier
Attuned to Terrain: Hills - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Hills
Attuned to Terrain: Jungle - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Jungle
Attuned to Terrain: Lake - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Lake
Attuned to Terrain: Mage’s Sanctum - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Mage’s Sanctum
Attuned to Terrain: Marsh - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Marsh
Attuned to Terrain: Mirror Realm - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Mirror Realm
Attuned to Terrain: Ocean - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Ocean
Attuned to Terrain: Open Sky - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Open Sky
Attuned to Terrain: Realm of Magic - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Realm of Magic
Attuned to Terrain: Space - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Space
Attuned to Terrain: Swamp - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Swamp
Attuned to Terrain: Void of Endings - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Void of Endings
Attuned to Terrain: Wellspring of Life - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Wellspring of Life
Attuned to Terrain: White Void - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is White Void
Attuned to Terrain: World Tree - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is World Tree
Base Terrain Element Alteration- (Active Ability, Geomancer) If the terrain or phantom terrain is Battlefield, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Beach, possessor may skip an action to become Water element, If the terrain or phantom terrain is Boneyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Caverns, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Cliffside, possessor may skip an action to become Air element, If the terrain or phantom terrain is Cloudy Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Conifer Forest, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Dark Forest, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Desert, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Dry Riverbed, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Farmland, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Forest, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Frozen Waste, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Glacier, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Graveyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Hills, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Jungle, possessor may skip an action to become Water element, If the terrain or phantom terrain is Junkyard, possessor may skip an action to become Technology element, If the terrain or phantom terrain is Lake, possessor may skip an action to become Water element, If the terrain or phantom terrain is Marsh, possessor may skip an action to become Water element, If the terrain or phantom terrain is Meadow, possessor may skip an action to become Light element, If the terrain or phantom terrain is Mesa, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Mountains, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Ocean, possessor may skip an action to become Water element, If the terrain or phantom terrain is Open Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Open Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Polluted Morass, possessor may skip an action to become Acid element, If the terrain or phantom terrain is River-Land, possessor may skip an action to become Water element, If the terrain or phantom terrain is Road, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Rolling Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Salt Flats, possessor may skip an action to become Psychic element, If the terrain or phantom terrain is Savannah, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Scrubland, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Snowy Plains, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Space, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Steppes, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Stormy Plains, possessor may skip an action to become Electrical element, If the terrain or phantom terrain is Sunny Forest, possessor may skip an action to become Magic element, If the terrain or phantom terrain is Swamp, possessor may skip an action to become Acid element, If the terrain or phantom terrain is Tropical Island, possessor may skip an action to become Water element, If the terrain or phantom terrain is Wasteland, possessor may skip an action to become Earth element,
Basic Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Create Zone- (Active Ability, Geomancer) Possessor may spend an action to create a zone of any base element
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
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
Establish Planar Phantom Terrain Links- (Passive Ability, Geomancer) Possessor gains +500 SPI
Expert Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Improved Terrain Attunement: Swamp: One With the Mire- (Passive Ability, Geomancer) Possessor gains +10% Dodge and 50% Poison Resistance, if the terrain or phantom terrain is Swamp
Phantom Terrain Link Established: Abyss of Time- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Abyss of Time
Phantom Terrain Link Established: Astral Void- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Astral Void
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Beach- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Beach
Phantom Terrain Link Established: Boneyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Boneyard
Phantom Terrain Link Established: Bubble Cosmos- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Bubble Cosmos
Phantom Terrain Link Established: Caverns- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Caverns
Phantom Terrain Link Established: Cliffside- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cliffside
Phantom Terrain Link Established: Cloudy Sky- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cloudy Sky
Phantom Terrain Link Established: Conifer Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Conifer Forest
Phantom Terrain Link Established: Cosmic Web- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cosmic Web
Phantom Terrain Link Established: Dark Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dark Forest
Phantom Terrain Link Established: Desert- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Desert
Phantom Terrain Link Established: Domain of Balance- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Balance
Phantom Terrain Link Established: Dry Riverbed- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dry Riverbed
Phantom Terrain Link Established: Ethereal Mists- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ethereal Mists
Phantom Terrain Link Established: Extradimensional Arena- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Extradimensional Arena
Phantom Terrain Link Established: Farmland- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Farmland
Phantom Terrain Link Established: Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Forest
Phantom Terrain Link Established: Frozen Cosmos- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Frozen Cosmos
Phantom Terrain Link Established: Frozen Waste- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Frozen Waste
Phantom Terrain Link Established: Glacier- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Glacier
Phantom Terrain Link Established: Hills- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Hills
Phantom Terrain Link Established: Jungle- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Jungle
Phantom Terrain Link Established: Lake- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Lake
Phantom Terrain Link Established: Mage’s Sanctum- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mage’s Sanctum
Phantom Terrain Link Established: Marsh- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Marsh
Phantom Terrain Link Established: Mirror Realm- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mirror Realm
Phantom Terrain Link Established: Ocean- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ocean
Phantom Terrain Link Established: Open Sky- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Open Sky
Phantom Terrain Link Established: Realm of Magic- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Realm of Magic
Phantom Terrain Link Established: Space- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Space
Phantom Terrain Link Established: Swamp- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Swamp
Phantom Terrain Link Established: Void of Endings- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Void of Endings
Phantom Terrain Link Established: Wellspring of Life- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Wellspring of Life
Phantom Terrain Link Established: White Void- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to White Void
Phantom Terrain Link Established: World Tree- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to World Tree
Regurgitate Lake- (Passive Ability, Geomancer) Possessor, upon removing a Terrain, Phantom Terrain, or Zone with the ability 'Drink Lake', as a non-stacking effect, gains the ability:
Regurgitate Lake- 20,000 Damage, 70% inflicts Drowning, This action's Prime Attribute is Constituion, this action gains '1 hit against 200' if targetting only individuals of lower Level than caster that are below Level 60, Water, 45,000 MP
Terrain Mastery- (Passive Ability, Geomancer) Abilities from the Geomancer class whose name includes 'Phantom Terrain Link Established', 'Attuned to Terrain', and 'Improved Terrain Attunement' cost possessor 1 less week (to a minimum of 1), 200,000 less Gold (to a minimum of 0), and 3 fewer Square Mile items of each type required (that are worth under 500,000,000 Gold each, to a minimum of 0), to learn from ability shops.

-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

-Illusionist-
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Illusionary Photography- (Passive Ability, Illusionist) Possessor counts as 5 Levels higher for stat-scanning purposes, to a max of Level 60, if possessor's stats have not been scanned, Possessor's offensive actions may deal 500 MIN Damage if possessor has an item with 'Camera' in its name equipped, Has RP effects

-Infinity Designer-
Absorb Progress- (Passive Ability, Other: Infinity Designer) Possessor Absorbs Progress against sources below Level 20 if Level 20 or greater
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress 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 Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Progress- (Passive Ability, Other: Infinity Designer) Whenever possessor obtains Progress element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress 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 Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +500 Defense against Progress
Apprentice Progress Resistance- (Passive Ability, Other: Infinity Designer) Possessor gains 5% Progress Resistance
Apprentice Progress Synchronization- (Passive Ability, Infinity Designer) Possessor gains +50 to all stats for each Progress element item equipped, Possessor's Progress element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress element allies gain +100 to all stats
Apprentice Weaponization of Progress- (Passive Ability, Other: Infinity Designer) Quantities of Progress element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +500 to all stats while in a Zone of Progress
Basic Acceleration Within Progress's Dominion- (Passive Ability, Other: Infinity Designer) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Progress
Basic Affinity to Healing Via Progress- (Passive Ability, Other: Infinity Designer) Whenever possessor obtains Progress element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress element pets and summons gain +50 to all stats
Basic Defenses Against Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +50 Defense against Progress
Basic Progress Resistance- (Passive Ability, Other: Infinity Designer) Possessor gains 1% Progress Resistance
Basic Progress Synchronization- (Passive Ability, Other: Infinity Designer) Possessor gains +25 to all stats if possessor is Progress element
Basic Understanding of the Heart of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress element allies gain +10 to all stats
Basic Weaponization of Progress- (Passive Ability, Other: Infinity Designer) Quantities of Progress element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +50 to all stats while in a Zone of Progress
Call Forth the Living Progress- (Active Ability, Other: Infinity Designer) Possessor may spend an action to summon 5 Elementals that are Progress element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Control of Progress- (Passive Ability, Other: Infinity Designer) Possessor has a 20% chance of being able to cancel the actions of Progress element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +500 Defense if possessor has any Progress-element items equipped that provide a Defense bonus
Detect Progress- (Passive Ability, Infinity Designer) Possessor gains +1% To Hit against Progress element targets
Elemental Attack-Conversion: Progress- (Technique Ability, Other: Infinity Designer) Possessor may use 'Elemental Attack-Conversion: Progress' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Progress element and no other technique is used. Said action becomes solely the element Progress.
Elemental Invocation of Progress- (Technique Ability, Other: Infinity Designer) Possessor may use 'Elemental Invocation of Progress' in conjunction with an 'Elemental Attack' action so long as possessor is Progress element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Progress- (Passive Ability, Other: Infinity Designer) Whenever possessor absorbs Damage that is Progress element Damage, Possessor may choose to deal 10,000 Flat Progress element Damage to up to 10 targets
Empowered By Progress- (Passive Ability, Infinity Designer) If possessor is Progress 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 Progress
Greater Weaponization of Progress- (Passive Ability, Other: Infinity Designer) Quantities of Progress element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Progress- (Passive Ability, Other: Infinity Designer) Whenever possessor obtains Progress element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress 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 Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +5,000 Defense against Progress
Improved Defenses that Utilize Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +2,000 Defense if possessor has any Progress-element items equipped that provide a Defense bonus
Improved Progress Resistance- (Passive Ability, Other: Infinity Designer) Possessor gains 10% Progress Resistance
Improved Understanding of the Heart of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress element allies gain +250 to all stats
Improved Weaponization of Progress- (Passive Ability, Other: Infinity Designer) Quantities of Progress element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +1,000 to all stats while in a Zone of Progress
Improved Zonal Progress Empowerment- (Passive Ability, Other: Infinity Designer) Possessor gains +500 to all stats while in a Zone of Progress, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Progress
Infinite Assumption of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains the element Progress while in Infinity Designer stances
Infinity Designer- (Passive Ability, Other: Infinity Designer) Possessor ignores (1 * (Possessor Level/5), rounded down)% Progress Resistance, Possessor ignores Progress Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Iterative Perfection of Ice Resistance- (Passive Ability, Other: Infinity Designer) At the start of each round, possessor gains +1% Ice Resistance as a buff that stacks 50 times
Meditative Assumption of Progress- (Passive Ability, Other: Infinity Designer) Possessor may choose, at the beginning of a thread, to become solely Progress element
Nonsynchronous Elemental Attack-Conversion: Progress- (Passive Ability, Other: Infinity Designer) Possessor may use the Technique 'Elemental Attack-Conversion: Progress' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Progress element.
Nourished By Progress- (Passive Ability, Infinity Designer) If possessor is Progress element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Progress
Predict the Flow of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +5% Dodge against Progress element individuals
Progress Battle-Aura- (Stance Ability, Other: Infinity Designer) Possessor deals 10,000 Flat Progress element Damage to each opponent at the start of each round
Progress Body Form- (Stance Ability, Other: Infinity Designer) Possessor gains +200 Defense against Progress, Possessor gains 15% Progress Resistance, Possessor may deal 5,000 Flat Progress element Damage to any individual who conducts an offensive action that targets possessor
Progress Immunity- (Passive Ability, Other: Infinity Designer) Possessor gains Progress Immunity against sources below Level 20 if Level 20 or greater
Progress Manipulation- (Passive Ability, Other: Infinity Designer) Possessor may choose one of the following at the beginning of each round if Progress element: Create a Zone of Progress, Remove a Zone of Progress created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Progress by either possessor or a source below Level 20, Add Progress 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 Progress element on a Progress element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Progress, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Progress, 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 Progress element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Progress to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Progress, 5% Progress Resistance, or +50 Defense against Progress and 1% Progress Resistance until the end of the round as a non-stacking buff
Prosperous Venting of Excess Progress- (Passive Ability, Other: Infinity Designer) If possessor is Progress element and performs an 'Elemental Attack' action that is solely Progress element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Reflect Progress- (Passive Ability, Other: Infinity Designer) Possessor Reflects Progress against sources below Level 20 if Level 20 or greater
Relentless Tempest of Progress- (Passive Ability, Other: Infinity Designer) If possessor's last action was solely Progress element either due to this ability or the technique 'Elemental Attack-Conversion: Progress', possessor may make any of possessor's offensive actions solely Progress element.
Stability Within Progress- (Passive Ability, Other: Infinity Designer) Possessor gains 25% minor negative status effect resistance while in a Zone of Progress
Uplifted By Progress- (Passive Ability, Infinity Designer) If possessor is Progress element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Progress
Zonal Progress Control- (Passive Ability, Other: Infinity Designer) Possessor may, at the start of each round, choose one Zone of Progress 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

-Merchant-
Deathtrap Realtor- (Passive Ability, Merchant) Possessor's Large Structure allies deal 5,000 additional Damage per Damage-dealing counter that is an action that they perform, Possessor's half-price sell cap is increased by 2,000 Gold for Property items
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
Loud Marketplace-Merchant-Yelling- (Passive Ability, Merchant) Possessor's 'Trade' actions may gain '50% inflicts Impaired: Deaf on a chosen target'

-Reality Arranger-
Adept Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Amounts of Spatial element Damage possessor deals are increased by 10,000 points, Spatial 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 Spatial element Spells, and may not be converted into other types of slots by individuals below Level 100
Absorb Spatial- (Passive Ability, Other: Reality Arranger) Possessor Absorbs Spatial against sources below Level 20 if Level 20 or greater
Apprentice Command of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial 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 Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 Defense against Spatial
Apprentice Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 5% Spatial Resistance
Apprentice Spatial Synchronization- (Passive Ability, Reality Arranger) Possessor gains +50 to all stats for each Spatial element item equipped, Possessor's Spatial element pets and summons gain +250 to all stats
Apprentice Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 to all stats while in a Zone of Spatial
Basic Acceleration Within Spatial's Dominion- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Spatial
Basic Command of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element pets and summons gain +50 to all stats
Basic Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 Defense against Spatial
Basic Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 1% Spatial Resistance
Basic Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to all stats if possessor is Spatial element
Basic Understanding of the Heart of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element allies gain +10 to all stats
Basic Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 to all stats while in a Zone of Spatial
Beyond an Ever-Vast Gulf- (Passive Ability, Reality Arranger) If possessor is Spatial element, possessor counts as being in the back row for purposes of back-row Damage-halving
Cause Spatial Ruptures- (Passive Ability, Reality Arranger) If possessor is Spatial element, whenever a Zone of Spatial is created, possessor may unsummon up to 5 non-unique individuals of Level 80 or lower who are not 20 or more Levels higher than possessor and who do not possess Spatial Resistance, Immunity, Reflection, or Absorption
Control of Spatial- (Passive Ability, Other: Reality Arranger) Possessor has a 20% chance of being able to cancel the actions of Spatial element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 Defense if possessor has any Spatial-element items equipped that provide a Defense bonus
Expert Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Spatial element Damage dealt to possessor (not including healing) is halved, Spatial element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Spatial element accessories, and may not be converted into other types of slot by individuals below Level 100
Greater Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 25,000 points
Improved Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +5,000 Defense against Spatial
Improved Defenses that Utilize Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +2,000 Defense if possessor has any Spatial-element items equipped that provide a Defense bonus
Improved Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 10% Spatial Resistance
Improved Unreachable Body- (Passive Ability, Other: Reality Arranger) If possessor is Spatial element and Level 40 or greater, possessor may choose to automatically Dodge the attacks of individuals below Level 40
Improved Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +1,000 to all stats while in a Zone of Spatial
Meditative Assumption of Spatial- (Passive Ability, Other: Reality Arranger) Possessor may choose, at the beginning of a thread, to become solely Spatial element
Reality Arranger- (Passive Ability, Other: Reality Arranger) Possessor ignores (1 * (Possessor Level/5), rounded down)% Spatial Resistance, Possessor ignores Spatial Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Reflect Spatial- (Passive Ability, Other: Reality Arranger) Possessor Reflects Spatial against sources below Level 20 if Level 20 or greater
Reshape Zones- (Passive Ability, Other: Reality Arranger) At the start of each round and of each of possessor's actions, possessor may choose to cause individuals who are either below Level 60 and not 20 or more Levels greater than possessor or who are willing to either be in a Zone or not be in a Zone, provided that said zone was created by a source that is either below Level 60 and not 20 or more Levels greater than possessor, is possessor, is one of possessor's pets, or is one of possessor's summons
Space-Bending Reach- (Passive Ability, Other: Reality Arranger) Possessor deals full damage to individuals below Level 80 who are not more than 19 Levels greater than possessor who are in the back row
Space Hopping- (Passive Ability, Other: Reality Arranger) At the start of each round, possessor may exit the battle possessor is in and enter any other currently active battle in the same thread, provided that no individual of Level 60 or greater who is in either the battle possessor is leaving or possessor's destination battle objects and that no individual who is 20 or more Levels greater than possessor who is in either said battle objects
Spatial Immunity- (Passive Ability, Other: Reality Arranger) Possessor gains Spatial Immunity against sources below Level 20 if Level 20 or greater
Spatial Interdiction- (Passive Ability, Reality Arranger) If possessor is Spatial element, whenever one of possessor's opponents of equal or lower Level who is below Level 60 summons an individual of Level 60 or lower in a battle that possessor is not in, possessor may instead have said individual be summoned in the battle that possessor is in, Whenever an individual of Level 60 who is not 20 or more Levels greater than possessor leaves a battle that possessor is not in to enter another battle, provided that said entering of said battle is caused by a source of Level 60 or lower, possessor may have said individual enter the battle possessor is in instead of whatever battle said individual would otherwise enter
Spatially Sidestep Zone- (Passive Ability, Other: Reality Arranger) Whenever an individual below Level 60 who is not 20 or more Levels greater than possessor creates a Zone, possessor may choose to not be in said Zone
Spatial Manipulation- (Passive Ability, Other: Reality Arranger) Possessor may choose one of the following at the beginning of each round if Spatial element: Create a Zone of Spatial, Remove a Zone of Spatial created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Spatial by either possessor or a source below Level 20, Add Spatial 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 Spatial element on a Spatial element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Spatial, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Spatial, 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 Spatial element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Spatial to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Spatial, 5% Spatial Resistance, or +50 Defense against Spatial and 1% Spatial Resistance until the end of the round as a non-stacking buff
Unreachable Body- (Passive Ability, Other: Reality Arranger) If possessor is Spatial element and Level 20 or greater, possessor may choose to automatically Dodge the attacks of individuals below Level 20
Zonal Spatial Control- (Passive Ability, Other: Reality Arranger) Possessor may, at the start of each round, choose one Zone of Spatial 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

-Reality Auditor-
Abstract-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Abstract-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Abstracts and gains +25% Critical against Abstracts.
Abstract-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Animal-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Animals and gains +5% To Hit against Abstracts.
Accurate Clipboard Use- (Passive Ability, Other: Reality Auditor) Possessor gains +1% To Hit when a Clipboard is equipped
Adept Clipboard Training- (Passive Ability, Other: Reality Auditor) Possessor controls the decisions of individuals below (Possessor's Level - 10) if possessor has a Clipboard equipped, Clipboard weapons equipped by possessor can provide an additional +100,000 Magical Attack before capping, Clipboard Weapons equipped by possessor that provide a Magical Attack bonus provide an additional +5,000 Magical Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Clipboard
Apprentice Clipboard Training- (Passive Ability, Other: Reality Auditor) Possessor controls the decisions of individuals below possessor's Level who are below Level 20, gains +5,000 Magical Attack, and gains +5,000 MIN if possessor has a Clipboard equipped
Audit Mastery- (Passive Ability, Other: Reality Auditor) Technique Abilities from the Reality Auditor class whose name includes 'Audit' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Basic Clipboard Training- (Passive Ability, Other: Reality Auditor) Possessor controls the decisions of Level 1 individuals and gains +500 MIN if possessor has a Clipboard equipped
Census Taker's Population-Stabilizing Math-Rage- (Passive Ability, Other: Reality Auditor) At the end of each round, possessor may choose an entity from the enemy list that is normally fightable for drops of which type one or more entities were summoned that round, provided that possessor scanned the stats of one of said entities during that round and is wielding a Clipboard. This ability, to a max of once per thread per entity type on the enemy list, records the number of those entities present in battle at the time said selection was made, to a minimum of 1 (with this ability failing to record if less than 1 such entity is present). The number of summoned individuals of any entity type on the enemy list that is normally fightable for drops may not become higher than said recorded number for that type if such a number exists, with additional summons of said type not being summoned and individuals who are summons being transformed into entities of said type failing to be transformed in such cases in which it would produce an invalid number of such summons.
Clipboard Wielding I- (Passive Ability, Other: Reality Auditor) +5 to all stats when a Clipboard is equipped
Clipboard Wielding II- (Passive Ability, Other: Reality Auditor) +25 to all stats when a Clipboard is equipped, +50 Magical Attack when a Clipboard is equipped
Clipboard Wielding III- (Passive Ability, Other: Reality Auditor) Possessor gains +200 to all stats when a Clipboard is equipped and +200 Magical Attack when a Clipboard is equipped
Dangerous Clipboard Use- (Passive Ability, Other: Reality Auditor) Possessor gains +1% Critical when a Clipboard is equipped
Debilitating Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Debilitating Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Demon-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Demon-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Demons and gains +25% Critical against Demons.
Demon-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Demon-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Demons and gains +5% To Hit against Demons.
Deva-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Deva-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Devas and gains +25% Critical against Devas.
Deva-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Deva-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Devas and gains +5% To Hit against Devas.
Dud Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Dud Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains -1,000 Magical Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Enchanted Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Enchanted Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +100 Magical Attack and becomes solely Magic element.
Human-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Human-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Human-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Humans and gains +5% To Hit against Humans.
Humanoid-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Humanoid-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Humanoid-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Humanoids and gains +5% To Hit against Humanoids.
Improved Debilitating Audit- (Passive Ability, Other: Reality Auditor) Possessor's 'Debilitating Audit' technique has its chance of inflicting Stat Drain increased to 30%
Improved Paralytic Audit- (Passive Ability, Other: Reality Auditor) Possessor's 'Paralytic Audit' technique has its chance of inflicting Paralyzed increased to 30%
Large Structure-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Large Structure-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Large Structures and gains +25% Critical against Large Structures.
Large Structure-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Large Structure-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Large Structures and gains +5% To Hit against Large Structures.
Multitasking: Census of the Mire- (Technique Ability, Other: Reality Auditer)- Possessor may use 'Multitasking: Census of the Mire' in conjunction with any action so long as no other technique is used and possessor has a Clipboard equipped. Said action tells its performer the number of Earth element individuals present on each side of battle and may scan the stats of any such individual.
Paralytic Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Paralytic Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Preservation-Ensuring Record-Keeping- (Passive Ability, Other: Reality Auditor) Once per thread, if wielding a Clipboard, possessor may inflict an instance of Invincible on one of possessor's pets or summons, with said instance lasting 5 rounds, with the duration of said instance not being extendable, with said effect not being replicable or transferable, and with said effect vanishing if possessor is not in the same battlespace as its possessor at any point.
Prime-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Prime-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Primes and gains +25% Critical against Primes.
Prime-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Prime-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Primes and gains +5% To Hit against Primes.
Reality Auditor- (Passive Ability, Other: Reality Auditor) Possessor controls the decisions of individuals below (Possessor's Level / 2), gains +(5,000 * Possessor Level) Magical Attack, and gains +(2,500 * Possessor Level) to all stats if possessor has a Clipboard equipped
Surprise Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Surprise Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +1,000 Magical Attack against targets that have not yet acted.
Unexpected Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Unexpected Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +500 Magical Attack against targets that have not yet acted.

-Ritualist-
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Craft Ritual Circles from Blood- (Passive Ability, Ritualist) Possessor may pay 100 HP when casting a Ritual Magic spell that creates a Circle Effect to have said spell cost 100 less MP, Ritual Magic spells that create Circle Effects cost possessor 100 less MP on rounds after rounds during which at least 2,000 HP worth of Damage was taken from attacks across all individuals in the battle that possessor is currently present in
Focused Ritual Magic Casting- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Ritual Magic
Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast
Ritual Magic Casting I- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 20 less MP to cast
Ritual Magic Casting II- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 200 less MP to cast
Ritualist's Mana-Channeling Stance- (Stance Ability, Ritualist) Each turn possessor spends casting Ritual Magic spells counts as 2, but it cost 25 XP per turn casting until the number of turns required to cast the spell is reached

-Roboticist-
Apprentice Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Bascaradine Tsayyikproofing- (Passive Ability, Roboticist) Possessor may use CON in place of SAN, INF, and RES and may choose to take CON Damage instead of SAN Damage, INF Damage, or RES Damage
Basic Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +50 Defense
Defensive Robot Programming II- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +250 Defense
Offensive Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons have the Damage values of their abilities increased by 50 points
Offensive Robot Programming II- (Passive Ability, Roboticist) Possessor's Robot pets and summons have the Damage values of their abilities increased by 500 points
Roboticist- (Passive Ability, Roboticist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Robot pet only, This ability provides +50 HP and +10 to all stats of possessor's Robot pets and summons per Level of possessor
Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +20 to all stats
Robot Programming II- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 to all stats
Speed-Focused Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Robot Programming II- (Passive Ability, Roboticist) Possessor's Robot pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes

-Scholar-
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Erase Future Destiny- (Technique Ability, Scholar) Possessor may use 'Erase Future Destiny' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% inflicts Suffocation: No Future'
Has Engaged in Lengthy Studies- (Passive Ability, Scholar) Possessor obtains +300 MIN
Improved Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present
Improved Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 MIN
Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +250 MIN, Possessor gains +250 additional MIN and +250 SPI if a Zone, Terrain, or Phantom Terrain is present
Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 5,000 less MP to cast
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Knowledge of the Discs of Nexus- (Passive Ability, Scholar) Possessor gains +200 MIN
Literary Self-Insertion- (Passive Ability, Scholar) Possessor may, at the start of any round, leave possessor's current battle and enter another currently open battle in the same thread provided that no individual of Level 60 or greater in either possessor's current battle or the destination battle objects, Possessor may insert copies of itself into literary worlds and control said copies as an RP power
Re-Write Memory- (Technique Ability, Scholar) Possessor may use 'Re-Write Memory' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% may inflict Charm and either 60% may remove each buff or debuff with target as a source if target is below Level 60 or 60% may change the source of each buff or debuff with target as a source to this action's user if target is below Level 60 (with said choice being made on a per buff/debuff basis)'. Has RP effects.
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Dimensions- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 500 less MP to cast
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Scholar of Spells- (Passive Ability, Scholar) Possessor gains +500 MIN, Spells cost possessor 20,000 less MP to cast
Scholarly- (Passive Ability, Scholar) Possessor obtains +200 uncapped MIN if possessor has a Book equipped
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Tragedy-Inducing Reality-Override Bubble- (Stance Ability, Scholar) At the start of each round, possessor may inflict any one minor of moderate negative status effect, including Confusion: Depression, Confusion: Fear, and Hexed: Ill Fortune, on up to 5 chosen targets that are below Level 60, At the start of each round, possessor may remove one buff from a source below Level 60 from up to 5 individuals who are below Level 60
Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 MIN.

-Snow Queen-
Cold Protection- (Passive Ability, Snow Queen) Possessor gains 10% Ice Resistance
Greater Cold Protection- (Passive Ability, Snow Queen) Possessor gains 30% Cold Resistance
Improved Cold Protection- (Passive Ability, Snow Queen) Possessor gains 20% Ice Resistance
Masterful Cold Protection- (Passive Ability, Snow Queen) Possessor gains 50% Ice Resistance
Superior Cold Protection- (Passive Ability, Snow Queen) Possessor gains 40% Ice Resistance
Trained in The Freezer in the Walrusfrost Endurance Competition- (Passive Ability, Snow Queen) Possessor gains +5% Ice Resistance
Weak Cold Protection- (Passive Ability, Snow Queen) Possessor gains 5% Ice Resistance

-Spatial Mage-
Adept Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 10,000 less MP to cast, Spatial Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Spatial Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Spatial Magic spells cost possessor 250 less MP to cast
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Displacing Spell- (Technique Ability, Other: Spatial Mage) Possessor may use 'Displacing Spell' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action causes its targets to obtain -5% Dodge until the end of the round as a debuff that stacks 2 times.
Expert Spatial Magic Attunement- (Passive Ability, Spatial Mage) Spatial Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Spatial Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Focused Spatial Magic Casting- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spatial Magic
From One Hand to the Other- (Passive Ability, Other: Spatial Mage) If possessor loses a Weapon slot, possessor may, before losing said slot, exchange the item that is in said slot with an item in another slot that could be held in said slot, provided that possessor may hold said item in the other slot, provided that a source of Level 80 or greater did not cause possessor to lose said slot
Hand Window- (Passive Ability, Spatial Mage) If another battle is present, possessor may, once per round, re-direct an action from a lower-Level source below Level 60 to any target within any other battle in the same thread
Increased Magic Reach- (Passive Ability, Other: Spatial Mage) Possessor gains 120% To Hit against targets in the back row
Magic-Powered Space-Swap- (Technique Ability, Other: Spatial Mage) Possessor may use 'Magic-Powered Space-Swap' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Possessor selects a willing ally as part of said action, and swaps row-positions with said ally.
Mildly Self-Displacing Casting- (Passive Ability, Other: Spatial Mage) Possessor gains +1% Dodge as a non-stacking buff on rounds after rounds during which possessor cast a Spatial Magic spell, with said bonus not being able to increase possessor's Dodge above 50%
Spatially-Expanded Spiritual Mana Reservoir- (Passive Ability, Other: Spatial Mage) Possessor gains +2,000 MP
Spatially-Unsummoning Rite- (Technique Ability, Other: Spatial Mage) Possessor may use 'Spatially-Unsummoning Rite' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action gains a 50% chance of unsummoning targets below Level 20 that were summoned by individuals below Level 20.
Spatial Magic Casting I- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 20 less MP to cast
Spatial Magic Casting II- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast
Spatial Mage- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +(500 + 25 * Possessor Level) additional Magical Attack, All Spatial Magic spells cost possessor (500 + 100 * Possessor Level) less MP
Spatial-Magic Deflection Field- (Stance Ability, Other: Spatial Mage) Possessor gains +800 Defense and 30% Dodge
Spatial-Magic-Repelling Deflection Field- (Passive Ability, Other: Spatial Mage) Possessor gains 12% Spatial Magic Resistance while in the Spatial-Magic Deflection Field stance
Spatial Viewing- (Passive Ability, Spatial Mage) Possessor ignores the Dodge Bonuses granted by buffs from sources below Level 80 that are present on targets that are in different battles
Unified Knowledge of Space and Spatial Magic- (Passive Ability, Spatial Mage) Possessor may count Spatial Mage abilities possessor possesses as Reality Arranger abilities (including for prerequisite purposes), Possessor may count Reality Arranger abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes)

-Subspace Architect-
Apprentice Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Basic Appreciation of Feng Shui- (Passive Ability, Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Basic Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 20
Basic Spatial Feng Shui Control- (Passive Ability, Subspace Architect) Whenever a Level 1 individual that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 20 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
Basic Spawn Table Design- (Passive Ability, Other: Subspace Architect) Possessor's summons gains +50 to all stats as a bonus that cannot take their stats above 2000% of their natural values
Basic Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Built with Deathly Mortar- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, whenever one of possessor's opponents who is at least Level 20 dies, possessor gains +100 to all stats, +10,000 HP, +1% Resilience, and +100 Defense, as a buff that stacks 10 times and lasts 15 rounds
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Contains a Doomzoo- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, possessor may summon any individual from the Enemy List that is normally fightable for drops, is below Level 40, and is below possessor's Level at the start of each round, Entities summoned through this ability have the Damage values of their abilities increased by 50,000 points, Max 5 summoned
Contains Terror Aqueducts- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, possessor may deal 350,000 Flat Fire, Acid, or Darkness element Damage to up to 15 targets at the start of each round, with a 40% chance of inflicting any one minor negative status effect, Burning, Dissolving, or Voidstruck on each of said targets
Contains Zonal Damage Tiles- (Passive Ability, Other: Subspace Architect) Whenever an individual conducts an offensive action against possessor, possessor may deal 300,000 Flat Earth, Air, Fire, Water, Acid, Electrical, Energy, or Ice element Damage to said individual at the end of said action if possessor is a Large Structure
Filled with Trapped Chandaliers- (Passive Ability, Other: Subspace Architect) Up to three times per thread, when an individual conducts an offensive action against possessor, possessor may deal 500,000 Flat Physical or Fire element Damage to said individual at the end of said action, also possessing an 80% chance of inflicting either Wounded or Burning (or neither, if desired) on said individual at the end of said action, if possessor is a Large Structure
Improved Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 40
Improved Spawned Entities- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, possessor's summons gain +400 to all stats
Install Asbestos- (Technique Ability, Other: Subspace Architect) Possessor may use 'Install Asbestos' in conjunction with a 'Repair Large Structure' action. Said action gives all Large Structures that it targets a buff that causes them to deal 400 CON Damage to each non-'Large Structure' in battle at the start of each round (including allies) and has a 30% chance of inflicting Diseased on each such target, with said buff stacking 3 times, with the stat damage it deals stacking together as part of a single application instance
Knowledge of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +200 MIN, Possessor's Large Structure pets and summons gain +100 CON
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.

Manifold Domain-Based Realm Connectivity- (Passive Ability, Other: Subspace Architect) Possessor gains 12 slots to equip Property items, these items provide special benefits as listed by this ability, Possessor may, using an absorb slot, scan a property into this ability, said scanned properties may not be traded or sold, but they may still be used in guilds

Abjurer's Shielded Tower (With Regenerating Shield)- (Item, Property, Magic, 8,500,000 Gold) +8,500 Defense, Wielder regenerates 8,500 Defense, 4,250 CON, and 85,000 HP at the start of each round
Ancient Door to the Spirit World Etched with Forgotten Symbols- (Item, Property, Light & Darkness, 8,300,000 Gold) Wielder's Spirit summons regenerate 80,000 MP at the start of each round
Bascaradine City-Protecting Shield-Dome Generator Building- (Item, Property, Technology, 40,500,000 Gold) Wielder gains +5,000 Defense for each Property that wielder has equipped, to a max of +80,000
Black Clocktower- (Item, Property, Time & Darkness & Fate, 90,000,000 Gold) +80,000 AGI, +8,000 Defense against AGI Damage, 20% Darkness Resistance, Wielder gains 10% Time Resistance if wielder is Fate element, Wielder gains 10% Fate Resistance if wielder is Time element
Citadel of the Ancient Wiseman- (Item, Property, Mystic, 400,000,000 Gold) +400,000 MIN, +400,000 SPI, +4,000,000 MP as a non-stacking bonus, +400,000 Defense against Magic, +400,000 Defense against Mystic, 30% Magic Resistance, 30% Mystic Resistance
Citadel of the Unclaimable Throne- (Item, Property, Law & Chaos & Glory & Warding & Metal, 1,700,000,000 Gold) +3,400,000 to all stats, Dominion Immunity, This item may not be equipped or modified by entities below Level 100
City of Shadows- (Item, Property, Darkness, 15,000,000 Gold) +5,000 SPI, 60% Dodge, 30% Darkness Resistance
College of Wizardry- (Item, Property, Magic, 10,555,000 Gold) +10,000 Magical Attack, +10,000 MIN, +10,000 SPI, 20% Magic Resistance
Council-Hall of Departed Sages- (Item, Property, Magic & Light & Darkness, 400,000,000 Gold) Wielder gains +2,000 uncapped MIN and SPI for each unique, dead ally wielder possesses, to a max of 100 such allies across all copies of this item
Cyclopean Ruins- (Item, Property, Earth & Magic, 4,500,000 Gold) +4,500 Defense, +4,500 MIN, +45,000 MP
Dark Realm Art Gallery- (Item, Property, Darkness & Magic, 679,000 Gold) +610 MIN, Wielder may not be forcibly removed from battle by non-unique sources below Level 40, Wielder may ignore effects attached to zones and pieces of terrain that come from sources below Level 20
Dragon's Lair- (Item, Property, Magic & Earth & Fire, 10,000,000 Gold) +10,000 Ranged Attack, 30% inflicts Burning, Wielder gains the subtype Dragon
Drifting Sky- (Item, Property, Air, 400,000,000 Gold) +400,000 AGI, +40,000 HP, +40,000 MP, 40% Air Resistance, Wielder must be Level 40 or greater
Eerily Accurate Weather Studio- (Item, Property, Air & Electrical & Water & Earth, 20,000,000 Gold) Wielder gains +20,000 Defense against effects attached to Zones, Wielder may choose to prevent individuals 20 or more Levels below wielder who are below Level 80 from attaching effects to Zones
Eight-World Mirror-Ring Linkage Network- (Item, Property, Spatial & Ice & Mystic, 888,888,880 Gold) Wielder may, up to 8 times per round, before one of wielder's actions or at the start of the round, enter another existing battlespace that is part of the same battle so long as no entity of Level 99 or greater in the battlespace wielder is entering or the battlespace wielder is leaving objects, Wielder must be Level 60 or greater
Endless World-Connecting Staircase- (Item, Property, Spatial, 400,000,000 Gold) At the start of each round, wielder may enter another existing battlespace that is part of the same battle so long as no entity of Level 90 or greater or that is greater Level than wielder in either the battlespace wielder is entering or the battlespace wielder is leaving objects
Floating Tower- (Item, Property, Air, 4,500,000 Gold) +4,000 SPI, +4,000 AGI, +1,000 Defense, 20% Dodge
Flowing Core- (Item, Property, Fire, 400,000,000 Gold) +400,000 STR, +40,000 HP, +40,000 MP, 40% Fire Resistance, Wielder must be Level 40 or greater
Fortified Bunker- (Item, Property, Magic & Earth, 620,000 Gold)- +710 Defense, +60 Defense against Stat Damage, +300 Defense against Gold damage
Fourfold, Difting Shell-Style Mini-Planet- (Item, Property, Earth & Air & Fire & Water, 600,000,000 Gold) +600,000 Defense, 40% Earth Resistance, 40% Air Resistance, 40% Fire Resistance, 40% Water Resistance, Wielder must be Level 60 or greater
Golden Mirror-Palace of Luck- (Item, Property, Fortune, 400,000,000 Gold) 100% Dodge, 100% Critical, 100% Resilience, 200% To Hit, Wielder has a non-stacking 25% chance of reflecting the action of any individual or Level 80 or lower, Wielder must be Level 60 or greater
Grace & Favor Home- (Item, Property, Air, 11,000,000 Gold) Wielder gains +110,000 Defense against Gold Damage and regenerates 10,000 HP and 10,000 MP per round if wielder is a Large Structure
Graveyard of Ships- (Item, Property, Water, 1,200,000 Gold) +1,200 SPI, Wielder may not be afflicted with Drowning or Voidstruck by sources below Level 40
Great Lifeblossom Gate- (Item, Property, Life, 15,000,000 Gold) Wielder regenerates 150,000 HP at the start of each round as a non-stacking effect if wielder is not undead
Great Ocean of Blessed Sake- (Item, Property, Light & Water & Wonder, 500,000,000 Gold) +500,000 CON, +500,000 HP as a non-stacking bonus, +500,000 MP as a non-stacking bonus, Wielder is constantly considered to be afflicted with Poison: Drunk and suffers the effects of such, Wielder must be Level 40 or greater
Large Mage's Tower- (Item, Property, Magic, 25,000,000 Gold) +25,000 Magical Attack, +25,000 MIN, +25,000 SPI
Lesser Suncore- (Item, Property, Light & Fire, 400,000,000 Gold) Wielder deals 800,000 Flat Fire & Light element Damage to each individual who conducts an offensive action that targets wielder at the end of each such action
Living World's Heart- (Item, Property, Life & Blood, 400,000,000 Gold) +400,000 CON, +800,000 HP as a non-stacking bonus, Wielder Regenerates 800,000 HP at the start of every round, Wielder must be Level 40 or greater
Living World's Vein-Caverns- (Item, Property, Life & Blood, 400,000,000 Gold) Wielder may transfer up to 400,000 HP from one HP pool that wielder possesses to another HP pool that wielder possesses, +200,000 HP as a non-stacking bonus
Mage’s Tower- (Item, Property, Magic, 5,000,000 Gold)- +5,000 Magical Attack, +5,000 MIN, +5,000 SPI
Master Diviner's Scrying-Water Ocean- (Item, Property, Water & Magic, 400,000,000 Gold) +400,000 MIN, Wielder's 'Magical Attack' and 'Cast a Spell' actions may scan stats, Wielder counts as possessing an additional Diviner ability, Wielder must be Level 40 or greater
Metal Continental Plate- (Item, Property, Earth, 400,000,000 Gold) +400,000 Defense, Wielder's Defense may not be Pierced by non-Universe-element sources below Level 60, Wielder must be Level 40 or greater
Metal Continental Plate Covered In Numerous Spikes- (Item, Property, Earth, 400,000,000 Gold) +400,000 Defense, Wielder's Defense may not be Pierced by non-Universe-element sources below Level 40, Wielder deals 200,000 Flat Physical element Damage to individuals who conduct offensive actions against wielder at the end of each such action, Wielder must be Level 40 or greater
Metal Worldcore- (Item, Property, Earth & Metal, 400,000,000 Gold) +400,000 Defense, +400,000 CON, Wielder's Defense may not be pierced by individuals below Level 80 who are not 20 or more Levels greater than wielder, Wielder must be Level 40 or greater
Mini Portal Nexus- (Item, Property, Spatial, 400,000,000 Gold) Wielder may spend an action to enter any other active battle in the same thread, provided that no individual of Level 80 or greater or any individual 20 or more Levels greater than wielder who is either in the battle wielder is leaving or the battle wielder is entering objects, Wielder must be Level 40 or greater
Mirage Sky- (Item, Property, Air & Illusion, 400,000,000 Gold) +400,000 SPI, 100% Dodge, Wielder must be Level 40 or greater
Mirror-Water Ocean- (Item, Property, Water, 400,000,000 Gold) Wielder has a 50% chance of reflecting the actions of Aquatics that are below Level 80 and are 20 or more Levels below wielder if wielder is not an Aquatic, Wielder has a 50% chance of reflecting the actions of Aerials that are below Level 80 and are 20 or more Levels below wielder if wielder is an Aquatic
Mobile Continent- (Item, Property, Earth, 400,000,000 Gold) +400,000 CON, +40,000 HP, +40,000 MP, 40% Earth Resistance, Wielder must be Level 40 or greater
Mobile Ocean- (Item, Property, Water, 400,000,000 Gold) +400,000 MIN, +40,000 HP, +40,000 MP, 40% Water Resistance, Wielder must be Level 40 or greater
Mythic Palace of Raining Coins and Abundant Treasures- (Item, Property, Wealth, 400,000,000 Gold) +40,000,000 Defense against Gold Damage, Wielder's items cannot be destroyed by sources below Level 80 who are not 20 or more Levels greater than wielder, Wielder must be Level 40 or greater
Ocean Full of Strange Sealife- (Item, Property, Water, 400,000,000 Gold) At the start of each round, wielder may summon up to 5 Aquatics from the Enemy List below Level 99, Max 200 summoned, Wielder may choose for these summons to Naturally possess any one additional base, Tier 1 or Tier 2 entity subtype in addition to their preexisting subtypes
Ocean of Illusory Fish- (Item, Property, Water & illusion, 400,000,000 Gold) 80% Dodge if wielder is an Aquatic
Origin-Pulse Worldcore- (Item, Property, Life, 400,000,000 Gold) Wielder may summon 1 entity from the Enemy List that is below Level 60 and normally fightable for drops at the start of each round, Max 100 summoned, Wielder must be Level 40 or greater
Planet- (Item, Property, Earth & Air & Fire & Water, 1,200,000,000 Gold) +12,000,000 HP as a non-stacking bonus, Wielder must be Level 60 or greater
Planetary Fate-Loom- (Item, Property, Fate, 400,000,000 Gold) +400,000 MIN, +400,000 SPI, Wielder cannot miss targets below Level 80 who are not 20 or more Levels greater than wielder
Pocket-Heaven- (Item, Property, Light, 400,000,000 Gold) +400,000 SPI, Entities below Level 95 that are below wielder's Level may not prevent wielder from resurrecting entities
Posh Palace-City- (Item, Property, Water & Light & Earth, 27,000,000 Gold) +100,000 Defense against Gold Damage, Wielder's equipped items act as though worth 50,000 more Gold each
Primordial Ball-Pit- (Item, Property, Chaos & Earth & Water & Magic, 1,115,000 Gold) At the beginning of every round, wielder summons a random Ooze, Abstract, Prime, Horror, or Golem of a Level below 40 that has an 80% chance of being uncontrolled, Max 10 summoned
Sanctum of Emptiness- (Item, Property, Void, 400,000,000 Gold) +40,000 Defense against Stat Damage, Stat Drain Immunity, Wielder is immune to Stat Damage from sources below Level 60, Wielder must be Level 40 or greater
Sanctum of the Beginning- (Item, Property, Earth & Air & Fire & Water & Void & Life & Light & Darkness, 400,000,000 Gold) Entities below Level 90 that are not greater Level than wielder may not stop wielder from summoning, Wielder may resurrect an entity killed by a source below Level 80 at the start of each round, Wielder must be Level 40 or greater
Sea of Void- (Item, Property, Water & Darkness & Void, 400,000,000 Gold) Wielder's attacks deal 20,000 MIN and SPI Damage, Wielder is Immune to debuffs from individuals below Level 60, Wielder's offensive actions may unsummon targets below Level 60 who were summoned by individuals below Level 60, Wielder must be Level 40 or greater
Silent Dreaming Worldheart- (Item, Property, Magic, 400,000,000 Gold) +40,000 to all stats, +4,000 Defense against Stat Damage, Wielder is constantly considered to be afflicted with Impaired: Silence and suffers the effects of such
Silent Library- (Item, Property, Darkness & Psychic, 490,000 Gold) +560 MIN, +440 SPI, Wielder is immune to Impaired: Defened and Impaired: Silence
Small Artificial Sun- (Item, Property, Light & Fire, 400,000,000 Gold) Wielder may, at the start of each round create a Zone of Light that counts a number chosen by wielder, from one to ten, zones of Light for purposes of counting how many zones of Light an individual in it is in
Square Mile of Bubble Cosmos in a Random Dimension- (Item, Property, Astral & Magic & Psychic & Spatial & Time, 80,000,000 Gold) At the start of each round, wielder may enter another existing battlespace that is part of the same battle so long as no entity of Level 80 or greater or that is greater Level than wielder in either the battlespace wielder is entering or the battlespace wielder is leaving objects
Square Mile of Cosmic Web in a Random Dimension- (Item, Property, Astral & Spatial, 80,000,000 Gold) Wielder may, as a non-stacking buff that cannot link values that are already linked to other values, link its HP and MP with up to 3 willing allies at the start of battle
Square Mile of Divine Domain in a Random Dimension- (Item, Property, Light & Darkness & Glory, 200,000,000 Gold) +200,000 to all stats, +2,000,000 HP as a non-stacking bonus, +2,000,000 MP as a non-stacking bonus, Wielder regenerates 200,000 HP at the start of each round, Wielder is afflicted with Elevated, Purified, and Favored at the start of each round, Divine Magic spells cost wielder 200,000 less MP to cast as a non-stacking bonus, Wielder must be Level 40 or greater and must (have a Patron Deity or be a Deity)
Square Mile of Elemental Water on a Random World- (Item, Property, Water, 15,000,000 Gold) Wielder gains 25% Water Resistance and +10,000 Defense against Water
Square Mile of Lifepulse on a Random World- (Item, Property, Life, 15,000,000 Gold) Wielder regenerates 150,000 HP at the start of each round as an effect that stacks twice, +150,000 HP as a non-stacking effect
Square Mile of Mirror Realm in a Random Dimension- (Item, Property, Ice & Spatial, 80,000,000 Gold) Wielder may reflect the actions of entities below Level 40 that are below wielder's Level
Square Mile of Storehouse of Wonders in a Random Dimension- (Item, Property, Wonder & Treasure, 200,000,000 Gold) The attack bonuses and stat bonuses provided by other items equipped by wielder are increased by 40,000 points as an effect that stacks 5 times per item
Square Mile of White Void in a Random Dimension- (Item, Property, Light & Void, 80,000,000 Gold) Entities below Level 60 cannot apply debuffs to wielder, Wielder must be Level 20 or greater
Square Mile of World Tree in a Random Dimension- (Item, Property, Life & Wood & Ice & Light & Darkness & Magic & Spatial, 80,000,000 Gold) Wielder gains +80,000 to all stats if at least one battlespace that wielder is not in exists, Wielder gains +80,000 Defense against sources that are in battlespaces that possessor is not in
Star of Magic- (Item, Property, Magic & Mystic, 400,000,000 Gold) +400,000 Magical Attack, +400,000 MIN, +400,000 SPI, +4,000,000 MP as a non-stacking bonus, Wielder's Manablasted, Manablasted: Mystic Devastation, and Manablasted: Mystic Seal infliction chances (but not the infliction of their other sub-status effects) are increased by 40% as an effect that stacks 3 times
Starry Worldcloak-Field- (Item, Property, Air & Astral, 400,000,000 Gold) +400,000 SPI, +2,000,000 MP as a non-stacking bonus, Wielder may choose to count as having two additional Empowered Constellations set, 80% Dodge, Wielder must be Level 40 or greater
Teleportation-Blocking Lay-Line Convergence Nexus- (Item, Property, Spatial & Magic, 400,000,000 Gold) Individuals below Level 60 may not enter or leave possessor's battlespace (excluding summoning) if it is not the primary battlespace of the battle, with any such attempt whose failure would result in an individual not being in any battlespace instead causing said individual to enter the battle's primary battlespace
Trapped Fortress- (Item, Property, Physical, 1,800,000 Gold) +700 Defense, Wielder deals 18,000 Flat Physical element damage to any individual who conducts an offensive action against wielder
Underground Devils' Hot Springs- (Item, Property, Earth & Water & Fire & Darkness, 1,700,000 Gold) +1,700 CON, +1,700 SPI, Wielder regenerates 17,000 HP and 17,000 MP at the start of every round, 20% Fire Resistance, Wielder has a 20% chance of being cured of one debuff or minor negative status effect from a source below Level 40 at the start of each round
Very Small, Overlayable Mirror-Universe- (Item, Property, Ice & Spatial, 108,000,000 Gold) +100,000 Defense, +100,000 SPI, Wielder has a 50% chance of reflecting the actions of individuals below Level 60, Wielder must be Level 40 or greater
Void Lord's Castle- (Item, Property, Void, 400,000,000 Gold) 160% Dodge, Wielder is Immune to entities below Level 40, Wielder may automatically Dodge the attacks of entities below Level 60, Wielder must be Level 60 or greater
Walking Castle- (Item, Property, Magic & Physical, 1,200,000 Gold) +1,100 Defense, +200 to Constitution for turn-order-determining purposes if Constitution is one of wielder's turn-order-determining stats
Waters at the World's Edge- (Item, Property, Water, 7,500,000 Gold) +3,000 to all stats, Wielder may not be afflicted with Drowning by sources below Level 60
Weather Channel Studio- (Item, Property, Technology & Air & Water & Electrical, 2,500,000 Gold) Wielder may prevent individuals below Level 20 from creating Zones or attaching effects to Zones, Wielder may spend an action to create a Zone of any base element
Winged Cubeworld- (Item, Property, Water & Air, 500,000,000 Gold) +500,000 AGI, +500,000 MIN, +500,000 SPI, Wielder is afflicted with Augmented: Haste at the start of each round, Sources below Level 99 cannot prevent wielder from entering or leaving battlespaces, Wielder must be Level 60 or greater
Wizard's Archives- (Item, Property, Magic, 10,000,000 Gold) +10,000 Defense against Magic, +10,000 MIN, +10,000 SPI, 20% Magic Resistance
Worldcore of Elder Magics- (Item, Property, Mystic, 400,000,000 Gold) +400,000 Magical Attack, +400,000 MIN, +400,000 SPI, +4,000,000 MP as a non-stacking bonus, Wielder may choose to equip and cast Wizard Magic spells as though they were Ancient Magic spells
World's Highest Mountain- (Item, Property, Air & Ice & Earth, 67,000,000 Gold) +67,000 CON, +670,000 HP, 70% Resilience, Wielder must be Level 40 or greater
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Worldheart of Enthroned Heroes- (Item, Property, Glory, 400,000,000 Gold) +400,000 to all stats, Wielder's items may not be destroyed by sources below Level 60, Wielder is Immune to debuffs from sources below Level 60, Wielder is Immune to individuals below Level 40, Wielder must be Level 40 or greater
Worldkey: Empowered Blade Embedded in a Massive Crystal- (Item, Property, Energy & Magic & Crystal (2), 400,000,000 Gold) +400,000 Melee Attack, +4,000,000 MP as a non-stacking bonus, Wielder may spend an action to destroy any number of Terrains, Phantom Terrains, or Zones created by sources below Level 80 that are below wielder's Level that come from sources that do not possess a 'Master' or higher Tier-ability in the Geomancer, Subspace Architect, Swordsman, or Kensei class, Wielder counts as wielding an additional Sword that is Energy & Magic & Crystal (2) element and that is worth 400,000,000 Gold
Worldwide Teleportation-Layline Network- (Item, Property, Spatial, 400,000,000 Gold) Wielder and wielder's allies gain 80% Dodge, Wielder must be Level 40 or greater
World With a Burning Sky, Burning Ground, Burning Sea, and Burning Core- (Item, Property, Fire, 800,000,000 Gold) +800,000 Defense against Fire, 200% inflicts Burning, 40% Fire Resistance, Wielder may choose to change any combination of Earth, Air, Fire, and Water into solely Fire amongst the elements of Damage being dealt to entities in the same battlespace wielder is in or by entities in the same battlespace wielder is in provided the source of said Damage is either willing or below Level 80, 1,600,000 additional Fire element Damage, Wielder must be Level 60 or greater
World With a Burning Sky, Quicksand Ground, Silt Sea, and Hurricane Core- (Item, Property, Earth & Air & Fire & Water, 800,000,000 Gold) +400,000 HP as a non-stacking bonus, 120% Resilience, Wielder may treat wielder's Earth Resistance as Water Resistance, Wielder may treat wielder's Water Resistance as Earth Resistance, Wielder may treat wielder's Earth Resistance as Air Resistance, Wielder may treat wielder's Air Resistance as Earth Resistance, Wielder may chance the element Air in any of wielder's actions or instances of Damage dealt by wielder into Fire, Wielder may chance the element Fire in any of wielder's actions or instances of Damage dealt by wielder into Air, Wielder may chance the element Earth in any of wielder's actions or instances of Damage dealt by wielder into Water, Wielder may chance the element Earth in any of wielder's actions or instances of Damage dealt by wielder into Water, Wielder must be Level 60 or greater
Wonderbakery- (Item, Property, Wonder & Air & Ice, 100,000,000 Gold) +100,000 HP as a non-stacking bonus, +100,000 MP as a non-stacking bonus, Food items that heal wielder's HP heal an additional 50,000 points, Food items that heal wielder's MP heal an additional 50,000 points, Wielder may make Food consumables that wielder uses become solely Wonder element, Wielder must be Level 20 or greater
Wonderous Dreamfont- (Item, Property, Dream & Wonder, 400,000,000 Gold) +400,000 to all stats, +40,000 Defense against Stat Damage, Wielder may not be transformed without wielder's permission by sources below Level 60, Wielder must be Dream or Wonder element and must be Level 40 or greater

Perception of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +5% Critical against Large Structures below Level 60
Repair Large Structure- (Active Ability, Other: Subspace Architect) Possessor may spend an action to conduct an attack that only affects Large Structures, Heals, Includes Melee Attack, Magical Attack, and Ranged Attack bonuses that come from Tools or Subspace Architect abilities (but not other such bonuses, with such bonuses each being capped seperately at their normal caps) and that uses Mind as its Prime Attribute
Subspace Architect- (Passive Ability, Other: Subspace Architect) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Large Structure pet only, This ability provides +250 HP and +50 to all stats of possessor's Large Structure pets and summons per Level of possessor
Subspatial Structural Integrity Induction- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +10,000 HP, +10,000 MP, +50 to Defense, and +25 to all stats

-Summoner-
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Summon Defense Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 Defense
Basic Summon Defense Against Stat Damage Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +50 Defense against Stat Damage
Basic Summon Dodge Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Dodge
Basic Summon Essence-Linking- (Passive Ability, Summoner) Possessor gains +50 to all stats if possessor has any summons, Possessor's summons gain +50 to all stats
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Basic Summoner-Screening Techniques- (Passive Ability, Summoner) Possessor gains +50 Defense if possessor possesses any summons
Knowledge of Basic Techniques in Summoning Magic-Element Entities- (Passive Ability, Summoner) Possessor's Magic-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Physical-Element Entities- (Passive Ability, Summoner) Possessor's Physical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Psychic-Element Entities- (Passive Ability, Summoner) Possessor's Psychic-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Technology-Element Entities- (Passive Ability, Summoner) Possessor's Technology-element summons gain +100 to all stats
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats

-Temporal Primarch-
Adept Time Synchronization- (Passive Ability, Other: Temporal Primarch) Amounts of Time element Damage possessor deals are increased by 10,000 points, Time element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Time element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time 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 Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense against Time
Apprentice Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 5% Time Resistance
Apprentice Time Synchronization- (Passive Ability, Temporal Primarch) Possessor gains +50 to all stats for each Time element item equipped, Possessor's Time element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +100 to all stats
Apprentice Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 to all stats while in a Zone of Time
Asynchronus Timestream- (Passive Ability, Other: Temporal Primarch) Possessor may, so long as no individual 20 or more Levels greater who is in the same battle objects, choose to count the current round's number as the number of any round that possessor has experienced in the current battle
Bank Actions- (Passive Ability, Temporaral Primarch) Possessor may, at the start of any round, choose for possessor's first action of the round to, instead of being placed in turn-order, be placed in possessor's Action Bank. Possessor's Action Bank may hold up to 3 actions and is emptied at the end of each battle. If in a battle where all opponents are lower Level than possessor, possessor may, at the start of any round, choose to remove an action from possessor's Action Bank and gain an additional action that round.
Basic Acceleration Within Time's Dominion- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Time
Basic Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element pets and summons gain +50 to all stats
Basic Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 Defense against Time
Basic Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 1% Time Resistance
Basic Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to all stats if possessor is Time element
Basic Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +10 to all stats
Basic Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 50 points
Chrononaut- (Passive Ability, Other: Temporal Primarch) Possessor gains +20,000 Defense against effects attached to Zones of Time, Possessor's 'Establish Temporal Portal' actions may not be countered by individuals below Level 20
Clock Watcher- (Passive Ability, Temporal Primarch) If possessor is Time element, possessor is informed whenever an individual who is not 20 or more Levels greater than possessor performs a Time element action
Control of Time- (Passive Ability, Other: Temporal Primarch) Possessor has a 20% chance of being able to cancel the actions of Time element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense if possessor has any Time-element items equipped that provide a Defense bonus
Detachable Secondary Timestream- (Passive Ability, Temporal Primarch) Once per thread, if possessor is Time element, when possessor would acquire a debuff that would specifically reduce possessor's turn-order-determining stat sum or when possessor would be afflicted with Fatigued: Slow or Suffocation: No Future or when possessor would acquire a debuff that would change the round that possessor would treat the current round as, possessor may choose to not acquire said debuff or status effect
Doublespeed Recovery (Minor)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for minor negative status effects are checked twice per round
Doublespeed Recovery (Moderate)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for moderate negative status effects are checked twice per round
Effect-Resistant, Fixed Personal Timestream- (Passive Ability, Other: Temporal Primarch) Possessor is Immune to entities below Level 20, Possessor is Immune to Time element debuffs from sources below Level 60
Elemental Invocation of Time- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Elemental Invocation of Time' in conjunction with an 'Elemental Attack' action so long as possessor is Time element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Explorer of Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor enters a battlespace thanks to a Time element action, possessor may scan the stats of up to 3 entities in said battlespace, Possessor gains +15,000 Defense against effects attached to Zones of Time
Fast Personal Time Progression- (Passive Ability, Other: Temporal Primarch) Whenever the round number increments, possessor may increment the number of the round that possessor counts the current round as by 2
Father Time Mode- (Stance Ability, Other: Temporal Primarch) Possessor counts as being afflicted with Fatigued: Elderly, gains the element Time, and suffers no negative effects from the status effect Fatigued: Elderly
Hard to Undo- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, individuals below Level 40 may not undo possessor's actions without possessor's permission
Hasting Invocation- (Technique Ability, Temporal Primarch) Possessor may use 'Hasting Invocation' in conjunction with a 'Guard Back Rank', 'Cast a Spell', or 'Use an Item' action. Said action's targets gain a 50% chance of being afflicted with Augmented: Haste
Improved Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time 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 Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +5,000 Defense against Time
Improved Hasting- (Passive Ability, Temporal Primarch) Possessor's chances of inflicting Augmented: Haste are increased by 30%
Improved Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 10% Time Resistance
Improved Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +1,000 to all stats while in a Zone of Time
Meditative Assumption of Time- (Passive Ability, Other: Temporal Primarch) Possessor may choose, at the beginning of a thread, to become solely Time element
Nonsynchronous Elemental Attack-Conversion: Time- (Passive Ability, Other: Temporal Primarch) Possessor may use the Technique 'Elemental Attack-Conversion: Time' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Time element.
Personal Time-Preservation- (Passive Ability, Temporal Primarch) At the start of each round, if possessor is Time element, possessor may choose one debuff that possessor is afflicted with that comes from a source of equal Level to or lower Level than possessor (to a max of Level 60) and ignore said debuffs effects on its possessor's turn-order-determining stat sum for turn-order-determining purposes for the duration of said round
Predict Likely Outcomes Through Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor obtains +1% Dodge and +1% To Hit while Time element
Reflect Time- (Passive Ability, Other: Temporal Primarch) Possessor Reflects Time against sources below Level 20 if Level 20 or greater
Shielded by Personal History- (Passive Ability, Temporal Primarch) If possessor is Time element, the end of each round, possessor obtains a buff that provides +250 Defense and stacks 20 times
Temporal Primarch- (Passive Ability, Other: Temporal Primarch) Possessor ignores (1 * (Possessor Level/5), rounded down)% Time Resistance, Possessor ignores Time Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Temporal Wisdom- (Passive Ability, Other: Temporal Primarch) Possessor may count Temporal Primarch abilities as Time Mage abilities (including for prerequisite purposes) and may count Time Mage abilities as Temporal Primarch abilities (including for prerequisite purposes)
Time Immunity- (Passive Ability, Other: Temporal Primarch) Possessor gains Time Immunity against sources below Level 20 if Level 20 or greater
Time Manipulation- (Passive Ability, Other: Temporal Primarch) Possessor may choose one of the following at the beginning of each round if Time element: Create a Zone of Time, Remove a Zone of Time created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Time by either possessor or a source below Level 20, Add Time to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Time element on a Time element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Time, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Time, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Time element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Time to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Time, 5% Time Resistance, or +50 Defense against Time and 1% Time Resistance until the end of the round as a non-stacking buff
Unaging- (Passive Ability, Other: Temporal Primarch) Possessor gains Fatigued: Elderly Immunity
Undo- (Active Ability, Temporal Primarch) If possessor is Time element, possessor may spend an action to undo the removal of a buff or debuff from a source of possessor's Level or lower (to a max of Level 80) that was performed by a source of possessor's Level or lower (to a max of Level 80), placing said instance of said buff or debuff back on the individual it was removed from (but not doing aynthing else that 'undoing' would connotate save counting as 'undoing')
Undo Minor Status Effects- (Passive Ability, Temporal Primarch) Possessor's 'Undo' actions may reapply minor positive or negative status effects instead of buffs or debuffs
Undo Moderate Status Effects- (Passive Ability, Temporal Primarch) Possessor's 'Undo' actions may reapply moderate positive or negative status effects instead of buffs or debuffs
Visualise Nearby Timelines- (Passive Ability, Temporal Primarch) At the start of each round, if possessor is Time element, possessor is informed of the number of battlespaces present in the current battle that contain at least one Zone of Time
Visualiser of Wasted Seconds- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, when possessor scans an individual's stats, possessor may determine how many times during the thread said individual skipped performing an action
Wearing the Cloth of Ages- (Passive Ability, Temporal Primarch) Possessor, if Time element, obtains +500 Defense if wearing a Time element armor, Once per thread, while possessessor is Time element, possessor may, on a round of battle whose number is 2,000 or greater, give an equipped Armor the element Time as a buff

-Thief-
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
Install Basic Spatial Trapdoors- (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 a Large Structure ally and provide said ally with a buff that provides +1% Dodge and deals 50,000 Flat Spatial element Damage to any individual who conducts an offensive 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

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


-Wanderer-
Adept Gate Magic Attunement- (Passive Ability, Wanderer) Gate Magic spells cost possessor 10,000 less MP to cast, Gate Magic spells cast by possessor that provide a AGI buff bonus provide an additional +500 AGI as an effect that stacks 20 times across all effects per individual, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Gate Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Knowledge of Mirror Magic- (Passive Ability, Wanderer) Possessor gains +400 MIN and +500 MP if possessor possesses the capability to Reflect any element or subtype
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Caravan Leader- (Passive Ability, Wanderer) Whenever possessor conducts a 'Switch Rows' action, up to 3 chosen allies may also move to either the front row or the back row if they could move to said rows by performing a 'Switch Rows' action, Possessor gains +30 to all stats if the Terrain or Phantom Terrain is Road or Desert
Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 35% Dodge
Defensive Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 70% Dodge on rounds during which possessor performs a Defend action if no opponent is either 20 Levels or more greater than possessor or is Spatial element
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Establish Dimensional Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Establish Temporal Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Expert Gate Magic Attunement- (Passive Ability, Wanderer) Gate Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Gate Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fast Mirror-Realm Egress- (Active Ability, Wanderer) If possessor possesses the capability to Reflect any element of subtype, possessor may choose at the beginning of the round if in a Random Quest to to leave said quest, with said exit not being preventable by sources below Level 40, Has RP effects
Fast Portals- (Passive Ability, Wanderer) Possessor's 'Establish Dimensional Portal' actions may allow possessor to immediately leave threads that they would allow escape from at the start of the next round if possessor's turn-order-determining stat sum is higher than that of each opponent for turn-order-determining purposes
Fast Short-Distance Item Teleportation- (Passive Ability, Wanderer) Possessor's items may not be stolen by sources below Level 20
Fast Short-Distance Teleportation- (Passive Ability, Wanderer) Possessor may, at the start of each round, move to the Front Row or to the Back Row
Fast Traveller- (Passive Ability, Wanderer) Possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle in Random Quests
Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 10% Fatigued Resistance
Focused Gate Magic Casting- (Passive Ability, Wanderer) Gate Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Gate Magic
Gate Magic Casting I- (Passive Ability, Wanderer) Gate Magic spells cost possessor 20 less MP to cast
Gate Magic Casting II- (Passive Ability, Wanderer) Gate Magic spells cost possessor 200 less MP to cast
Has Traversed the Desert- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Desert
Improved Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 30% Fatigued Resistance
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Long-Range (Province-Ranged) Self-Teleportation- (Active Ability, Wanderer) Up to (Possessor Level / 5) times per thread, possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round and to gain 60% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 100% against individuals below Level 20
Mid-Range (City-Ranged) Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round and to gain 40% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 80% against individuals below Level 20
Mirror-Realm Egress- (Active Ability, Wanderer) If possessor possesses the capability to Reflect any element of subtype, possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, with said exit not being preventable by sources below Level 40, Has RP effects
Mirror Step- (Active Ability, Wanderer) If possessor possesses the capability to Reflect any element or subtype, possessor may spend an action to enter another active battle in the same thread so long as no individual of Level 40 or greater in either battle objects, Has RP effects
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Skilled Teleporter- (Passive Ability, Wanderer) Possessor gains +100 Melee Attack, 40% Dodge, and 140% To Hit on rounds after possessor used an active Wanderer ability whose name includes 'Teleportation'
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Teleporting Strike- (Technique Ability, Wanderer) Possessor may use 'Teleporting Strike' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Gate Magic spell equipped. Said action gains +10% To Hit, +2% Critical, and deals full Damage to targets below Level 60 who are below its user's Level who are in the back row.
Teleport Tanks- (Passive Ability, Wanderer) Possessor may, at the start of each round of battle, summon enemy from the Enemy List that is below Level 40, is normally fightable for drops, and has 'Tank' in its name, Max 40 summoned, Possessor's Vehicle and Machine allies gain +1% Dodge as a non-stacking buff
Teleport Through Folded Space- (Passive Ability, Wanderer) Possessor may treat Large Structures below Level 40 as though they possessed 0% Resilience
Unified Knowledge of Spatial Magic and Gate Magic- (Passive Ability, Wanderer) Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes), Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes)
Untiring Traveller- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor may switch rows one additional time, to a max of 5 times
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast

-Warrior-
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense

-Weirdworker-
Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +50 Defense
Defensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +250 Defense
Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +20 to all stats
Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 to all stats
Offensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 50 points
Offensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Swollen Mana Reserves- (Passive Ability, Weirdworker) At the start of every round of battle, if possessor possesses more than 50% of possessor's Max MP, possessor takes an amount of magic element damage equal to possessor's Max MP, to a max of 50,000,000 damage, that cannot reduce possessor to below 50% of possessor's Max HP, Possessor gains +20,000 MP
Weirdworker- (Passive Ability, Weirdworker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Magic Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Magic Being pets and summons per Level of possessor


-Wizard-
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Basic Understanding of Temporal Wizard Magic- (Passive Ability, Wizard) Wizard Magic spells that possessor casts that buff AGI buff it by an additional 20 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that buff an individual's turn-order-determining stat sum for turn-order-determining purposes buff it by an additional 40 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that have a chance of inflicting Augmented: Haste have said chance raised by 1%
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Broaden Casting- (Active Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Fast Casting- (Technique Ability, Wizard) Possessor may, at the start of a round, declare that possessor's first action of said round will involve this ability; possessor's first action, should possessor declare such, must include said ability, with possessor being forced to skip actions that do not include this ability if possible until such an action is taken. Should possessor declare such, possessor's first action occurs on a turn-order count 500 points higher than it otherwise would, with possessor's other actions that would be based on a turn-order count occurring at the point at which they would otherwise occur. Possessor may use Fast Casting as part of a 'Magical Attack' action that involves a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic spell equipped.
Fast General Spellcasting- (Passive Ability, Wizard) Possessor may use the technique 'Fast Casting' in conjunction with 'Cast a Spell' actions
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Infused Casting- (Active Ability, Wizard) This character may use Infused Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. +50 Magical Attack, this attack's element becomes any one base element
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Large Mana Reservoir- (Passive Ability, Wizard) Possessor gains +2,000 MP
Lengthen Casting- (Active Ability, Wizard) Possessor may use Lengthen Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts a buff or debuff that lasts 5 or more rounds, the number of rounds each such buff or debuff lasts increases by 2
Magical Broadening Mastery- (Active Ability, Wizard) Possessor's Broaden Casting ability increases the total number of targets by 5 if the number of targets being hit before its application was at least 10 already.
Masterful Casting- (Active Ability, Wizard) Possessor may use Masterful Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. This attack is treated as though possessor were 1 Level higher, to a max of Level 40, as an effect that does not stack with other effects that increase the level caster is treated as for any purpose.
Maximal Casting- (Active Ability, Wizard) Possessor may use Masterful Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. This attack's random stat multiplier is maximized, and possessor's Max MP is reduced by 50% for the remainder of the thread.
Offensive Magical Specialization- (Passive Ability, Wizard) Possessor's offensive actions involving Wizard Magic gain +500 Magical Attack if they already possess at least +1 Magical Attack coming from a Wizard Magic spell, and Possessor's offensive actions involving Wizard Magic spells that have a chance of inflicting minor or moderate status effects have the chances of inflicting said effects increased by 10%
Orb Master- (Passive Ability, Wizard) +20 Magical Attack and -5 MP cost when using any Wizard Spell with the word Orb in the name
Piercing Casting- (Active Ability, Wizard) Possessor may use Piercing Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. This attack ignores the Resistances and immunities of individuals below Level 20 and reduces possessor's Max MP by 15% for the remainder of the thread.
Powerful Casting- (Active Ability, Wizard) Possessor may use Powerful Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. This attack gains +150 Magical Attack.
Script Mage- (Passive Ability, Wizard) +25 Magical Attack for Wizard Magic if a Book is equipped
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
Spellcraft- (Passive Ability, Wizard) Possessor gains +500 Magical Attack, +500 MIN, +500 SPI, and spells cost possessor 5,000 less MP to cast
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Vexing Casting- (Technique Ability, Wizard) Possessor may use Vexing Casting in conjunction with a Magical Attack action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack's chances of inflicting Minor Status Effects are increased by 5%, to a max of 80%.
Wizard (Passive Ability, Wizard) +500 Damage to all damage dealing Wizard Magic spells, All Wizard Magic spells cost 50 less MP, Provides an additional +50 Magical Attack and an additional 30 less MP per possessor Level

-Misc-
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
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells gain +10 Magical Attack and cost 10 less MP
Basic Programming Skills- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +40 to all stats
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
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
Create Wordcraft- (Active Ability, Driver) Possessor may spend an action to create 1 temporary Custom Wordcraft, Max 1 Created, with said Custom Wordcraft being a Vehicle or Vessel Transformation worth (10,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Gold, being Level (Possessor Level, to a max of 60), being the element Technology, Magic, Water, Earth, or Air, possessing STR, AGI, CON, MIN, and SPI of (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) points each, possessing (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, Possessing (10 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense against Stat Damage, Possessing (The number of Scholar Abilities possessor possesses, to a max of 200)% Resilience, Dodge, and Critical, Possessing (100 + (The number of Scholar Abilities possessor possesses, to a max of 200))% To Hit, possessing Poison, Fatigued, and Diseased Immunity, and possessing the abilities:
Word Weaponry- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Magic or Air, 0 MP
Word Wall- +(100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, affects caster only, does not stack, Magic or Air, 0 MP
Word Weave- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Heals, Magic or Air, 0 MP

Crisis Overcrash: I'm Driving Ice Cream Truck And There's NOTHING You Can Do To Stop Me!- (Technique Ability, Combatant) Possessor may use 'Crisis Overcrash: I'm Driving This Ice Cream Truck And There's NOTHING You Can Do To Stop Me!' in conjunction with a 'Change Rows' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, and no other technique or overcrash is being used. Said action cannot be countered or stopped by sources below Level 100 and additionally transforms its performer into a Level 1 Ice Cream Truck from the Zoo Record as an effect that cannot be prevented by sources below Level 100.
Cubist Body- (Passive Ability, Walker from Beyond) Possessor gains +15,000 HP and 5% Psychic Resistance if possessor is an Abstract
Deranged Music- (Passive Ability, Musician) Possessor's 'Magical Attack' actions may gain '40% inflicts Confusion' if possessor has an instrument equipped
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
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 points
Dread Headmaster- (Passive Ability, Sage) Possessor possesses five Intrinsic Skillsets, each of which maintains its own set of abilities. Possessor may choose at the beginning of a thread to use, for the entirety of said thread, one of possessor's Intrinsic Skillsets instead of possessor's normal abilities, with this not being a buff. Each of possessor's Intrinsic Skillsets gains a bonus week whenever possessor would gain a bonus week due to levelling. Each time possessor would gain an ability, possessor's active Intrinsic Skillset gains it instead of possessor's normal ability list if one of possessor's Intrinsic Skillsets is active. Abilities gained from using items in the Shop thread may go to possessor's ability list or to any single one of possessor's Intrinsic Skillset. Each of possessor's Intrinsic Skillsets may operate in as though it were a different character in Ability Shops. Each of possessor's Intrinsic Skillsets counts abilities inside itself for prerequitie purposes, but possessor's normal abilitiy list and each Intrinsic Skilset do not count abilities in other Intrinsic Skillsets for prerequisite purposes.
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Drunken Admiral Cocktail"- (Passive Ability, Permanent Item Effect) Possessor and possessor's Vessel transformations gain 11% Dodge and 115% To Hit if afflicted with Poison: Drunk, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Perfect Vaccine"- (Passive Ability, Permanent Item Effect) Possessor gains Charm Immunity
Hazard Programming- (Passive Ability, Other: Reality Coder) At the start of each round, possessor may attach an effect to a Zone that either has a 60% chance of inflicting any one moderate negative status effect on each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round or that deals 120,000 Flat Damage of any base element to each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round, with both effects sharing a stacking cap, stacking twice per zone, and stacking 5 times across all zones
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
Phantasmagorical Self-Warding- (Passive Ability, Other: Ward Crafter) Possessor may, once per thread, choose to not acquire a major negative status effect that would otherwise afflict possessor, provided it is coming from a source that is not Level 99 or 5 or more Levels greater than possessor
Raging Driving- (Passive Ability, Driver) Possessor's Vehicle Transformations have the Damage values of their abilities increased by 5,000 points, Possessor's Vehicle Transformations may ignore the effects of instances of the status effect Confusion that come from sources below Level 60
Possesses a General Knowledge of Cursed Items- (Passive Ability, Artificer) Possessor gains +250 MIN
Psycho Flux- (Passive Ability, Anarchomancer) Possessor gains +50 to a random unmodified stat, with said stat being randomly chosen at the beginning of each thread
Racer- (Passive Ability, Monk) Possessor gains +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Recite Combat Poetry- (Passive Ability, Bard) +300 Magical Attack, Wielder's 'Magical Attack' actions may inflict Confusion, Stat Drain, or Charm: Impressed on targets below Level 30
Re-Position Garbage- (Passive Ability, Channeler) Possessor may, at the start of each round, move a debuff from a source below Level 10 that is on a target that is either willing or below Level 40 onto a new target that is either willing or below Level 20
Rewrite Personality- (Technique Ability, Enchanter) Possessor may use 'Rewrite Personality' in conjunction with a 'Magical Attack' action so long as possessor is casting an Enchantment spell as part of said action and no other technique is used. Said action gains 40% inflics Charm, Charm: Lovestruck, Charm: Lust, Charm: Infatuation, Charm: Impressed, Charm: Wanderlust, Confusion, Confusion: Fear, Confusion: Berserk, Confusion: Depression, Confusion: Paranoia, Confusion: Overcome by Laughter, Pain: Bruised Ego, Fatigued: Stress, Invigorated, Invigorated: High Morale, or Invigorated: Zesty; Has RP effects.
♢Scourgebolt- (Technique Ability, Warlock) Possessor may use 'Scourgebolt' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as it involves the casting of a Dark Magic, Catastrophe Magic, or Wizard Magic spell and no other technique is used. Said action gains 100*(It's performer's Level) Magical Attack, and, at the end of said action, up to three of its performer's pets or summons may gain an additional action that must be an offensive action that must target at least one opposing target of 'Scourgebolt''s performer's action and may only target targets of 'Scourgebolt's performer's action, themselves, and 'Scourgebolt''s performer.
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
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
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
The Walrusfastest (Platinum-Certified)- (Passive Ability, Driver) Entities below Level 80 have their turn-order-determining stat sums counted as lower than possessor's turn-order-determining stat sum for turn-order-determining and order-of-effects-determining purposes
Tough- (Passive Ability, Monk) +500 Max HP, +20 CON, +10 STR, 5% Poison Resistance
Underwater Bomb-Making- (Passive Ability, Crafter) Effects attached to Zones of Water by sources below Level 60 may not prevent possessor from using Fire element consumables
Underwater Sabotage Expertise- (Passive Ability, Spy) At the start of each round, if possessor is in a Zone of Water, possessor may remove one buff or positive status effect from each opponent below Level 40

-Curse-
Can No Longer Comprehend Childlike Joy- (Passive Ability, Curse) Possessor may not benefit from Whimsy element buffs
Potential cures: Questing on Disc 31; Going on a fun and informative field trip in an RP thread


-Fateweaving-
Will Be Cleansed of the Evil Taint-
Greater Fateweaving, Boon, Manifold
This Greater Fateweaving may be applied in the Shop Thread or as an RP effect that requires a time-consuming ritual. If applied in the Shop Thread, it affects any one non-Demon, non-Devil, non-Daemon, non-'Serpent Blessed', non-Fiend, that is not Corruption, Devastation, Agony, Null, or Evil element, that is either a non-retired PC, a mercenary on the Mercenary List, or a unique entity on the Boss List. Target obtains a special effect that is not a buff that does not stack. Target may not acquire said effect if target is already under the effect of 5 or more Greater Fateweavings. Said effect allows either said individual or its creator to choose, at the beginning of any round, to cure said individual of all debuffs and minor negative status effects that come from sources that are Demons, Devils, Daemons, Darkspawn, Undead, Horrors, Corruption element, Agony element, Devastation element, or Dark Magic that are below its creator's Level, with said effect vanishing once such triggering occurs.



Weapons:
Echidna Quill- (Weapon, Deadly Item, Life, 95,000,000 Gold) +95,000 Melee Attack, +95,000 Magical Attack, Wielder's summons gain +9,000 to all stats as a bonus that stacks 2 times, Wielder's offensive actions may make targets below Level 80 who are no more than 19 Levels greater than wielder unable to summon and may unsummon all summons of said individuals who are also below Level 80 and no more than 19 Levels greater than wielder (with said effect following to all subsequent summon generations), Wielder must be Level 40 or greater
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Reality-Cutter Sword- (Weapon, Sword, Illusion, 180,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +180,000 CON, +180,000 SPI, 130% Critical, 230% To Hit, Wielder may create a Zone of Illusion at the start of each round, Possessor may deal 1,800,000 Flat Illusion element Damage to one opponent at the start of each round, Wielder's 'Melee Attack' actions may unsummon targets that are not Illusion element and are not Illusion Magic summons that are below Level 60, Wielder's 'Melee Attack' actions may remove one non-'Illusion Magic' buff that did not come from an Illusion element action or source that came from a source that is below Level 60 from each of their targets, Wielder must be Level 40 or greater
Bascaradine Atomic Grenade Model 3- (Weapon, Throwing Weapon, Atomic, 148,455,322 Gold) +157,000 Ranged Attack, Deals 14,500 CON Damage, 30% inflicts Poison: Irradiated, 140% To Hit, Wielder may deal an additional 290,000 Atomic element damage on Hit with a damage-dealing attack if wielder is at least Level 20
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
Demonically Possessed Karaoke Machine- (Weaponx0, Instrument, Darkness & Technology, 4,115,000 Gold) +5,000 Melee Attack, +6,000 Ranged Attack, +5,000 Magical Attack, +4,500 to all stats, +7,000 MP, if wielder is below Level 50 and does not have the ability Demonologist, then wielder performs, at the beginning of every round, a Melee Attack, a Ranged Attack, and then a Magical Attack on wielder, these three attacks cannot Heal or inflict any positive effects, This item provides an additional +5,000 Ranged Attack and +5,000 Magical Attack if its wielder has the ability Bard, This item provides an additional +5,500 AGI if its wielder has the ability Dancer, This item cannot be equipped with any other Weaponx0
w/ Crimson Nova- This wielder's attacks may gain '1 hit against 60,000' and gain the elements Fire and Magic, This item's wielder gains +30,000 to all stats, this item provides +30,000 additional Melee Attack, +30,000 additional Ranged Attack, and +30,000 additional Magical Attack, Enchantment

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

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

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


Accessories:
*Twelve Realms' Defense Grid- (Accessory Aspect- Twelve Realms' Defense Grid, Gadget, Technology & Magic, X Gold) +175,000 Defense, wielder's allies gain +175,000 Defense, +17,500 Defense Against Stat Damage, +500,000 Defense against 'Ranged Attack', 'Snipe', 'Point Blank', and 'Ranged Overdrive' actions, Wielder's allies gain +125,000 Defense against 'Ranged Attack' actions if in the back row, 150% Resilience, 150% Dodge, 45% Air Resistance, 45% Earth Resistance, 45% Fire Resistance, 45% Water Resistance, 45% Light Resistance, 45% Darkness Resistance, 45% Magic Resistance, 45% Technology Resistance, 45% Physical Resistance, 45% Psychic Resistance, 45% Ice Resistance, 45% Acid Resistance, 45% Electrical Resistance, 45% Energy Resistance, 45% Hope Resistance, 45% War Resistance, 45% Wood Resistance, 45% Metal Resistance, 15% Base Element Resistance, Wielder may choose to be in the back row without regard to the number of individuals within the front row and does not count as being in the back row when totaling the number of individuals in the back row for row arrangement purposes, Wielder gains +25,000 to all stats for each Property equipped, Wielder is Immune to individuals below Level 60 if Level 60 or greater, Bestows the abilities-
Defense Grid Counter-Fire- 186,500 Damage, This attack uses Mind or Spirit as its Prime Attribute, May be used as a counter, Magic or Technology, 0 MP
Grid Screen- Caster takes 1,800,000 less Damage from the next attack targeting it that comes from a source below Level 99, does not stack, may be used once a round as a preemptive counter to an attack targeting its possessor, Magic or Technology, 1,000,000 MP

Manpurse of the Early Riser- (Accessory, Container, Light & Earth, 75,000,000 Gold) Wielder may carry up to 5 additional unequipped items into battle, If all of possessor's opponents have lower turn-order-determining stat totals, possessor, to a max of once per battle, gains an additional action on the first round of battle
Huntmaster's Bandolier- (Accessory, Container, Air & Physical, 1,250,000 Gold) +1,000 Ranged Attack, +1,400 AGI, +800 AGI for determining turn order, but not bonus actions, on the first turn, 12% Critical, 12% Dodge, 111% to Hit, 12% Resilience, grants either an additional Weapon slot that can contain a Throwing Weapon or two additional spell slots that can each contain a Thief Arts spell or three additional consumable slots that can each contain a Lethal Item, Wearer counts the first three turns of battle as the first turn of battle for purposes of spell and ability effects, gives +250 to all stats for each piece of equipment with 'Huntmaster' in its name, to a max of +1,250, Humans drop an additional 100 Gold at the end of battle if they otherwise do drop Gold, The Enhancement 'Unbreakable' may be applied to owner's items with the word 'Huntmaster' in their name for free
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
First Boss Badge- (Accessory, Broach, Universe, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Opposing bossess below Level 10 that are listed as below Level 10 on the Boss List have their Boss Effects disabled, Wielder must be Level 12 or higher
Emblem of the Hero- (Accessory, Trinket, Hope & War, 200,000,000 Gold) +200,000 Melee Attack, +200,000 Ranged Attack, +200,000 Magical Attack, +200,000 to all stats, +2,000,000 HP as a bonus that stacks 5 times, +2,000,000 MP as a bonus that stacks 5 times, 200% To Hit, 100% Critical, 100% Dodge, 100% Resilience, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Ranged Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat, Wearer must be Level 40 or greater
(Spatial Slot)
World-Traveller's Wings- (Accessory, Cloak, Light & Darkness & Fate & Time & Spatial & Astral, 130,000,000 Gold) +130,000 AGI, +130,000 SPI, +130,000 Defense against Astral, +60,000 to wearer's turn-order-determining stat sum for turn-order-determining purposes as a non-stacking bonus that does not stack with other bonuses from items whose name includes 'Wings', 30% Darkness Resistance, 30% Time Resistance, 30% Ice Resistance, 30% Astral Resistance, 30% Spatial Resistance, 30% Light Resistance, 30% Air Resistance, 50% Frozen Resistance, 50% Suffocation Resistance, 50% Voidstruck Resistance, Effects attached to Zones by sources below Level 80 cannot inflict Frozen, Suffocation, Voidstruck, Awestruck, or Fatigued on wearer, Wearer must be Level 40 or greater, Wearer gains the ability to travel through space at generally-useful speeds as an RP power
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment

Properties:
Planetary Fate-Loom- (Item, Property, Fate, 400,000,000 Gold) +400,000 MIN, +400,000 SPI, Wielder cannot miss targets below Level 80 who are not 20 or more Levels greater than wielder
Worldkey: Empowered Blade Embedded in a Massive Crystal- (Item, Property, Energy & Magic & Crystal (2), 400,000,000 Gold) +400,000 Melee Attack, +4,000,000 MP as a non-stacking bonus, Wielder may spend an action to destroy any number of Terrains, Phantom Terrains, or Zones created by sources below Level 80 that are below wielder's Level that come from sources that do not possess a 'Master' or higher Tier-ability in the Geomancer, Subspace Architect, Swordsman, or Kensei class, Wielder counts as wielding an additional Sword that is Energy & Magic & Crystal (2) element and that is worth 400,000,000 Gold
Sanctum of Emptiness- (Item, Property, Void, 400,000,000 Gold) +40,000 Defense against Stat Damage, Stat Drain Immunity, Wielder is immune to Stat Damage from sources below Level 60, Wielder must be Level 40 or greater
Eight-World Mirror-Ring Linkage Network- (Item, Property, Spatial & Ice & Mystic, 888,888,880 Gold) Wielder may, up to 8 times per round, before one of wielder's actions or at the start of the round, enter another existing battlespace that is part of the same battle so long as no entity of Level 99 or greater in the battlespace wielder is entering or the battlespace wielder is leaving objects, Wielder must be Level 60 or greater
Metal Worldcore- (Item, Property, Earth & Metal, 400,000,000 Gold) +400,000 Defense, +400,000 CON, Wielder's Defense may not be pierced by individuals below Level 80 who are not 20 or more Levels greater than wielder, Wielder must be Level 40 or greater
Winged Cubeworld- (Item, Property, Water & Air, 500,000,000 Gold) +500,000 AGI, +500,000 MIN, +500,000 SPI, Wielder is afflicted with Augmented: Haste at the start of each round, Sources below Level 99 cannot prevent wielder from entering or leaving battlespaces, Wielder must be Level 60 or greater


Spells:
Doctor Nole's Miracle Medicine- (Spell, Healer Magic, Light & Magic, 85,000 MP, 85,000,000 Gold) +85,000 Magical Attack, Target obtains +10,000 to all stats and +10,000 Magical Attack as a non-stacking buff, Cures Diseased and any one other minor negative status effect, Heals, Caster must be Level 40 or greater or both Level 20 or greater and a Holy one
Bottled Stardust- (Spell, Alchemy, Astral & Magic, 170,000 MP, 170,000,000 Gold) Target obtains +35,000 to all stats as a non-stacking buff and is cured of all (negative status effects and debuffs) from sources below Level 80, Caster must be Level 40 or greater
One Hundred Thousand Shifting Veils- (Spell, Ethereal Magic, Earth & Air & Magic, 2,000,000 MP, 200,000,000 Gold) +200,000 Defense, +80% Dodge, does not stack, Caster must be Level 40 or greater
Lesser Beauty Drain- (Spell, Dark Magic, Air & Darkness & Magic, 2,100 MP, 860,000 Gold) +890 Magical Attack, Deals no normal damage, instead dealing 1/10 the amount of damage that would be dealt as points of Stat Drain to both CON and SPI, Can raise user's CON and SPI above their normal maxes, to a max of 2,500 additional points in each, Cannot be used if caster is afflicted with Burning, All additional stat points gained from this ability above normal maxes are immediately removed if possessor becomes afflicted with Burning or Wounded: Weakened, 25% cures caster of Wounded: Weakened
Star Arcana- (Spell, Arcanist Magic, Magic, 170,000 MP, 170,000,000 Gold) +170,000 Magical Attack, Caster obtains +10,000 to all stats and +10,000 Magical Attack as a non-stacking buff

(Spatial Magic Slots)
Aeltherinian Force- (Spell, Other: Spatial Magic, Technology & Energy & Void, 281,600 MP, 300,000,000 Gold) +300,000 Magical Attack, Up to 3,000,000,000 targets below caster's Level who are below Level 80 and are in a different battlespace than caster are dealt 3,000,000 Flat Technology & Energy & Void element Damage that ignores the Defense of entities below Level 80, Caster must be Level 60 or greater and must possess the ability 'Adept Spatial Magic Attunement'
Cast Into Emptiness- (Spell, Other: Spatial Magic, Spatial & Void, 86,600 MP, 215,000,000 Gold) 40% inflicts Vanished, Caster must be Level 40 or greater
Conjunction- (Spell, Spatial Magic, Spatial & Mystic, 1,971,600 MP, 300,000,000 Gold) +300,000 Magical Attack, This spell may be cast as though it possessed no attack bonus, Summoning, Astral Magic, and Forbidden Magic spells cost caster 1,500,000 less MP to cast as a non-stacking buff, Caster's summons gain +60,000 to all stats as a non-stacking buff, Caster must be Level 60 or greater and must possess the ability 'Adept Spatial Magic Synchronization' or the ability 'Esoteric Wiseman'
Cosmic Cradle- (Spell, Spatial Magic, Spatial & Astral, 2,971,600 MP, 300,000,000 Gold) +300,000 Magical Attack, Each hit of this attack may be considered to not be within any present Terrains, Phantom Terrains, and Zones that are of caster's choosing that come from sources that are either caster or are below caster's Level and below Level 99, Caster may select up to 6 different Empowered Constellations that are settable by Astral Magic, Spatial Magic, or Wizard Magic spells equipped by caster or caster's willing allies that are worth under 300,000,000 Gold and cost under 6,000,000 MP and set those Empowered Constellations, Caster must be Level 60 or greater and must possess the ability 'Adept Spatial Magic Synchronization' or the ability 'Adept Astral Magic Synchronization'
Dimensional Chains- (Spell, Other: Spatial Magic, Spatial & Magic, 1,600 MP, 60,000,000 Gold) Target entity below Level 80 acquires a non-stacking debuff that makes its possessor unable to move between battlespaces, Caster must be Level 30 or greater
Dimensional Folding- (Spell, Gate Magic, Spatial & Light & Earth, 171,600 MP, 40,000,000 Gold) Caster may choose to exit its current battlespace and enter another currently-open battlespace in the same battle, so long as no individual of Level 84 or greater or that is 10 or more Levels greater than caster in either battlespace objects, Caster must be Level 40 or greater
Drop Debuffs Between the Planes- (Spell, Other: Spatial Magic, Spatial & Void, 1,221,600 MP, 250,000,000 Gold) Caster removes all debuffs on target with sources below Level 95 that are not 5 or more Levels greater than caster, Caster must be Level 60 or greater and must possess the ability 'Expert Spatial Magic Attunement'
Establish Boundary- (Spell, Other: Spatial Magic, Light & Spatial, 0 MP, 30,000,000 Gold) Caster creates a Zone of Spatial & Light and attaches a non-stacking effect to it that does not stack across zones that makes entities below Level 60 unable to enter or leave the battlespace it is in, Caster must be Level 20 or greater
Establish Demiplane- (Spell, Other: Spatial Magic, Spatial, 1,221,600 MP, 250,000,000 Gold) Caster creates a battlespace, Caster must be Level 60 or greater and must possess the ability 'Expert Spatial Magic Attunement'
Establish Warspace Mirrorfield- (Spell, Other: Spatial Magic, Spatial & War & Ice, 1,471,600 MP, 300,000,000 Gold) Caster obtains a non-stacking buff whose effect does not stack across multiple instances of said buff on different possessors that gives its possessor a 25% chance of being able to redirect each targeted instace of each offensive actions that comes from a source below Level 95 that is not 5 or more Levels greater than caster that is not Spatial element, Caster must be Level 60 or greater and must possess the ability 'Expert Spatial Magic Attunement'
Extradimensional Maze- (Spell, Other: Spatial Magic, Spatial & Psychic, 63,900 MP, 185,000,000 Gold) Target entity with a lower MIN than caster has a 60% chance of being afflicted with an instance of Vanished that lasts (Caster's Level) rounds, Caster must be Level 40 or greater
Horizon of Demise- (Spell, Other: Spatial Magic, Spatial & Destruction, 1,221,600 MP, 250,000,000 Gold) +250,000 Ranged Attack, +250,000 Magical Attack, 15% inflicts Instant Death, Attacks involving this spell may target entities below Level 80 in other battlespaces that are not greater Level than caster, Caster must be Level 60 or greater and must possess the ability 'Expert Spatial Magic Attunement'
Planeshear- (Spell, Other: Spatial Magic, Spatial & Destruction, 421,600 MP, 450,000,000 Gold) +450,000 Magical Attack, 1 hit against all opponents in caster's battlespace, Caster may destroy any number of Zones, Terrains, and/or Phantom Terrains created by lower-Level sources below Level 99, Caster may destroy the battlespace caster is in if it is not the primary battlespace and was not created by a source that is either greater Level than caster or Level 99, Caster may delink the values of any entities below Level 99 who are hit by attacks involving this spell, Caster must be Level 60 or greater and must possess the ability 'Adept Spatial Magic Attunement'
Reality Divider- (Spell, Gate Magic, Spatial, 1,471,600 MP, 300,000,000 Gold) +300,000 Ranged Attack, 10% inflicts Vanished, Targets below Level 80 have their stats halved as a non-stacking debuff, Caster must be Level 60 or greater and must possess the ability 'Adept Gate Magic Synchronization'
Reality Strider's Procession- (Spell, Other: Spatial Magic, Spatial, 51,600 MP, 70,000,000 Gold) Targets acquire a non-stacking buff that allows its possessor to choose to not count as being inside Zones, Terrains, or Phantom Terrains created by sources below Level 80 (with choices being made on a per-Zone/Terrain/Phantom Terrain basis), 1 hit against 50,000, Caster must be Level 40 or greater and must possess the ability 'Spatial Mage'
Return to Reality- (Spell, Gate Magic, Spatial, 1,221,600 MP, 500,000,000 Gold) Cures Vanished up to 5 times per target per thread, Caster must be Level 60 or greater and must possess the ability 'Adept Gate Magic Synchronization'
Seal World- (Spell, Other: Spatial Magic, Warding, 231,600 MP, 250,000,000 Gold) Caster creates a Zone of Warding and attaches a non-stacking effect to it that does not stack across zones that makes entities below Level 80 unable to enter or leave the battlespace it is in, Caster must be Level 40 or greater
Space Fold- (Spell, Other: Spatial Magic, Spatial, 0 MP, 20,000,000 Gold) Entities below Level 60 that are in target row-order formation that are below caster's Level are moved from the back row to the front row
Space-Twin Planet- (Spell, Other: Spatial Magic, Spatial, 6,781,600 MP, 340,000,000 Gold) Target Astral Being with a Constant Effect or Ability named 'Supermassive' or 'Hypermassive' becomes simultaneously present in a chosen battlespace in addition to the battlespace it is already in, with it being able to choose to be solely in either battlespace when this effect ends should it no longer possess the capability to be in both battlespaces simulataneously, Caster must be Level 60 or greater and must possess the ability 'Expert Spatial Magic Attunement'
Spatial Bubble Fortress- (Spell, Other: Spatial Magic, Spatial, 261,600 MP, 280,000,000 Gold) Caster obtains a non-stacking buff whose effects do not stack across multiple possessors that gives its possessor and its possessor's allies +280,000 Defense, that gives its possessor and its possessor's allies 50% Resistance to effects attached to Zones, Terrains, and Phantom Terrains, and that gives its possessor and its possessor's allies +280,000 additional Defense against attacks that target more than one entity, Caster must be Level 60 or greater and must possess the ability 'Adept Spatial Magic Attunement'
Spatial Sinkhole- (Spell, Other: Spatial Magic, Spatial & Darkness & Earth, 1,231,600 MP, 250,000,000 Gold) Caster creates a Zone of Spatial and attaches a non-stacking effect to it that makes entities within it that are below Level 99 unable to voluntarily switch rows or leave the battlespace they are in, Caster must be Level 60 or greater and must possess the ability 'Expert Spatial Magic Attunement'
Spatial Window- (Spell, Other: Spatial Magic, Air & Spatial, 0 MP, 15,000,000 Gold) Caster scans the stats of target entity in a different battlespace
Telefrag- (Spell, Other: Spatial Magic, Spatial & Physical & Earth, 26,600 MP, 90,000,000 Gold) +90,000 Magical Attack, 30% inflicts Instant Death, Caster must be Level 40 or greater
Transpose Reality- (Spell, Other: Spatial Magic, Spatial, 1,600 MP, 60,000,000 Gold) Caster destroys target non-Universe-element Zone created by a source of equal or lower Level that is either caster or below Level 80, and, if said Zone's destruction is successful, deals (50,000 * that Zone's creator's Level) Flat (that Zone's elements) element Damage to up to (that Zone's creator's Level * 100) targets, Caster must be Level 20 or greater and must possess the ability 'Spatial Mage'
Ward Area- (Spell, Other: Spatial Magic, Warding, 21,600 MP, 45,000,000 Gold) Caster creates a Zone of Warding and attaches a non-stacking effect to it that does not stack across zones that makes entities below Level 60 unable to enter or leave the battlespace it is in and that gives caster and caster's allies +45,000 Defense while they are in it, Caster must be Level 20 or greater and must possess the ability 'Spatial Mage'

(Spatial-element Slots)
Blank Gate- (Spell, Ethereal Magic, Spatial, 990,000 MP, 200,000,000 Gold) Caster acquires a non-stacking buff that cannot be carried between battles that causes individuals in the same battlespace as its possessor who are lower Level than caster who are below Level 80 to be afflicted with Vanished if they would leave said battlespace, Caster must be Level 40 or greater
Establish Planar Gate- (Spell, Gate Magic, Spatial, 990,000 MP, 200,000,000 Gold) Caster selects another battlespace that is part of the same battle provided that no individuals 20 or more Levels greater than caster object in either caster's current battlespace or in said selected battlespace, Individuals may, when shifting rows, enter a row-order-formation in either such battlespace, Caster must be Level 40 or greater and must possess the ability 'Adept Gate Magic Synchronization'
False World's Reflection- (Spell, Illusion Magic, Illusion & Spatial, 6,790,000 MP, 140,000,000 Gold) Whenever an individual below Level 80 that is not greater Level than caster attempts to leave the battlespace that this spell is cast in without caster's permission, said individual, unless it is Immune to, Reflects, or Absorbs Illusion, is afflicted with Vanished, Caster must be Level 40 or greater
Parallel Mageblast: Rengineer Reality- (Spell, Technomancy, Spatial & Time & Life & Destruction, 490,000 MP, 50,000,000 Gold) +50,000 Magical Attack, +50,000 Ranged Attack, May Heal, Caster may move up to 5 buffs or debuffs on target that come from sources below caster's Level that are below Level 80 onto other entities in target's battlespace who they could have initially been placed on, Caster must be Level 40 or greater

(Time-element Slots)
Dodge Into Fake Timeline- (Spell, Illusion Magic, Time & Illusion, 1,990,000 MP, 180,000,000 Gold) Caster gains +90% Dodge against individuals who have not scanned possessor's stats who are not 10 or more Levels greater than caster, does not stack, lasts 5 rounds, Caster must be Level 40 or greater
Fog of Eons- (Spell, Other: Chronomancy, Air & Time, 1,780,000 MP, 90,000,000 Gold) Caster creates a Zone of Air & Time and attaches a non-stacking effect to it (which also does not stack across zones) that causes each individual of lower Level than its creator that is in it to have a 30% chance of being afflicted with Petrified: Time Stop at the start of each round
Timestream-Breaking Riftpunch- (Spell, Unarmed Technique, Time, 910,000 MP, 61,000,000 Gold) +61,000 Melee Attack, 100% inflicts Suffocation: No Future, 15% inflicts Petrified: Time Stop, Target is unsummoned if below Level 80, Up to 200,000 entities in the same battlespace as target that are below Level 60 may be unsummoned, Caster may destroy a Zone of Time, Caster must be Level 40 or greater
Unhinge from the Years- (Spell, Ethereal Magic, Time & Aether, 1,490,000 MP, 150,000,000 Gold) Target buff, debuff, or status effect obtains a non-stacking buff (which is treated as droppable by its source, not by its possessor's possessor) that stacks 200 times across all effects on all individuals that makes it so that it possesses no natural per-round auto-recovery chance and so that, unless an entity that is either greater in Level than caster or is Level 80 or greater objects, its remaining duration does not decrement at the end of rounds, Caster must be Level 40 or greater
Vanishing Hours- (Spell, Ethereal Magic, Time, 490,000 MP, 45,000,000 Gold) +43,000 Magical Attack, 4,500 Flat Time element AGI Damage, Targets count as having not yet acted if below Level 100 and not 15 or more Levels greater than caster

(Gate Magic Slots)
Dimension Lock- (Spell, Gate Magic, Spatial, 40,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not exit the battlespace caster is in without caster's permission, Caster must be Level 40 or greater
Reality-Overlay: City of Burning Ruin- (Spell, Gate Magic, Fire & Destruction, 44,000 MP, 78,000,000 Gold) Caster creates a Phantom Terrain that is 'City' and a Zone of Fire and attaches a non-stacking effect that is considered a Linking Effect to the two that causes an effect that is present on one to count as being present on the other (but not to count as being present twice or to take effect twice or to stack differently than it would than if it were on them separately), then attaches a second effect to the Zone that deals 300,000 Flat Fire & Destruction element Damage to each individual in it at the start of each round, with said effect not stacking, then attaches an effect (referred to as 'Effect C' later in this item's text) to the 'City' Phantom Terrain that causes it to have a 25% chance of canceling any individual below Level 75 (other than its creator) creating a Zone or Phantom Terrain or attaching an effect to a Zone or Phantom Terrain, instead replacing said event with an instance of 'Effect C' creating an effect that it attaches to the Zone of Fire created by this spell that raises the quantity of Flat Fire & Destruction element Damage that it deals (with its own natural effect, but not other instances of such Damage granted to it by other effects or sources) by 25,000 points, with said effect stacking a max of 36 times, with all effects naturally generated by this spell counting as 'Reality Overlay' effects and this spell not being able to be cast if a different 'Reality Overlay' effect is in place unless otherwise noted

(Geomancy Slots)
Rezone- (Spell, Geomancy, Water & Air & Earth, 0 MP, 40,000 Gold) Caster may replace any current Zones with a Zone of any base element or create a new Zone of any base element
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
Shrink Planet- (Spell, Geomancy, Astral & Spatial, 1,228,210 MP, 250,000,000 Gold) Caster gives either gives target entity below Level 99 that is not greater Level than caster a non-stacking debuff that removes the Constant Effects 'Supermassive' and 'Hypermassive' from its possessor or caster obtains a buff and selects any number of existing Zones, Terrains, and Phantom Terrains that were created by sources below Level 80 or by caster and do not have any effects attached to them by sources above Level 80 that are not caster, Said Zones, Terrains, and Phantom Terrains are removed from battle until said buff on caster is removed, Caster must be Level 60 or greater and must possess the ability 'Adept Geomancy Attunement'


Consumables:


Pets:
*Urhol Daer No'Mourmont: Data-Integrated Mystic Command Entity- (Pet Aspect- Twelve Realms' Defense Grid, Spirit, Magic & Technology, Level Tied to Relevant Artifact, X Gold)
HP- 29,150,000
MP- 43,500,000
STR- 153,000
AGI- 153,000
CON- 153,000
MIN- 306,000
SPI- 461,000
XP- 0
XP Needed- Tied to Artifact
Minimum Level- 1
Defense- 467,500
Defense against Stat Damage- 81,300
Critical Chance- 158%
Resilience- 376%
To Hit- 258%
Dodge- 158%
Resistances and Immunities-Air Immunity, Earth Immunity, Fire Immunity, Water Immunity, Light Immunity, Darkness Immunity, Hope Immunity, Magic Immunity, Technology Immunity, Psychic Immunity, Physical Immunity, Ice Immunity, Energy Immunity, Acid Immunity, Electrical Immunity, War Immunity, Wood Immunity, Metal Immunity, Pain Immunity, Confusion Immunity, Impaired Immunity, Poison Immunity, Stat Drain Immunity, Diseased Immunity, 158% Minor Status Effect Resistance, 79% Minor Status Effect Resistance, 30% Major Status Effect Resistance
Prime Attribute- Spirit or Agility
Constant Effects-
Variable Defensive Ward Patterns- Possessor may choose any one minor status effect at the beginning of a thread to become Immune to as a non-stacking buff, Possessor may choose any one moderate status effect at the beginning of a thread to become Immune to as a non-stacking buff, Constant Effect
Mystic Entity- Possessor gains +14,500,000 MP and +153,000 MIN, Constant Effect
Defensive Wards- Possessor and possessor's allies gain +350,000 Defense, +45,000 Defense against Stat Damage, and +158% Resilience as a non-stacking effect, Constant Effect
Command Entity- Possessor gains +153,000 SPI and +14,500,000 HP, Possessor's allies gain +75,000 to all stats as a non-stacking effect, Constant Effect
Superior Mystic Form- Possessor obtains +14,500,000 MP, obtains +153,000 SPI, and is Immune to individuals below Level 60, Constant Effect
Indexed Effects-
Thing of Magic- Possessor gains +2,000 SPI and +50,000 HP, Constant Effect
Mystic Fortitude- Possessor gains +50,000 HP, Constant Effect
Health Derived from the Defense Grid- Possessor gains +50,000 HP, Constant Effect
Greater Defense Field- Possessor gains +20,000 Defense, +20,000 Defense against Stat Damage, and +60% Resilience, Constant Effect
Crossrealm Magical Network Topography- Possessor may target lower or equal Level entities in other battlespaces; any entity that possessor targets in said manner may target possessor from different battlespaces until the end of the next round, Constant Effect
Abilities-
Assault Beams- 180,000 Damage, 300% may inflict Antimatter, this action may gain 2 hits against 600,000, Technology, 0 MP
Prime Force Blasts- 180,000 Damage, 300% may inflict Manablasted, this action may gain 2 hits against 600,000, Magic, 0 MP
Self-Restore- 10,000,000 Damage, Heals, Cures one minor and one moderate negative status effect, Cures one debuff from a source below Level 80, May only target caster, Magic or Technology, 0 MP
Scan Cyclopean System Data Banks- Scans target stats, this ability acts as though its caster were 20 levels higher for stat-scanning purposes, 1 hit against 200,000, Magic or Technology, 2,000 MP
Refabricate: Improved Form- Target gains +35% Resilience, +30,000 CON, +1,400,000 HP, +90,000 Defense, +30,000 MIN, and +1,400,000 MP, stacks 4 times, Technology & Psychic, 50,000 MP
Ward- Target gains 50% Resistance to a chosen Base element, stacks 200 times, Magic & Technology & Physical & Psychic, 50,000 MP
Direct Units- Targets gain an additional action immediately after this action if Units, 1 hit against 1,000,000, Magic or Technology, 380,000 MP
Crossrealm Gate- Caster and up to 2,000,000 willing allies leave their current battlespaces and enters another battlespace that is part of the same battle so long as no individual of equal Level to caster or greater Level than caster in the same battlespace as caster, as the same battlespace as any target, or the battlespace being entered objects, Spatial, 1,000,000 MP
Mystic Nuke- 360,000 Damage, 300% inflicts Hexed, Stat Drain, Poison, Poison: Irradiated, Stat Drain: MP Drain, and Fatigued, 1 hit against 200,000,000, Mystic or Magic & Technology, 1,000,000 MP
Indexed Abilities-
Direct Unit- Gives target Unit another action which is taken immediately after this one, Magic or Technology, 500 MP
Crossrealm Transport- Caster leaves its current battlespace and enters another battlespace that is part of the same battle so long as no individual of equal Level to caster or greater Level than caster in the same battlespace as caster objects, Spatial, 10,000 MP (Indexed at Level 39)
Awards-
Has Reached Round 41 in an Endurance Match

Modified Stats wrote: HP: 35,900,000 (Large Structure Traits Multiplier)
MP: 11,107,800
STR: 1,700 (2)
AGI: 5,650 (7)
CON: 24,600 (25)
MIN: 8,150 (10)
SPI: 15,650 (16) (77,790 for turn-order purposes, +200 on first round of battle)


---------------------Defence---------------------

600% Resilience (Large Structure Traits Multiplier)

15% Dodge (Large Structure Traits Multiplier)
+10% Dodge on any round that possessor enters a battle from another battle, not counting the first round of battle
+1% Dodge as a non-stacking buff on rounds after rounds during which possessor cast a Spatial Magic spell, with said bonus not being able to increase possessor's Dodge above 50%

15% Base Element Resistance
30% Time, Astral, Spatial, Agony Resistance
45% Air, Earth, Fire, Water, Light, Darkness, Magic, Technology, Physical, Psychic, Ice, Acid, Electrical, Energy, Hope, War, Wood and Metal Resistance

30% Dragon Resistance


50% Frozen, Suffocation and Voidstruck Resistance

May, once per thread, choose to not acquire a major negative status effect that would otherwise afflict possessor, provided it is coming from a source that is not Level 99 or 5 or more Levels greater than possessor

Immune to individuals below Level 60
Minor Status Effect Immunity from Sub-80 Sources
Reflects Pain
Immunity to Impaired, Confusion, Pain, Poison, Fatigued, Diseased, and Charm (Large Structure Traits)
Charm, Stat Drain and Pain Immunity
95% Paralysis: Sticky Resistance
90% Stat Drain Resistance
30% Fatigued Resistance
5% Poison Resistance
5% Minor Status Effect Resistance
Spatial element actions have a 20% lower chance of inflicting Confusion on possessor

If possessor is Spatial element, possessor counts as being in the back row for purposes of back-row Damage-halving
Spatial element Damage and Stat Damage dealt to possessor (not including healing) is halved

Defense cannot be pierced by entities below Level 90

+1,521,750 Defense (Large Structure Traits Multiplier)

+500,000 Defense against Ranged Attacks
+130,000 Defense against Astral
+5,550 Defense Against Spatial
+500 Defense against effects attached to Terrains or Phantom Terrains that are Desert
+50 Defense against effects attached to Zones

Immune to Stat Damage from sources below Level 60
+375,180 Defense against Stat Damage (Large Structure Traits Multiplier)
+200 Defense against STR Damage
+200 Defense against CON Damage
+200 Defense against AGI Damage
+200 Defense against MIN Damage
+200 Defense against SPI Damage

Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.

May not be killed by individuals below Level 40
Immune to debuffs from individuals below Level 60



---------------------Offence---------------------

130% Critical
+5% Critical against Large Structures below Level 60

230% To Hit
Wielder cannot miss targets below Level 80 who are not 20 or more Levels greater than wielder

Ignores 11% Spatial Resistance
Possessor ignores the Dodge Bonuses granted by buffs from sources below Level 80 that are present on targets that are in different battles
Large Structures below Level 60 gain -40% Resilience against possessor


+209,625 Melee Attack (+180,000, +35,000, +200,000, +400,000, +15,000, +25 Melee Attack)

+115,825 Ranged Attack (+36,000, +200,000, +1,000, +2,700, +15,000, +25 Ranged Attack)

+174,380 Magical Attack (+5, +2,950, +300, +40,000, +35,000, +200,000, +15,000, +25)


Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus

Possessor's 'Magical Attack' actions may gain '40% inflicts Confusion' if possessor has an instrument equipped

Pierces 2,000 Defense when targeting Large Structures

Deals full damage to individuals below Level 80 who are not more than 19 Levels greater than possessor who are in the back row
Amounts of Spatial element Damage possessor deals are increased by 35,550 points

Possessor's offensive actions involving Wizard Magic gain +500 Magical Attack if they already possess at least +1 Magical Attack coming from a Wizard Magic spell
Possessor's offensive actions involving Wizard Magic spells that have a chance of inflicting minor or moderate status effects have the chances of inflicting said effects increased by 10%

Whenever an individual conducts an offensive action against possessor, possessor may deal 300,000 Flat Earth, Air, Fire, Water, Acid, Electrical, Energy, or Ice element Damage to said individual at the end of said action if possessor is a Large Structure
Up to three times per thread, when an individual conducts an offensive action against possessor, possessor may deal 500,000 Flat Physical or Fire element Damage to said individual at the end of said action, also possessing an 80% chance of inflicting either Wounded or Burning (or neither, if desired) on said individual at the end of said action, if possessor is a Large Structure

Wielder's offensive actions may target other battles if no opponent above level 68 is present in either battle

Wielder's attacks may gain '1 hit against 60,000' and gain the elements Fire and Magic

Wielder's offensive actions may unsummon targets below Level 60 who were summoned by individuals below Level 60


---------------------Healing---------------------

Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Food consumables used by possessor that heal HP heal an additional 200 points
Food consumables used by possessor that Heal HP heal an additional 5,000 points if in a Zone of Ice
Food consumables used by possessor that increase AGI or SPI increase it by an additional 10 points per charge as an effect that stacks 50 times across all consumable applications on said target




---------------------Start of Thread---------------------

Possessor may choose, at the beginning of a thread, to become solely Spatial element
Immunity to a chosen minor negative status effect at the start of each thread




---------------------Start of Battle---------------------

May set the Phantom Terrain to Abyss of Time, Astral Void, Battlefield, Beach, Boneyard, Bubble Cosmos, Caverns, Cliffside, Cloudy Sky, Conifer Forest, Cosmic Web, Dark Forest, Desert, Domain of Balance, Dry Riverbed, Ethereal Mists, Extradimensional Arena, Farmland, Forest, Frozen Cosmos, Frozen Waste, Glacier, Hills, Jungle, Lake, Mage's Sanctum, Marsh, Mirror Realm, Ocean, Open Sky, Realm of Magic, Space, Swamp, Void of Endings, Wellspring of Life, White Void or World Tree




---------------------Start of Round---------------------

Wearer regenerates 18,000,000 HP and 18,000,000 MP at the start of each round

At the start of each round, possessor may attach an effect to a Zone that either has a 60% chance of inflicting any one moderate negative status effect on each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round or that deals 120,000 Flat Damage of any base element to each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round, with both effects sharing a stacking cap, stacking twice per zone, and stacking 5 times across all zones

If possessor is a Large Structure, possessor may deal 350,000 Flat Fire, Acid, or Darkness element Damage to up to 15 targets at the start of each round, with a 40% chance of inflicting any one minor negative status effect, Burning, Dissolving, or Voidstruck on each of said targets

If possessor is a Large Structure, possessor may summon any individual from the Enemy List that is normally fightable for drops, is below Level 40, and is below possessor's Level, Entities summoned through this ability have the Damage values of their abilities increased by 50,000 points, Max 5 summoned
Possessor may, at the start of each round of battle, summon enemy from the Enemy List that is below Level 40, is normally fightable for drops, and has 'Tank' in its name, Max 40 summoned, Possessor's Vehicle and Machine allies gain +1% Dodge as a non-stacking buff

At the start of each round and of each of possessor's actions, possessor may choose to cause individuals who are either below Level 60 and not 20 or more Levels greater than possessor or who are willing to either be in a Zone or not be in a Zone, provided that said zone was created by a source that is either below Level 60 and not 20 or more Levels greater than possessor, is possessor, is one of possessor's pets, or is one of possessor's summons

At the start of each round, possessor may exit the battle possessor is in and enter any other currently active battle in the same thread, provided that no individual of Level 60 or greater who is in either the battle possessor is leaving or possessor's destination battle objects and that no individual who is 20 or more Levels greater than possessor who is in either said battle objects
Possessor may, at the start of any round, leave possessor's current battle and enter another currently open battle in the same thread provided that no individual of Level 60 or greater in either possessor's current battle or the destination battle objects

Activate Spatial Manipulation if Spatial element

Possessor may, at the start of each round, choose one Zone of Spatial 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

Possessor may, at the start of each round, move to the Front Row or to the Back Row
Whenever possessor conducts a Switch Rows action, possessor may switch rows one additional time, to a max of 5 times




---------------------Start of Action---------------------

At the start of each round and of each of possessor's actions, possessor may choose to cause individuals who are either below Level 60 and not 20 or more Levels greater than possessor or who are willing to either be in a Zone or not be in a Zone, provided that said zone was created by a source that is either below Level 60 and not 20 or more Levels greater than possessor, is possessor, is one of possessor's pets, or is one of possessor's summons




---------------------Passive Effects---------------------

Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Possessor's Level is counted as 3 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned

If possessor is Spatial element, whenever one of possessor's opponents of equal or lower Level who is below Level 60 summons an individual of Level 60 or lower in a battle that possessor is not in, possessor may instead have said individual be summoned in the battle that possessor is in, Whenever an individual of Level 60 who is not 20 or more Levels greater than possessor leaves a battle that possessor is not in to enter another battle, provided that said entering of said battle is caused by a source of Level 60 or lower, possessor may have said individual enter the battle possessor is in instead of whatever battle said individual would otherwise enter

If possessor loses a Weapon slot, possessor may, before losing said slot, exchange the item that is in said slot with an item in another slot that could be held in said slot, provided that possessor may hold said item in the other slot, provided that a source of Level 80 or greater did not cause possessor to lose said slot

If another battle is present, possessor may, once per round, re-direct an action from a lower-Level source below Level 60 to any target within any other battle in the same thread

If possessor is a Large Structure, whenever one of possessor's opponents who is at least Level 20 dies, possessor gains +100 to all stats, +10,000 HP, +1% Resilience, and +100 Defense, as a buff that stacks 10 times and lasts 15 rounds

Whenever possessor conducts a 'Switch Rows' action, up to 3 chosen allies may also move to either the front row or the back row if they could move to said rows by performing a 'Switch Rows' action

Possessor is immune to effects named "Golf Weakness"




---------------------Ally Bonuses---------------------

Allies gain +175,000 Defense
Allies gain +125,000 Defense against 'Ranged Attack' actions if in the back row

Spatial element allies gain +10 to all stats

Possessor's Large Structure allies deal 5,000 additional Damage per Damage-dealing counter that is an action that they perform




---------------------Transformation, Pet and Summon Bonuses---------------------

Possessor's summons gains +450 to all stats

Spatial element pets and summons gain +550 to all stats

Wielder's Undead summons gain +21,000 to all stats as a non-stacking effect

Magic Being pets and summons gain +3,550 HP, +600 MP, + 300 Defense, +110 to damage dealt, +770 to all stats, +300 to turn-order for turn-order purposes and their Damage values of abilities increased by 550 points
Robot pets and summons gain +3,550 HP, +600 MP, + 300 Defense, +110 to damage dealt, +810 to all stats, +300 to turn-order for turn-order purposes and their Damage values of abilities increased by 550 points




---------------------Zone and Terrain Effects---------------------

If possessor is Spatial element, whenever a Zone of Spatial is created, possessor may unsummon up to 5 non-unique individuals of Level 80 or lower who are not 20 or more Levels higher than possessor and who do not possess Spatial Resistance, Immunity, Reflection, or Absorption

Whenever an individual below Level 60 who is not 20 or more Levels greater than possessor creates a Zone, possessor may choose to not be in said Zone

+10% Dodge and 50% Poison Resistance if the terrain or phantom terrain is Swamp

+25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Spatial

+50 to all stats if in a Zone
+1,500 to all stats while in a Zone of Spatial
+350 additional MIN and +350 SPI if a Zone, Terrain, or Phantom Terrain is present
+600 to all stats if a Zone, Terrain, or Phantom Terrain is present
+100 MIN for each Zone, Terrain, or Phantom Terrain present, to a max of +500
+690 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
+100 to all stats if the terrain or phantom terrain is Battlefield, Beach, Boneyard, Caverns, Cliffside, Cloudy Sky, Conifer Forest, Dark Forest, Desert, Dry Riverbed, Farmland, Forest, Frozen Waste, Glacier, Hills, Jungle, Lake, Marsh, Ocean, Open Sky, Space or Swamp
+1,000 to all stats if the terrain or phantom terrain is Abyss of Time, Astral Void, Bubble Cosmos, Cosmic Web, Domain of Balance, Ethereal Mists, Extradimensional Arena, Frozen Cosmos, Mage's Sanctum, Mirror Realm, Realm of Magic, Void of Endings, Wellspring of Life, White Void or World Tree

Effects attached to Zones by sources below Level 80 cannot inflict Frozen, Suffocation, Voidstruck, Awestruck, or Fatigued on wearer

Caelum "Cael" Aetherius (Aeromage)
Level 79
Spirit, Air
HP- 10,325
MP- 20,650
STR: 317 (4)
AGI: 1,196 (14) (+200 Fleet Bonus)
CON: 554 (7)
MIN: 1,107 (14)
SPI: 2,346 (21)
XP- #
Fame- 45
Gold- #

Worshipper of the Seven Ancients

Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Fortify Body
Overdrive
Meditate- (Active Ability, Attack) Possessor may spend an action to Regenerate an amount of MP equal to (5% of user's Max MP). Cannot be used more times than user's level in one battle. User must be in the back row.

-Abjurer-
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Protection Magic spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Ablative Self-Screen- (Passive Ability, Abjurer) Up to 20 times per thread when possessor would acquire a debuff that reduces possessor's stats, possessor may choose for that instance of the debuff to reduce the amount it reduces each of possessor's by by 500, to a minimum of 0
Apprentice Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Protection Magic spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Protection Magic spells cost 200 less MP
Aura of the Protector- (Stance Ability, Abjurer) All of possessor's allies gain +20 Defense for each Protection Magic spell possessor has equipped
Basic Defensive Arts Training- (Passive Ability, Abjurer) +20 Defense
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them
Basic Item Preservation Application Aptitude- (Passive Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 10
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Protection Magic Casting I- (Passive Ability, Abjurer) Protection Magic spells cost possessor 20 less MP to cast
Protection Magic Casting II- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast

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

-Arcane Vizier-
Absorb Magic- (Passive Ability, Arcane Vizier) Possessor Absorbs Magic against sources below Level 20 if Level 20 or greater
Arcane Vizier- (Passive Ability, Arcane Vizier) Possessor ignores (1 * (Possessor Level/5), rounded down)% Magic Resistance, Possessor ignores Magic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Apprentice Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +500 Defense against Magic
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Apprentice Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 5% Magic Resistance
Basic Acceleration Within Magic's Dominion- (Passive Ability, Arcane Vizier) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Magic
Basic Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 Defense against Magic
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
Improved Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +5,000 Defense against Magic
Improved Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 10% Magic Resistance
Magic Immunity- (Passive Ability, Arcane Vizier) Possessor gains Magic Immunity against sources below Level 20 if Level 20 or greater

-Archer-
Apprentice Bow Training- (Passive Ability, Archer) Possessor gains +50 Ranged Attack if possessor has a Bow equipped, Possessor gains +20 to all stats if possessor has a Bow equipped
Archer's Aim- (Passive Ability, Archer) 104% to Hit with Bows, +5% to Hit with Archer techniques, +5 AGI
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
Bird Hunter- (Technique Ability, Archer) Possessor may use Bird Hunter in conjunction with a Ranged Attack, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +15 Ranged Attack and deals double damage if targeting a Bird. Said attack does 1/4 normal damage if not targeting a Bird.
Bolt Arrow- (Technique Ability, Archer) Possessor may use 'Bolt Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Bow equipped. Said attack gains +100 Ranged Attack and becomes solely Electricity element.
Longshot Stance- (Stance Ability, Archer) +5% to Hit from the back row, +5% to Hit from the back row with a Bow equipped
Wind Arrow- (Technique Ability, Archer) Possessor may use 'Wind Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Bow equipped. Said attack gains +100 Ranged Attack and becomes solely Air element.

-Architect-
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Combat Drill-Wielding- (Passive Ability, Architect) Possessor gains +200 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 150 Defense if possessor has a Tool with 'Drill' in its name equipped
Drill Usage- (Passive Ability, Architect) Possessor gains +20 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 20 Defense if possessor has a Tool with 'Drill' in its name equipped
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
Proper Tool Calibration- (Passive Ability, Architect) Possessor may remove any number of debuffs from Tool items that possessor is carrying that come from sources below Level 10 at the beginning of each round

-Astromancer-
Apprentice Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, All Astral Magic spells cost possessor 50 less MP to cast
Astral Magic Casting I- (Passive Ability, Astromancer) Astral Magic spells cost possessor 20 less MP to cast
Astral Magic Casting II- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast
Astromancer- (Passive Ability, Astromancer) Possessor's Damage-dealing actions that involve the casting of Astral Magic spells deal 500 additional Damage, Astral Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Astral Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Attuned to Constellations- (Passive Ability, Astromancer) Possessor gains +50 to all stats while possessor has at least 1 Empowered Constellation set
Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells gain +10 Magical Attack and cost 10 less MP
Beneath an Astral Sign- (Passive Ability, Astromancer) Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation
Beneath Favorable Stars- (Passive Ability, Astromancer) Possessor gains +5% To Hit, +5% Critical, +5% Dodge, and +5% Resilieince that may not be used to raise said abilities above 50%, while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Charter of Astrogeomantic Power- (Passive Ability, Astromancer) Possessor is considered to be 5 levels higher for stat-scanning purposes when scanning the stats of Astral element individuals or while the Terrain or Phantom Terrain is Space and possessor has at least one Empowered Constellation set
Draws Power from the Sky of Night- (Passive Ability, Astromancer) Possessor gains +100 to all stats and gains 2,000 MP that may only be used to cast Astral Magic spells while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Focused Astral Magic Casting- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Astral Magic
Improved Constellation Empowerment: Mind- (Passive Ability, Astromancer) Non-stacking Mind increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Improved Constellation Empowerment: Spirit- (Passive Ability, Astromancer) Non-stacking Spirit increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Interstellar Navigator- (Passive Ability, Astromancer) Possessor and possessor's Vessel transformations gain +100 to each of their turn-order-determining stats for turn-order-determining purposes while the Terrain or Phantom Terrain is Space
Lesser Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 20 points as a non-stacking effect
Minor Space Acclimation- (Passive Ability, Astromancer) Possessor gains 5% Voidstruck Resistance, 5% Suffocation Resistance, 5% Frozen Resistance, and 1% Darkness Resistance
Star Charter- (Passive Ability, Astromancer) Posessor gains +20 MIN while in a Zone of Darkness, a Zone of Light, or a Zone of Astral Magic or while possessor has at least one Empowered Constellation set
Twin-Constellation Link- (Passive Ability, Astromancer) Posssessor may have two Empowered Constellations set at a time
Wielder of Astrological Weapons- (Passive Ability, Astromancer) Damage dealt by possessor's Empowered Constellations is increased by 30,000 points as a non-stacking effect, Weapons created by possessor's Empowered Constellations have their attack bonuses increased by 2,500 points as a non-stacking effect

-Bard-
Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points
Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Merry Caroling- (Passive Ability, Bard) Possessor's non-offensive actions that include Bardic Music spells buff stats for an additional 80 points (to a max of 1,000 additional points across all buffs per individual) and provide an additional 5,000 points of HP Healing if they Heal HP
Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Wounding Puns- (Passive Ability, Bard) Possessor's Bardic Music spells may gain 5% inflicts Wounding

-Beastmaster-
Animal Calling I- (Passive Ability, Beastmaster) Possessor's Animal summons gain +20 to all stats
Animal Calling II- (Passive Ability, Beastmaster) Possessor's Animal summons gain +200 HP
Animal Calling III- (Passive Ability, Beastmaster) Possessor's Animal summons gain +500 MP
Animal Calling IV- (Passive Ability, Beastmaster) Possessor's Animal summons gain +2,000 HP and +4,000 MP
Animal Training I- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +20 to all stats
Animal Training II- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 to all stats
Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Beastmaster- (Passive Ability, Beastmaster) User may forfeit one Accessory slot or Spell slot to gain a Pet slot, +50 HP and +10 to all stats of Animal pets and summons per possessor levels
Clever Like a Fox- (Passive Ability, Beastmaster) +300 MIN, 14% Dodge
Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares

-Binder-
Apprentice Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Binder- (Passive Ability, Binder) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Spirit pet only, This ability provides +50 HP and +10 to all stats of possessor's Spirit pets and summons per Level of possessor
Formshift: Spirit- (Stance Ability, Binder) Possessor's subtype becomes Spirit
Guider of Spirits- (Passive Ability, Binder) Possessor's Spirit allies gain +25 AGI and 4% Dodge, Possessor may skip an action to change the row an allied Spirit is in
Incorporeal Spirit- (Passive Ability, Binder) If possessor is a Spirit, possessor gains 25% Dodge and 50% Dodge against individuals below Level 20
Pure Spirit- (Passive Ability, Binder) If possessor's subtype is Spirit, possessor gains +500 SPI, 20% Darkness Resistance, and is Immune to Minor Negative Status effects from sources below Level 40
Self-Based Spirit Magic Channeling- (Passive Ability, Binder) Possessor's Spirit Magic spells cost 200 less MP, Possessor's Spirit Magic spells with a Magical Attack bonus gain +40 to said bonus, and Possessor's Spirit Magic summons have a 5% less chance of being uncontrolled, This ability only functions while possessor is a Spirit
Spirit Traits- (Passive Ability, Binder) Possessor gains Diseased Immunity so long as possessor is a Spirit
Unified Knowledge of Spirits and Spirit Magic- (Passive Ability, Binder) Possessor may count Shine Maiden abilities possessor possesses as Binder abilities (including for prerequisite purposes), Possessor may count Binder abilities possessor possesses as Shrine Maiden abilities (including for prerequisite purposes)

-Blazing Sultan-
Adept Fire Synchronization- (Passive Ability, Blazing Sultan) Amounts of Fire element Damage possessor deals are increased by 10,000 points, Fire 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 Fire element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Fire's Dominion- (Passive Ability, Blazing Sultan) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire
Basic Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Defense against Fire
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Breathe Smoke- (Passive Ability, Blazing Sultan) Effects attached to Zones of Fire that come from sources below Level 40 cannot inflict Suffocation on possessor
Control of Fire- (Passive Ability, Blazing Sultan) Possessor has a 20% chance of being able to cancel the actions of Fire element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Fire- (Passive Ability, Blazing Sultan) Possessor gains +1% To Hit against Fire element targets
Fire Manipulation- (Passive Ability, Blazing Sultan) Possessor may choose one of the following at the beginning of each round if Fire element: Create a Zone of Fire, Remove a Zone of Fire created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fire by either possessor or a source below Level 20, Add Fire to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fire element on a Fire element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fire, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fire, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fire element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fire to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fire, 5% Fire Resistance, or +50 Defense against Fire and 1% Fire Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points

-Blessing-
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Airaqua's Embrace- (Passive Ability, Blessing) Possessor gains 100% Resistance to Drowning (but not its sub-status effects) and Immunity to Drowning: Tide Trapped
Aldriel's Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Mana Spark Blessing 18- (Passive Ability, Blessing) +30 AGI, +8 CON
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combattable on the enemy list that is neither Elite nor a Boss.

-Botanist-
Apprentice Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Plant Loyalty Communing- (Passive Ability, Botanist) Possessor's Plant pets and summons gain 20% Charm Resistance
Botanist- (Passive Ability, Botanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Plant pet only, This ability provides +50 HP and +10 to all stats of possessor's Plant pets and summons per Level of possessor
Evergreen Needles- (Passive Ability, Botanist) If possessor is a Plant, possessor gains 5% Ice Resistance, +500 Defense against Ice, and may deal 5,000 Flat Physical or Earth element Damage to any individual who conducts an offensive action against possessor at the end of said action
Herb Lore- (Passive Ability, Botanist) Possessor’s Medicine consumables that heal HP heal an additional 40 points.
Basic Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Plant Communing I- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +20 to all stats
Plant Communing II- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 to all stats
Plant Loyalty Communing- (Passive Ability, Botanist) Possessor's Plant pets and summons gain 40% Charm Resistance
Took An Evergarden Plant-Idenfitication Course- (Passive Ability, Botanist) Possessor's chances of successfully scanning the stats of Plants increase by 5% if already at least 1%
Understands Basic Plant Augmentation Treatments- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats

-Caliph of Corrosion-
Acid Manipulation- (Passive Ability, Caliph of Corrosion) Possessor may choose one of the following at the beginning of each round if Acid element: Create a Zone of Acid, Remove a Zone of Acid created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Acid by either possessor or a source below Level 20, Add Acid 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 Acid element on a Acid element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Acid, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Acid, 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 Acid element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Acid to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Acid, 5% Acid Resistance, or +50 Defense against Acid and 1% Acid Resistance until the end of the round as a non-stacking buff
Apprentice Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats for each Acid element item equipped, Possessor's Acid element pets and summons gain +250 to all stats
Basic Acceleration Within Acid's Dominion- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Acid
Basic Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 1% Acid Resistance
Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Basic Defenses Against Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 Defense against Acid
Basic Zonal Acclimation of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats while in a Zone of Acid
Caliph of Corrosion- (Passive Ability, Caliph of Corrosion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Acid Resistance, Possessor ignores Acid Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Control of Acid- (Passive Ability, Caliph of Corrosion) Possessor has a 20% chance of being able to cancel the actions of Acid element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +1% To Hit against Acid element targets
Improved Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 10% Acid Resistance

-Captain-
Apprentice Vessel User- (Passive Ability, Captain) All of possessor's Vessel transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Sky
Basic Boat Sailing- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Ocean
Basic Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel Transformations gain 120% To Hit and 20% Dodge while the Terrain or Phantom Terrain is Space
Basic Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Space
Basic Vessel User- (Passive Ability, Captain) All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Can Navigate Via the Stars- (Passive Ability, Captain) Possessor and possessor's allies gain 105% To Hit if possessor is in a Chronogeomantic Zone of Night or in both a Zone of Light and a Zone of Darkness
Can Safely Perform Atmospheric Re-Entry in a Properly Equipped Spacecraft- (Passive Ability, Captain) Possessor's Vessel Transformations gain 20% Resilience
Can Sail Well Under Darkness- (Passive Ability, Captain) Possessor's Vessel transformations gain +2% Dodge while in a Zone of Darkness
Captain- (Passive Ability, Captain) All of possessor's Vessel transformations gain +(25* Possessor Level) to all stats
Hyperspace Navigation- (Passive Ability, Captain) Possessor and possessor's allies gain 30% Dodge and 130% To Hit if possessor is in a Vessel transformation and the terrain or phantom terrain is Hyperspace
Improved Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI, 140% To Hit, and 40% Dodge while the Terrain or Phantom Terrain is Space
Improved Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI and 30% Dodge while the Terrain or Phantom Terrain is Space
Navigator- (Passive Ability, Captain) Possessor and possessor's allies gain 115% To Hit if possessor or any of possessor's allies is a Vessel (including a Vessel transformation)
Sailor- (Passive Ability, Captain) +30 to all stats while transformed into a Vessel while in a Zone of Water, +30 to all stats while transformed into a Water element Vessel, +30 to all stats while transformed into a Vessel while the terrain or phantom terrain is Ocean or River-Land
Sea Legs- (Passive Ability, Captain) 15% Confusion Resistance while transformed into a Vessel while in a Zone of Water, 10% Confusion Resistance while transformed into a Vessel or in a Zone of Water
Spaceship Pilot- (Passive Ability, Captain) Possessor's Vessel transformations gain +250 AGI while the terrain or phantom terrain is Space, Possessor's Vessel transformations gain +5% Dodge while the terrain or phantom terrain is space
Warp Captain- (Passive Ability, Captain) Possessor gains +500 to all stats if in a Vessel Transformation if the Terrain or Phantom Terrain is Space, Possessor's Vessel Transformations gain +5% Dodge, to a max of 100%, and +5% To Hit, to a max of 200%, if the Terrain of Phantom Terrain is Space

-Channeler-
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Improved Chain Casting Attunement- (Passive Ability, Channeler) Spells possessor casts through 'Basic Chain Casting Attunement' cost possessor 500 less MP to cast
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's

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

-Countess of Power-
Apprentice Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +50 to all stats for each Energy element item equipped, Possessor's Energy element pets and summons gain +250 to all stats
Basic Acceleration Within Energy's Dominion- (Passive Ability, Countess of Power) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Energy
Basic Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +50 Defense against Energy
Basic Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 1% Energy Resistance
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +50 to all stats while in a Zone of Energy
Control of Energy- (Passive Ability, Countess of Power) Possessor has a 20% chance of being able to cancel the actions of Energy element individuals below Level 20, with things that would occur before and after said actions still occurring
Countess of Power- (Passive Ability, Countess of Power) Possessor ignores (1 * (Possessor Level/5), rounded down)% Energy Resistance, Possessor ignores Energy Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Detect Energy- (Passive Ability, Countess of Power) Possessor gains +1% To Hit against Energy element targets
Energy Manipulation- (Passive Ability, Countess of Power) Possessor may choose one of the following at the beginning of each round if Energy element: Create a Zone of Energy, Remove a Zone of Energy created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Energy by either possessor or a source below Level 20, Add Energy 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 Energy element on a Energy element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Energy, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Energy, 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 Energy element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Energy to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Energy, 5% Energy Resistance, or +50 Defense against Energy and 1% Energy Resistance until the end of the round as a non-stacking buff
Improved Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +5,000 Defense against Energy

-Deathless One-
Apprentice Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 20% Charm Resistance
Cold Flesh- (Passive Ability, Deathless One) Possessor gains +200 Defense against Ice if possessor is Undead
Controlled Vampire Form- (Stance Ability, Deathless One) +5 Base STR, +5 Base CON, +5 Base AGI, +5 Base MIN, Pain Immunity, Poison Immunity, Diseased Immunity, Possessor counts as Undead, Possessor's HP-damaging attacks inflict Drain, 400% Light Weakness that cannot be removed or lessened by sources under level 40, 5% possessor fails to execute harmful actions against individuals no less than 5 levels below possessor with a Holy Symbol equipped or 5 Priest abilities unless possessor possesses at least 5 Priest abilities, Possessor may not affect enemy-created Zones or Terrain, The critical multipliers of individuals who get criticals against possessor increases by 1 (example: a critical that does x2 damage instead does x3 damage)
Creature of the Night- (Passive Ability, Deathless One) Possessor gains +200 to all stats if Undead while in a Zone of Darkness or a Chronogeomantic Zone of Night
Deathless One- (Passive Ability, Deathless One) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Undead pet only, This ability provides +50 HP and +10 to all stats of possessor's Undead pets and summons per Level of possessor
Daywalker- (Passive Ability, Deathless One) Possessor's 'Controlled Vampire Form' ability provides no Light Weakness
Incorporeal Undead- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains 25% Dodge and 50% Dodge against individuals below Level 20
Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +20 to all stats
Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 to all stats
Undead Traits- (Passive Ability, Deathless One) Possessor gains Pain Immunity, Poison Immunity and Diseased Immunity so long as possessor is an Undead

-Diviner-
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Can Percieve Standard Portal Destinations- (Passive Ability, Diviner) Possessor gains +10 MIN, Possessor gains +10% Dodge on any round that possessor enters a battle from another battle, not counting the first round of battle, as a non-stacking bonus
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Greater Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 5 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Predict Future with a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb equipped to scan a target's stats
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes

-Druid-
Accustomed to the Wild- (Passive Ability, Druid) Possessor gains +50 to all stats if in an Encounter Area
Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP
Attuned to the Environment- (Passive Ability, Druid) Whenever possessor is in a Zone of any base element or combination of base elements, possessor gains 1% Resistance to said element or elements
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Basic Druid Weather Control- (Passive Ability, Druid) At the start of each round, possessor may attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Basic Geomantic Druidic Arts- (Passive Ability, Druid) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Can Sense Zonal Traits- (Passive Ability, Druid) Possessor gains +100 MIN while a Terrain or Phantom Terrain is present, Has RP effects
Connection to the Seasons- (Passive Ability, Druid) Possessor may obtain a buff that gives its possessor the element Electrical whenever Call Unto Season: Spring is cast, Possessor may obtain a buff that gives its possessor the element Energy whenever Call Unto Season: Summer is cast, Possessor may obtain a buff that gives its possessor the element Acid whenever Call Unto Season: Fall is cast, and Possessor may obtain a buff that gives its possessor the element Ice whenever Call Unto Season: Winter is cast
Druid- (Passive Ability, Druid) Druid Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, Druid Magic spells cost possessor (50 + Possessor Level) less MP to cast, Possessor's Plant, Animal, Aerial, Insect, Cthonian, and Aquatic pets and summons gain +(50 * Possessor Level) to all stats as a non-stacking bonus
Druidic Geomantic Overlay Connection- (Passive Ability, Druid) Possessor's 'Understand Natural Disruptions' and 'Purge Unnatural Influence' abilities also apply to Phantom Terrains
Druidic Land Attunement- (Passive Ability, Druid) Possessor gains +100 to all stats if a Terrain or Phantom Terrain is present
Forest's Shelter- (Passive Ability, Druid) Possessor is Immune to individuals below Level 20 if the terrain or phantom terrain is Forest
Friend of the Trees- (Passive Ability, Druid) All allied Plants gain +20 to all stats, Possessor's Charm-inflicting attacks have a +5% chance of inflicting Charm if used against Plants of a level lower than possessor
Gardener- (Passive Ability, Druid) Possessor's Plant allies gain +200 to all stats as a non-stacking bonus
Influence Weather- (Active Ability, Druid) Possessor may spend an action to attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Inscribe Bark With Protective Magic- (Passive Ability, Druid) Possessor's Plant pets and summons gain +2,000 Defense as a non-stacking effect
Protector of the Land- (Active Ability, Druid) Possessor may choose, at the start of any of possessor's actions, to have any Zone effect or Phantom Terrain count as 5 levels higher for purposes of removal, this effect does not stack with any other active abilities that provide a similar bonus or itself
Purge Unnatural Influence- (Active Ability, Druid) Possessor may spend an action to remove an effect attached to a Zone or Terrain (but not a Phantom Terrain) that comes from a source that is not 20 or more Levels above possessor that is not above Level 60 that comes from a source that is a Necromancy Spell, a Necromancer ability, a Blight Magic spell, a Blight Druid ability, a Demon, a Demonologist ability, a Devil, a Pactmaker ability, a Daemon, a Puppet Master ability, a Rune Magic spell, a Rune Mage ability, an Abstract, a Walker from Beyond ability, a Celestial, a Justicar ability, a Celestial Magic spell, a Luminary ability, an Illuminated, a Lightbearer ability, an Angel, a Heavenly Protector ability, a Biomancy spell, a Biomancer ability, a Bio-Horror, a Mad Scientist ability, a Robot, a Roboticist Ability, a Clockwork, a Gearwright ability, a Machine, a Mechanist ability, a Hypertech spell, a Scientist ability, an Engineer ability, or an Architect ability.
Purging Spell- (Technique Ability, Druid) Possessor may use 'Puring Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' ability so long as no other technique is used and a Druid Magic spell is cast as part of said action. Said action removes one buff or debuff that comes from a source that is not 5 or more Levels above possessor that is not above Level 60 that comes from a source that is a Necromancy Spell, a Necromancer ability, a Blight Magic spell, a Blight Druid ability, a Demon, a Demonologist ability, a Devil, a Pactmaker ability, a Daemon, a Puppet Master ability, a Rune Magic spell, a Rune Mage ability, an Abstract, a Walker from Beyond ability, a Celestial, a Justicar ability, a Celestial Magic spell, a Luminary ability, an Illuminated, a Lightbearer ability, an Angel, a Heavenly Protector ability, a Biomancy spell, a Biomancer ability, a Bio-Horror, a Mad Scientist ability, a Robot, a Roboticist Ability, a Clockwork, a Gearwright ability, a Machine, a Mechanist ability, a Hypertech spell , a Scientist ability, an Engineer ability, or an Architect ability from each of its targets.
Resist Plants- (Passive Ability, Druid) Possessor gains 5% Plant Resistance; Plants below Level 15 cannot inflict minor negative status effects on possessor
Resist Unnatural Magic- (Passive Ability, Druid) Possessor gains +500 Defense against Forbidden Magic, Necromancy, Blight Magic, Biomancy, Technomancy, Enchantment, Dark Magic, Demon Magic, Celestial Magic, Rune Magic, Glyph Magic, Artifice, and Golomancy.
Restoring Spell- (Technique Ability, Druid) Possessor may use 'Restoring Spell' in conjunction with a 'Magical Attack', 'Cast a Spell', or 'Overdrive' action so long as said action includes the casting of a Druid Magic spell. Said action gains +500 Magical Attack if it possesses 'Heals', 'Heals HP' or 'Heals MP', Said action may cure one debuff from a source below Level 40 from each of its Plant or Animal targets, Said action cures one debuff that comes from a source below Level 40 that is a Necromancy Spell, a Necromancer ability, a Blight Magic spell, a Blight Druid ability, a Demon, a Demonologist ability, a Devil, a Pactmaker ability, a Daemon, a Puppet Master ability, a Rune Magic spell, a Rune Mage ability, an Abstract, a Walker from Beyond ability, a Biomancy spell, a Biomancer ability, a Bio-Horror, or a Mad Scientist ability.
Tender of Gardens- (Passive Ability, Druid) Possessor gains +600 SPI, Possessor's Plant allies gain +1,000 to all stats and +2,000 Defense as a non-stacking bonus, Druid Magic spells that summon Plants cost possessor 5,000 MP less to cast
Understand Natural Disruptions- (Passive Ability, Druid) Possessor is given the full text of all effects present on Zones or Terrains (but not Phantom Terrains) that come from sources that are not 20 or more Levels above possessor that are not above Level 60

-Ebon Chancellor-
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Apprentice Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense against Darkness
Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Control of Darkness- (Passive Ability, Ebon Chancellor) Possessor has a 20% chance of being able to cancel the actions of Darkness element individuals below Level 20, with things that would occur before and after said actions still occurring
Darkness Manipulation- (Passive Ability, Ebon Chancellor) Possessor may choose one of the following at the beginning of each round if Darkness element: Create a Zone of Darkness, Remove a Zone of Darkness created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Darkness by either possessor or a source below Level 20, Add Darkness to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Darkness element on a Darkness element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Darkness, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Darkness, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Darkness element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Darkness to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Darkness, 5% Darkness Resistance, or +50 Defense against Darkness and 1% Darkness Resistance until the end of the round as a non-stacking buff
Detect Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +1% To Hit against Darkness element targets
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5,000 Defense against Darkness

-Elementalist-
Adept Elemental Magic Attunement- (Passive Ability, Elementalist) Possessor's Elemental Magic spells cost 10,000 less MP, Possessor's Elemental Magic spells that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Elemental Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Aeromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Air element Elemental Magic spells, All Air element Elemental Magic spells cost 50 less MP, all Air element Elemental Magic summons gain +200 to all stats, Air element Elemental Magic spells that provide an AGI boost that only affect turn order boost it by 50 points further, Air element Elemental Magic spells that have a chance of inflicting Stun have a 5% greater chance
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Aquatic Lancing- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 200 Water element damage per user level that still has a chance of missing as though it was not a flat-damage attack and has a 5% chance of inflicting Stat Drain: Slowed so long as possessor has a Water element Elemental Magic spell equipped, +40 Magical Attack for Water element Elemental Magic spells
Aqueous Column of Protection- (Stance Ability, Elementalist) User must have at least 3 Water element Elemental Magic spells equipped, +100 Defense, +50 Defense against stat damage
Aura of Air- (Passive Ability, Elementalist) 5% Air Resistance, 5% Dodge if an Air element Elemental Magic spell is equipped
Aura of Earth- (Passive Ability, Elementalist) 5% Earth Resistance, +50 Defense if an Earth element Elemental Magic spell is equipped
Aura of Fall- (Passive Ability, Elementalist) Possessor gains 5% Acid Resistance, Possessor's offensive actions have a 5% chance of being able to inflict Drain on targets of lower Level than possessor who are below Level 20
Aura of Fire- (Passive Ability, Elementalist) 5% Fire Resistance, +50 Defense if a Fire element Elemental Magic spell is equipped
Aura of Spring- (Passive Ability, Elementalist) Possessor gains 5% Electrical Resistance, Possessor's offensive actions have a 5% chance of causing targets of lower Level than possessor who are below Level 20 to skip their next action (with effects occurring before and after said action still occurring) if a Electrical element Elemental Magic spell is equipped
Aura of Summer- (Passive Ability, Elementalist) Possessor gains 5% Elemental Magic Resistance, Possessor's offensive actions may ignore a single elemental resistance (but not Immunity or Absorbtion) of lower Level than possessor who are below Level 20
Aura of Water- (Passive Ability, Elementalist) 5% Water Resistance, +25 Defense against stat damage and damage caused by status effects if a Water element Elemental Magic spell is equipped
Aura of Winter- (Passive Ability, Elementalist) Possessor gains 5% Ice Resistance, Possessor's offensive actions have a 5% chance of inflicting a debuff on targets of lower Level than possessor who are below Level 20 that halves said targets' turn-order-determining stats for turn-order-determining purposes
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Caller of the Air Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Air element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Suffocation have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Earth Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Earth element Elementals gain +50 to all stats, +15 Defense against stat damage, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Entombed have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Fire Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Fire element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +500 damage to all damage-dealing attacks, their attacks that have a chance of inflicting Burning have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Water Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Water element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +40 Defense, and +20 stat damage to all stat-damage-dealing attacks, their attacks that have a chance of inflicting Drowning have a 1% higher chance, said summons cost 150 less MP to summon
Elemental Esoterica: Metal- (Passive Ability, Elementalist) Posessor's Metal element spell cost 500 less MP
Elemental Esoterica: Wood- (Passive Ability, Elementalist) Posessor's Wood element spell cost 500 less MP
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Envoy of Air- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Air
Envoy of Earth- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Earth
Envoy of Fall- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Fall
Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Envoy of Spring- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Spring
Envoy of Summer- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Summer
Envoy of Water- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Water
Envoy of Winter- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Winter
Ever-Present Earthen Dome- (Stance Ability, Elementalist) User must have at least 3 Earth element Elemental Magic spells equipped, +100 Defense, +2,000 HP
Flaming Pillar of Self- (Stance Ability, Elementalist) User must have at least 3 Fire element Elemental Magic spells equipped, +100 Defense, you may deal 1,000 Fire element damage to anyone who targets you with an offensive action as a counter
Float Upon the Levitating Wind- (Stance Ability, Elementalist) User must have at least 3 Air element Elemental Magic spells equipped, +100 Defense, +200 AGI
Form Metal Guardian Orbs- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to give a target a buff that provides +50 Defense, lasts 1 round, and stacks 4 times so long as an Earth element Elemental Magic spell is equipped, +40 Magical Attack for Earth element Elemental Magic spells
Hand of Blazing Flame- (Passive Ability, Elementalist) +40 Melee Attack for each open weapon slot if a Fire element elemental magic spell is equipped, melee attacks may be solely Fire element if no weapon is equipped
Hand of Blustering Wind- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Air element elemental magic spell is equipped, melee attacks may be solely Air element if no weapon is equipped
Hand of Cloud- (Passive Ability, Elementalist) +20 Magical Attack and +1% Dodge for each Air element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Suffocation
Hand of Dancing Fire- (Passive Ability, Elementalist) +5% to Hit with Fire element Elemental Magic spells, +25 AGI if a Fire element Elemental Magic spell is equipped
Hand of Flame- (Passive Ability, Elementalist) +20 Magical Attack and +1% Critical for each Fire element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Burning
Hand of Generative Lightning- (Passive Ability, Elementalist) Possessor's Electrical element Elemental Magic spells that confer non-addative resistance to Electrical have a 25% chance of conferring an equal amount of non-addative Magic resistance, to a max of 25%, +25 AGI if an Electrical element Elemental Magic spell is equipped
Hand of Glittering Mineral- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Earth element elemental magic spell is equipped, melee attacks may be solely Earth element if no weapon is equipped
Hand of Gravel- (Passive Ability, Elementalist) +20 Magical Attack and +1% Resilience for each Earth element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Entombed
Hand of Open Sky- (Passive Ability, Elementalist) Air element Elemental Magic spells that increase AGI increase it by 25 more points, +25 AGI if an Air element Elemental Magic spell is equipped
Hand of Salty Brine- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if a Water element elemental magic spell is equipped, melee attacks may be solely Water element if no weapon is equipped
Hand of Seafoam- (Passive Ability, Elementalist) +20 Magical Attack and +1% to Hit for each Water element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Drowning
Hand of Sparks- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Electrical element Elemental Magic spell equipped to a max of 10 spells, Possessor's non-offensive actions that cause an increase of stats for turn-order-determining purposes cause an additional 20 point increase for each Electrical element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Electrocuted
Hand of the Inflexable Tide- (Passive Ability, Elementalist) Water element Elemental Magic spells have a 1% chance of ignoring up to 20% status effect resistance, +25 CON if a Water element Elemental Magic spell is equipped
Hand of Unbroken Stone- (Passive Ability, Elementalist) Earth element Elemental Magic spells that confer resistance to Earth have a 25% chance of conferring an equal amount of Physical resistance, to a max of 25%, +25 CON if a Earth element Elemental Magic spell is equipped
Hand of Unending Spring- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if an Electrical element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Electrical element if no weapon is equipped
Heart of Air- (Passive Ability, Elementalist) +10 Magical Attack for Air element Elemental Magic, 5% Air Resistance
Heart of Earth- (Passive Ability, Elementalist) +10 Magical Attack for Earth element Elemental Magic, 5% Earth Resistance
Heart of Fire- (Passive Ability, Elementalist) +10 Magical Attack for Fire element Elemental Magic, 5% Fire Resistance
Heart of Water- (Passive Ability, Elementalist) +10 Magical Attack for Water element Elemental Magic, 5% Water Resistance
Hurl Lightning- (Active Ability, Elementalist) Possessor gains +40 Magical Attack for Electrical element Elemental Magic spells, So long as possessor has an Electrical element Elemental Magic spell equipped then for each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a 200 Flat Electrical element damage per user level that still has a chance of missing as though it was not a Flat-damage attack and has a 10% chance of causing targets below Level 20 to skip their next action (with effects that would occur before and after said action still occurring)
Hydromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Water element Elemental Magic spells, All Water element Elemental Magic spells cost 50 less MP, all Water element Elemental Magic summons gain +200 to all stats, Water element Elemental Magic spells that deal stat damage deal 5 more points, Water element Elemental Magic spells that Heal HP or MP heal 500 more, and Water element Elemental spells that heal stat damage heal 50 more points per target
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Lightning Halo- (Stance Ability, Elementalist) User must have at least 3 Electrical element Elemental Magic spells equipped, Possessor gains +200 Defense, Possessor counts any one turn-order-determining stat to be 200 points higher for turn-order-determining purposes, Possessor may deal 5,000 Flat Electrical element damage to any individual who conducts an offensive action against possessor
Project Mini Tornados- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 200 Air element damage per user level that hits 4 targets that still has a chance of missing as though it was not a flat-damage attack so long as possessor has an Air element Elemental Magic spell equipped, +40 Magical Attack for Air element Elemental Magic spells
Purity of Air- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Air element may deal solely Air element damage, Air element Elemental Magic spells gain +50 Magical Attack and if they have a chance of providing positive status effect beneifits for allies have a 3% greater chance
Purity of Earth- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Earth element may deal solely Earth element damage, Earth element Elemental Magic spells gain +50 Magical Attack and provide an additional +10 Defense for all defense-granting buffs
Purity of Fire- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Fire element may deal solely Fire element damage, Fire element Elemental Magic spells gain +100 Magical Attack
Purity of Water- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Water element may deal solely Water element damage, Water element Elemental Magic spells gain +60 Magical Attack and do 20 more stat damage if they deal stat damage
Pyromancer- (Passive Ability, Elementalist) +1,000 Damage to all damage dealing Fire element Elemental Magic spells, All Fire element Elemental Magic spells cost 50 less MP, all Fire element Elemental Magic summons gain +200 to all stats, Fire element Elemental Magic spells gain +5% Critical, Fire element Elemental Magic spells that have a percentage chance of hitting multiple targets have a 3% greater chance
Speak the Tongue of Earths- (Passive Ability, Elementalist) Earth element spells gain +5 Magical Attack
Speak the Tongue of Flames- (Passive Ability, Elementalist) Fire element spells gain +5 Magical Attack
Speak the Tongue of Skies- (Passive Ability, Elementalist) Air element spells gain +5 Magical Attack
Speak the Tongue of Waves- (Passive Ability, Elementalist) Water element spells gain +5 Magical Attack
Teramancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Earth element Elemental Magic spells, All Earth element Elemental Magic spells cost 50 less MP, all Earth element Elemental Magic summons gain +200 to all stats, Earth element Elemental Magic spells that raise Defense raise it by 20 more points, Earth element Elemental Magic spells that forcibly shift row formations for multiple targets affect 5 more targets
Toss Flame Globes- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 500 Fire element damage per user level that still has a chance of missing as though it was not a flat-damage attack so long as possessor has a Fire element Elemental Magic spell equipped, +40 Magical Attack for Fire element Elemental Magic spells


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

-Eternal Champion-
Apprentice Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +500 Defense against Hope
Apprentice Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats for each Hope element item equipped, Possessor's Hope element pets and summons gain +250 to all stats
Basic Acceleration Within Hope's Dominion- (Passive Ability, Eternal Champion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Hope
Basic Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +50 Defense against Hope
Basic Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Control of Hope- (Passive Ability, Eternal Champion) Possessor has a 20% chance of being able to cancel the actions of Hope element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Hope- (Passive Ability, Eternal Champion) Possessor gains +1% To Hit against Hope element targets
Eternal Champion- (Passive Ability, Eternal Champion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Hope Resistance, Possessor ignores Hope Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80h
Hope Manipulation- (Passive Ability, Eternal Champion) Possessor may choose one of the following at the beginning of each round if Hope element: Create a Zone of Hope, Remove a Zone of Hope created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Hope by either possessor or a source below Level 20, Add Hope 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 Hope element on a Hope element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Hope, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Hope, 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 Hope element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Hope to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Hope, 5% Hope Resistance, or +50 Defense against Hope and 1% Hope Resistance until the end of the round as a non-stacking buff
Improved Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +5,000 Defense against Hope

-Friendship-
Acquaintances With 1,000 Elementalist Masters- (Passive Ability, Friendship) +200 to all stats while in battle on same side as The Stormkeeper, an individual with the ability Master Elementalist Attunement, or one of the monsters Master of Airs, Master of Earths, Master of Fires, Master of Waters, and Master Elementalist, Possessor may purchase Elementalist abilities from the Ability Shop for 100,000 Gold less
Ally of the Cavern Beasts- (Passive Ability, Friendship) Earth element Elemental and Cthonian allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Earth element Elemental
Ally of the Flame Beasts- (Passive Ability, Friendship) Fire element Elemental allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Fire element Elemental
Ally of the Sea Beasts- (Passive Ability, Friendship) Water element Elemental and Aquatic allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Water element Elemental
Ally of the Sky Beasts- (Passive Ability, Friendship) Air element Elemental and Aerial allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Air element Elemental
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Good Friend of Caelum Aetherius (Time Cloned Spirit Binder)- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Caelum Aetherius (Time Cloned Spirit Binder)', Whenever possessor heals an individual named 'Caelum Aetherius (Time Cloned Spirit Binder)' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Caelum Aetherius (Time Cloned Spirit Binder)'
Good Friend of Lady Rosaline Fabrice- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lady Rosaline Fabrice', Whenever possessor heals an individual named 'Lady Rosaline Fabrice' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Lady Rosaline Fabrice'
Good Friend of the Leadership of Volatilis- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'The Floating Isle of Volatilis', Whenever possessor heals an individual named 'The Floating Isle of Volatilis' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'The Floating Isle of Volatilis'

-Geomancer-
Adept Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor 10,000 less MP to cast, Geomancy spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Attuned to Terrain: Beach - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Beach
Attuned to Terrain: Boneyard- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard
Attuned to Terrain: Caverns - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns
Attuned to Terrain: Cliffside - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cliffside
Attuned to Terrain: Cloudy Sky - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cloudy Sky
Attuned to Terrain: Conifer Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Conifer Forest
Attuned to Terrain: Dark Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dark Forest
Attuned to Terrain: Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Forest
Attuned to Terrain: Frozen Waste - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Frozen Waste
Attuned to Terrain: Graveyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Graveyard
Attuned to Terrain: Hills - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Hills
Attuned to Terrain: Jungle - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Jungle
Attuned to Terrain: Lake - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Lake
Attuned to Terrain: Marsh - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Marsh
Attuned to Terrain: Meadow - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Meadow
Attuned to Terrain: Mountains- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mountains
Attuned to Terrain: Ocean - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Ocean
Attuned to Terrain: Open Sky - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Open Sky
Attuned to Terrain: Stormy Plains - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Stormy Plains
Basic Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Create Zone- (Active Ability, Geomancer) Possessor may spend an action to create a zone of any base element
Empowered by Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Night
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Beach- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Beach
Phantom Terrain Link Established: Boneyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Boneyard
Phantom Terrain Link Established: Caverns- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Caverns
Phantom Terrain Link Established: Cliffside- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cliffside
Phantom Terrain Link Established: Cloudy Sky- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cloudy Sky
Phantom Terrain Link Established: Conifer Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Conifer Forest
Phantom Terrain Link Established: Dark Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dark Forest
Phantom Terrain Link Established: Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Forest
Phantom Terrain Link Established: Frozen Waste- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Frozen Waste
Phantom Terrain Link Established: Graveyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Graveyard
Phantom Terrain Link Established: Hills- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Hills
Phantom Terrain Link Established: Jungle- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Jungle
Phantom Terrain Link Established: Lake- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Lake
Phantom Terrain Link Established: Marsh- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Marsh
Phantom Terrain Link Established: Meadow- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Meadow
Phantom Terrain Link Established: Mesa- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mesa
Phantom Terrain Link Established: Mountains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mountains
Phantom Terrain Link Established: Ocean- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ocean
Phantom Terrain Link Established: Open Sky- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Open Sky
Phantom Terrain Link Established: Stormy Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Stormy Plains
Terrain Mastery- (Passive Ability, Geomancer) Abilities from the Geomancer class whose name includes 'Phantom Terrain Link Established', 'Attuned to Terrain', and 'Improved Terrain Attunement' cost possessor 1 less week (to a minimum of 1), 200,000 less Gold (to a minimum of 0), and 3 fewer Square Mile items of each type required (that are worth under 500,000,000 Gold each, to a minimum of 0), to learn from ability shops.
Weatherman- (Passive Ability, Geomancer) Possessor gains +5,000 Defense against damage sources attached to Zones

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

-Healer-
Apprentice Healer Attunement- (Passive Ability, Healer) All Healer Magic Spells cost possessor and possessor's allies 20 less MP to cast
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster Agility- (Technique Ability, Healer) Possessor may use Bolster Agility in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 AGI which stacks to a max of (20 x Possessor Level) AGI.
Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 CON which stacks to a max of (20 x Possessor Level) CON.
Bolster Defense- (Technique Ability, Healer) Possessor may use Bolster Defense in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Defense which stacks to a max of (20 x Possessor Level) Defense.
Bolster Health- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max HP which stacks to a max of (20 x Possessor Level) Max HP.
Bolster Magic- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max MP which stacks to a max of (20 x Possessor Level) Max MP.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Power- (Technique Ability, Healer) Possessor may use Bolster Power in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Magical Attack, +20 Melee Attack, or +20 Ranged Attack, which stacks to a max of (20 x Possessor Level) of each type of attack bonus.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Bolster Strength- (Technique Ability, Healer) Possessor may use Bolster Strength in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 STR which stacks to a max of (20 x Possessor Level) STR.
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast,
Medicinal Herb Mastery- (Passive Ability, Healer) Possessor’s Medicine consumables that heal HP heal an additional 7,000 points.

-Heir to the Future-
Apprentice Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +500 Defense against Technology
Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Basic Acceleration Within Technology's Dominion- (Passive Ability, Heir to the Future) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Technology
Basic Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +50 Defense against Technology
Basic Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 1% Technology Resistance
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Control of Technology- (Passive Ability, Heir to the Future) Possessor has a 20% chance of being able to cancel the actions of Technology element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Technology- (Passive Ability, Heir to the Future) Possessor gains +1% To Hit against Technology element targets
Heir to the Future- (Passive Ability, Heir to the Future) Possessor ignores (1 * (Possessor Level/5), rounded down)% Technology Resistance, Possessor ignores Technology Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +5,000 Defense against Technology
Technology Manipulation- (Passive Ability, Heir to the Future) Possessor may choose one of the following at the beginning of each round if Technology element: Create a Zone of Technology, Remove a Zone of Technology created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Technology by either possessor or a source below Level 20, Add Technology 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 Technology element on a Technology element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Technology, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Technology, 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 Technology element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Technology to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Technology, 5% Technology Resistance, or +50 Defense against Technology and 1% Technology Resistance until the end of the round as a non-stacking buff

-Illusionist-
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Basic Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 1,000 more HP, 100 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Can Delude Self About Health Conditions- (Passive Ability, Illusionist) Possessor has a 50% chance per effect of suffering no negative effects from minor negative status effects from sources below Level 10
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Fake Stat Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent

-Kinetic Emperor-
Apprentice Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 Defense against Physical
Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Basic Acceleration Within Physical's Dominion- (Passive Ability, Kinetic Emperor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Physical
Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Basic Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 1% Physical Resistance
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Control of Physical- (Passive Ability, Kinetic Emperor) Possessor has a 20% chance of being able to cancel the actions of Physical element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Physical- (Passive Ability, Kinetic Emperor) Possessor gains +1% To Hit against Physical element targets
Improved Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +5,000 Defense against Physical
Kinetic Emperor- (Passive Ability, Kinetic Emperor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Physical Resistance, Possessor ignores Physical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Physical Manipulation- (Passive Ability, Kinetic Emperor) Possessor may choose one of the following at the beginning of each round if Physical element: Create a Zone of Physical, Remove a Zone of Physical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Physical by either possessor or a source below Level 20, Add Physical 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 Physical element on a Physical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Physical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Physical, 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 Physical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Physical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Physical, 5% Physical Resistance, or +50 Defense against Physical and 1% Physical Resistance until the end of the round as a non-stacking buff

-Magus-
Acidic Sphere- (Technique Ability, Magus) Possessor may use 'Acidic Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Acid element, and gains '30% inflicts Dissolving'.
Add Orb Shell: Demonic Tar- (Technique Ability, Magus) Possessor may use 'Add Orb Shell: Demonic Tar' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor has an Orb equipped. One hit of said action against each target gains +1,600 Magical Attack, counts as coming from a source with the subtype Demon, gains the elements Darkness, Earth, and Water, and gains '80% inflicts Paralyzed'
Adept Orb Training- (Passive Ability, Magus) Orb weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Orb weapons equipped by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Orb
Apprentice Orb Training- (Passive Ability, Magus) Possessor gains +50 Magical Attack if possessor has an Orb equipped, Possessor gains +20 to all stats if possessor has an Orb equipped
Basic Bowling Skills- (Passive Ability, Magus) Possessor gains 105% To Hit when an Orb is equipped.
Basic Bowling Wizard Skills- (Passive Ability, Magus) Possessor's Orb weapons that provide a Ranged Attack bonus greater than their Magical Attack bonus may provide an additional Magical Attack bonus equal to half their Ranged Attack bonus that cannot be greater than the difference between their original Ranged Attack bonus and Magical Attack bonus, to a max of 50,000 points
Basic Orb Training- (Passive Ability, Magus) Possessor gains +6 Magical Attack when an Orb is equipped.
Blustering Sphere- (Technique Ability, Magus) Possessor may use 'Blustering Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Air element, and gains '30% inflicts Suffocation'
Bowl 'Em Over!- (Technique Ability, Magus) Possessor may use Bowl 'Em Over! in conjunction with a Ranged Attack, so long as no other technique is used and an Orb is equipped. Said Ranged Attack action gains +80 Ranged Attack and a 5% chance of inflicting Fatigued: Stun
Breathless Sphere- (Technique Ability, Magus) Possessor may use 'Breathless Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation'
Bubble Sphere- (Technique Ability, Magus) Possessor may use 'Bubble Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Water element.
Burning Sphere- (Technique Ability, Magus) Possessor may use 'Burning Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Caustic Sphere- (Technique Ability, Magus) Possessor may use 'Caustic Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Acid element.
Dissolution Sphere- (Technique Ability, Magus) Possessor may use 'Dissolution Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Enchanted Sphere- (Technique Ability, Magus) Possessor may use 'Enchanted Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Magic element.
Enchanting Sphere- (Technique Ability, Magus) Possessor may use 'Enchanting Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Erasure Sphere- (Technique Ability, Magus) Possessor may use 'Erasure Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Erosion Sphere- (Technique Ability, Magus) Possessor may use 'Erosion Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Acid element, and gains '15% inflicts Dissolving', deals 1/4 Damage, and gains '1 hit against 10'.
Explosive Sphere- (Technique Ability, Magus) Possessor may use 'Explosive Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Flame Sphere- (Technique Ability, Magus) Possessor may use 'Flame Sphere' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack gains +100 Magical Attack and becomes solely Fire element.
Fountain Sphere- (Technique Ability, Magus) Possessor may use 'Fountain Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Water element, and gains '30% inflicts Drowning'.
Gale Sphere- (Technique Ability, Magus) Possessor may use 'Gale Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Hyped-Up Unstoppable Orb Technique- (Technique Ability, Magus) Possessor may use 'Hyped-Up Unstoppable Orb Technique' in conjunction with a 'Magical Attack' action so long as an Orb is equipped and no other technique is used. Said action gains +1 Magical Attack, cannot be countered by Level 1 individuals, and is delayed 5 rounds.
Hypervoltage Orb- (Technique Ability, Magus) Possessor may use 'Hypervoltage Orb' in conjunction with a 'Magical Attack' or 'Ovrdrive' action so long as an Orb is equipped and no other technique is used. Said action gains +3,000 Magical Attack, gains the element Electrical, and gains '100% inflicts Electrocuted'
Ignition Sphere- (Technique Ability, Magus) Possessor may use 'Ignition Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Inundating Sphere- (Technique Ability, Magus) Possessor may use 'Inundating Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
League-Caliber Bowling Skills- (Passive Ability, Magus) Possessor gains 125% To Hit when an Orb is equipped, Possessor's Orbs that provide a Ranged Attack bonus provide an additional +50 such points.
Light Orb Aflame- (Technique Ability, Magus) Possessor may use 'Light Orb Aflame' in conjunction with a 'Magical Attack' action so long as an Orb is equipped and no other technique is used. Said action gains +200 Magical Attack, gains a 15% chance of inflicting Burning, and gains the element Fire
Magical Sphere- (Technique Ability, Magus) Possessor may use 'Magical Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Magus- (Passive Ability, Magus) Possessor gains +(100 * Possessor Level) Magical Attack if possessor has an Orb equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Orb equipped
Orb Element Override- (Active Ability, Magus) Possessor may spend an action to change the element of 1 equipped, non-unique Orb worth under 2,000,000 Gold to possessor's element
Orb Element Override Array Access- (Passive Ability, Magus) Possessor's Orb Element Override actions may change the element of Orbs they may be applied to into any one Base Element
Orbic Cube-Conversion: Winged Cube of Magic Seawater- (Technique Ability, Magus) Possessor may use 'Orbic Cube-Conversion: Winged Cube of Magic Seawater' in conjunction with a 'Magical Attack' action so long as an Orb is equipped and no other technique is used. Said action gains +250 Magical Attack, cannot be countered by non-Air-element individuals below Level 40, and becomes solely Water element.
Orb Wielding I- (Passive Ability, Magus) +5 to all stats when a Orb is equipped
Orb Wielding II- (Passive Ability, Magus) +25 to all stats when a Orb is equipped, +50 Magical Attack when a Orb is equipped
Orb Wielding III- (Passive Ability, Magus) Possessor gains +200 to all stats when an Orb is equipped and +200 Melee Attack, Magical Attack, and Ranged Attack when an Orb is equipped
Pitch Orb- (Technique Ability, Magus) Possessor may use 'Pitch Orb' in conjunction with a 'Ranged Attack' or 'Magical Attack' action so long as no other technique is used and possessor has an Orb equipped. Said action gains +15 Ranged Attack, +15 Magical Attack, and +10% To Hit as a non-stacking effect.
Problem-Bearing Cyclone Whirl- (Technique Ability, Magus) Possessor may use 'Problem-Bearing Cyclone Whirl' in conjunction with a 'Magical Attack' action so long as an Orb is equipped and no other technique is used. Said action gains +500 Magical Attack and may transfer a moderate negative status effect from one of target's allies to target.
Rock Sphere- (Technique Ability, Magus) Possessor may use 'Rock Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Earth element, and gains '30% inflicts Entombed'.
Rockslide Sphere- (Technique Ability, Magus) Possessor may use 'Rockslide Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Earth element, and gains '15% inflicts Entombed'.
Rumbling Sphere- (Technique Ability, Magus) Possessor may use 'Rumbling Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Earth element, and gains '15% inflicts Entombed', deals 1/4 Damage, and gains '1 hit against 10'.
♢Seer's Orb Witnesses All- (Passive Ability, Magus) If possessor has an Orb equipped, possessor may, up to three times per round, at the start of each round, scan the stats of an individual, with said target being able to be in a different battlespace
♢Seer Watches from Afar- (Passive Ability, Magus) If possessor has an Orb equipped and scans the stats of an individual in a different battlespace successfully while no equal or greater Level opponent is in possessor's battlespace, possessor and possessor's allies obtain +(Possessor's Level * 250) to all stats as a non-stacking buff that lasts until the end of the third round that its possessor is in the same battlespace as the entity whose stats were scanned or until the end of battle, whichever occurs first
Sorcerous Sphere- (Technique Ability, Magus) Possessor may use 'Sorcerous Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted', deals 1/4 Damage, and gains '1 hit against 10'.
Sphere Mastery- (Passive Ability, Magus) Technique Abilities from the Magus class whose name includes 'Sphere' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Sphere of Ruinous Wind and Fire- (Technique Ability, Magus) Possessor may use 'Sphere of Ruinous Wind and Fire' in conjunction with a 'Magical Attack' action so long as an Orb is equipped and no other technique is used. Said action gains +1,500 Magical Attack, gains the elements Fire and Air, and gains a 30% chance of inflicting Suffocation and Burning.
Sticky Sphere- (Technique Ability, Magus) Possessor may use 'Sticky Shot' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack gains a 20% chance of inflicting Paralyzed: Sticky.
Stone Sphere- (Technique Ability, Magus) Possessor may use 'Stone Sphere' in conjunction with a 'Magical Attack ' action, so long as no other technique is used and possessor has an Orb equipped. Said attack gains +100 Magical Attack and becomes solely Earth element.
Vampiric Bowling- (Passive Ability, Magus) Possessor, while in the Stance Controlled Vampire Form, gains +15% To Hit provided an Orb weapon is equipped, Possessor may inflict Drain with Ranged Attack actions while an Orb is equipped
Water-Heating Sphere- (Technique Ability, Magus) Possessor may use 'Water-Heating Sphere' in conjunction with a 'Magical Attack' action so long as an Orb is equipped. Said action deals 5,000 additional Damage to Water element targets and may attach an effect to a Zone of Water that deals 5,000 Flat Fire element Damage to each individual in it at the start of each round.
Wave Sphere- (Technique Ability, Magus) Possessor may use 'Wave Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Water element, and gains '15% inflicts Drowning', deals 1/4 Damage, and gains '1 hit against 10'.
♢Whispering Orb- (Passive Ability, Magus) Possessor's attacks that involve at least one attack bonus of an Orb possessor has equipped may scan the stats of their targets
Wind Sphere- (Technique Ability, Magus) Possessor may use 'Wind Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Air element.

-Merchant-
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Florist- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 2,500 Gold for Plant pets, Possessor's Plant pets and summons gain +100 to all stats
Gift Wrapper- (Passive Ability, Merchant) Possessor chooses on month of the year upon acquring this ability; possessor's per-item half-price sell cap is increased by 5,000 Gold during that month
Item Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Items (as in the type Item, which most Materials and Antiquities have, not all items)
Material Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Materials
Pet Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Pets
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.

-Mentalist-
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Clairvoyance Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when using a Psychic Power spell to do said scanning
Basic Cryokinesis Powers- (Passive Ability, Mentalist) Possessor's Ice-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Basic Pyrokinesis Powers- (Passive Ability, Mentalist) Possessor's Fire-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
Improved Psychometry Powers- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +50, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Mentalist- (Passive Ability, Mentalist) +500 Damage to all damage dealing Psychic Power spells, MIN may be used instead of SPI as the relevant stat for magical attacks involving Psychic Power spells, All Psychic Power spells cost 30 less MP, +25 additional damage per possessor level

-Mind Lord-
Apprentice Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +500 Defense against Psychic
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Basic Acceleration Within Psychic's Dominion- (Passive Ability, Mind Lord) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Psychic
Basic Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +50 Defense against Psychic
Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Control of Psychic- (Passive Ability, Mind Lord) Possessor has a 20% chance of being able to cancel the actions of Psychic element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Psychic- (Passive Ability, Mind Lord) Possessor gains +1% To Hit against Psychic element targets
Improved Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +5,000 Defense against Psychic
Psychic Manipulation- (Passive Ability, Mind Lord) Possessor may choose one of the following at the beginning of each round if Psychic element: Create a Zone of Psychic, Remove a Zone of Psychic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Psychic by either possessor or a source below Level 20, Add Psychic 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 Psychic element on a Psychic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Psychic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Psychic, 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 Psychic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Psychic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Psychic, 5% Psychic Resistance, or +50 Defense against Psychic and 1% Psychic Resistance until the end of the round as a non-stacking buff
Mind Lord- (Passive Ability, Mind Lord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Psychic Resistance, Possessor ignores Psychic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

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

-Mountain King-
Adept Earth Synchronization- (Passive Ability, Mountain King) Amounts of Earth element Damage possessor deals are increased by 10,000 points, Earth 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 Earth element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +500 Defense against Earth
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Apprentice Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Earth's Dominion- (Passive Ability, Mountain King) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Earth
Basic Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +50 Defense against Earth
Basic Earth Resistance- (Passive Ability, Mountain King) Possessor gains 1% Earth Resistance
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 50 points
Body of Wet Sand- (Passive Ability, Mountain King) If possessor is Earth element, possessor gains +10 Defense, 2% Dodge, 2% Resilience, and +1 CON
Control of Earth- (Passive Ability, Mountain King) Possessor has a 20% chance of being able to cancel the actions of Earth element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Earth- (Passive Ability, Mountain King) Possessor gains +1% To Hit against Earth element targets
Earth Manipulation- (Passive Ability, Mountain King) Possessor may choose one of the following at the beginning of each round if Earth element: Create a Zone of Earth, Remove a Zone of Earth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Earth by either possessor or a source below Level 20, Add Earth to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Earth element on a Earth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Earth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Earth, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Earth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Earth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Earth, 5% Earth Resistance, or +50 Defense against Earth and 1% Earth Resistance until the end of the round as a non-stacking buff
Improved Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +5,000 Defense against Earth
Improved Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 5,000 points
Mountain King- (Passive Ability, Mountain King) Possessor ignores (1 * (Possessor Level/5), rounded down)% Earth Resistance, Possessor ignores Earth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

-Musician-
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Can Play the Bagpipes- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bagpipes' in its name equipped
Can Play the Bassoon- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bassoon' in its name equipped
Can Play the Clarinet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Clarinet' in its name equipped
Can Play the Fife- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Fife' in its name equipped
Can Play the Flute- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Flute' in its name equipped
Can Play the Harmonica- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Harmonica' in its name equipped
Can Play the Oboe- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Oboe' in its name equipped
Can Play the Ocarina- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Ocarina' in its name equipped
Can Play the Piano- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piano' in its name equipped
Can Play the Piccolo- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piccolo' in its name equipped
Can Play the Trumpet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trumpet' in its name equipped
Musician- (Passive Ability, Musician) Possessor gains +(50 * Possessor Level) Magical Attack if possessor has an Instrument equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Instrument equipped

-Ocean Prince-
Adept Water Synchronization- (Passive Ability, Ocean Prince) Amounts of Water element Damage possessor deals are increased by 10,000 points, Water 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 Water element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Apprentice Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 500 points
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Defenses Against Water- (Passive Ability, Ocean Prince) Possessor gains +50 Defense against Water
Basic Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +10 to all stats
Basic Water Resistance- (Passive Ability, Ocean Prince) Possessor gains 1% Water Resistance
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 50 points
Control of Water- (Passive Ability, Ocean Prince) Possessor has a 20% chance of being able to cancel the actions of Water element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Water- (Passive Ability, Ocean Prince) Possessor gains +1% To Hit against Water element targets
Improved Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 5,000 points
Ocean Prince- (Passive Ability, Ocean Prince) Possessor ignores (1 * (Possessor Level/5), rounded down)% Water Resistance, Possessor ignores Water Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Water Manipulation- (Passive Ability, Ocean Prince) Possessor may choose one of the following at the beginning of each round if Water element: Create a Zone of Water, Remove a Zone of Water created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Water by either possessor or a source below Level 20, Add Water to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Water element on a Water element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Water, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Water, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Water element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Water to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Water, 5% Water Resistance, or +50 Defense against Water and 1% Water Resistance until the end of the round as a non-stacking buff

-Priest-
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Basic Channeling of Divine Mercy- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack and Heal bonus gain +50 additional Magical Attack for purposes of non-offensive actions
Basic Channeling of Divine Wrath- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Bolster Worshipper Benefits- (Passive Ability, Priest) Possessor gains +40 to any stat out of STR, AGI, CON, MIN, and SPI that possessor's Worshipper Benefits give possessor a bonus to
Confess Sins- (Active Ability, Priest) Up to three times per thread, possessor may spend an action to remove a debuff that possessor applied to one of possessor's allies, Possessor must have a Patron Deity to perform said action
Evangelist- (Passive Ability, Priest) Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity
Minorly Blessed by a Deity- (Passive Ability, Priest) 5% Hexed Resistance, Possessor has a 20% chance of inflicting Hexed: Ill Fortune on any individual who kills possessor immediately upon death, Possessor must be a devout follower of some deity for this ability to take effect
Pillar Against The Madness- (Passive Ability, Priest) If possessor is a devout worshipper of the Twelve Ancients pantheon, possessor cannot become the subtype Darkspawn, cannot equip Forbidden Magic spells, gains a 50% resistance to Darkspawn under <Possessor's Level + 20>, and gains a 50% resistance to Forbidden Magic spells cast by individuals under <Possessor's Level + 20>, has RP effects in certain circumstances
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect

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

-Ravager-
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Flame Chop- (Technique Ability, Ravager) Possessor may use 'Flame Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Frost Chop- (Technique Ability, Ravager) Possessor may use 'Frost Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped

-Scholar-
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
General Knowledge of Nexus Discs- (Passive Ability, Scholar) +15 MIN
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN

-Scientist-
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Analytical- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 99
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Knowledge of Basic Hyperspace Theory- (Passive Ability, Scientist) Possssor gains +100 MIN if the Terrain or Phantom Terrain is Space
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage

-Seer-
Apprentice Robe Mastery- (Passive Ability, Seer) Possessor gains +50 Defense if possessor has a Robe equipped
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
♢Cataclysm Comes!- (Active Ability, Seer) Possessor's 'Doom Prophecy' actions may name a moderate negative status effect instead of a minor one
♢Doom and Cataclysm, Intertwined- (Passive Ability, Seer) Possessor's 'Doom Prophecy' ability may choose both a minor negative status effect and a moderate negative status effect instead of just one status effect
♢Doom Prophecy- (Active Ability, Seer) Possessor may perform an action, choosing a target, a minor negative status effect, and a round number greater than the current round's number. Possessor acquires a non-stacking buff that doubles possessor's infliction chance of that minor negative status effect on the chosen individual during the chosen round.
Predict Direction of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +50 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Direction of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +250 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Elemental Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one base element and gain +50 Defense against said element as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Elemental Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one base element and gain +250 Defense against said element as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +50 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +250 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
♢Preordained Arrival- (Active Ability, Seer) If possessor is wearing a Robe, possessor may not be prevented from entering or leaving battlespaces by equal or lower Level individuals the first time per round that possessor moves from one battlespace to another
Seer- (Passive Ability, Seer) Possessor gains +(50 * Possessor Level) Defense and +(1,000 * Possessor Level) MP if possessor has a Robe equipped
♢The Instrument Is Named- (Active Ability, Seer) Possessor's 'Doom Prophecy' actions may apply their buff to a chosen ally of possessor instead of possessor

-Shrine Maiden-
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Focused Spirit Magic Casting- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spirit Magic
Guarded by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +50 Defense while possessor possesses at least 2 Spirit allies
Guarded Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not summoned any non-'Spirit Magic' summons during this thread
Guarded Purity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not been afflicted with any negative status effects during this thread
Shrine Maiden- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +380 additional Magical Attack, have a 50% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 1,500 more HP, 100 more to each stat, and stay for 5 rounds longer, plus an additional +15 additional Magical Attack per possessor level
Shrine Maiden's Robe Proficiency- (Passive Ability, Shrine Maiden) Possessor gains +80 SPI while possessor has at least one Robe and at least one Spirit Magic spell equipped
Spirit Magic Casting I- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 20 less MP to cast
Spirit Magic Casting II- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast
Spirit that Shines with Charity- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that buff targets and involve Spirit Magic
Spirit that Shines with Diligence- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that cure negative status effects of targets and involve Spirit Magic
Spirit that Shines with Kindness- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that heal targets and involve Spirit Magic
Summons Through Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +100 to all stats if summoned while possessor is not afflicted with any negative status effects
Tasked by the Great Khan's Wife to Bring His Spirit Rest- (Passive Ability, Shrine Maiden) Possessor gains +55,000 Defnse against Undead whose name includes 'Dead Khan' or 'Great Khan', Possessor ignores the Resistance and Immunities of Bosses named 'The Great Khan Risen' that are Level 60 or lower and on the Boss List.
White Mark of the Spirits- (Passive Ability, Shrine Maiden) Possessor counts as having a White Spiritual Mark, Possessor cannot cast spells that would give possessor a Black Spiritual Mark, equip items that would cause possessor to count as having a Black Spiritual Mark, or gain the abilities 'Black Mark of the Spirits' or 'Black Mark of the Spirits'

-Skykeeper-
Aerial Traits- (Passive Ability, Skykeeper) Possessor gains +1 to all stats so long as possessor is an Aerial
Apprentice Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Capable of Flight- (Passive Ability, Skykeeper) Possessor gains +200 AGI, 10% Earth Resistance, and 50% Entombed Resistance if possessor is Air Element or an Aerial
Floaty- (Passive Ability, Skykeeper) Possessor does not count as being in the back row for purposes of the number of people in each row, but may not use this ability to be in the back row when nothing is in the front row unless possessor could do so otherwise
Formshift: Aerial- (Stance Ability, Skykeeper) Possessor's subtype becomes Aerial
Lay Eggs- (Active Ability, Skykeeper) Possessor may spend an action to summon any one Aerial below Level 20 that is either normally fightable for drops on the Enemy List or that is in stock in the shop, Max 10 summoned
Lay Large Eggs- (Passive Ability, Skykeeper) Possessor's 'Lay Eggs' ability has its Level restriction raised to summons below Level 40
Rooster's Wake-Up Caw- (Passive Ability, Skykeeper) If possessor is an Aerial, possessor may cure up to 2,000 allies of Fatigued at the start of each round

-Snow Queen-
Apprentice Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +500 Defense against Ice
Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Basic Acceleration Within Ice's Dominion- (Passive Ability, Snow Queen) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ice
Basic Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +50 Defense against Ice
Basic Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 1% Ice Resistance
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Control of Ice- (Passive Ability, Snow Queen) Possessor has a 20% chance of being able to cancel the actions of Ice element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Ice- (Passive Ability, Snow Queen) Possessor gains +1% To Hit against Ice element targets
Frosty Lips- (Passive Ability, Snow Queen) Possessor's HP-Drain-dealing actions that deal Ice element Damage deal 10 additional Ice element Damage
Ice Manipulation- (Passive Ability, Snow Queen) Possessor may choose one of the following at the beginning of each round if Ice element: Create a Zone of Ice, Remove a Zone of Ice created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ice by either possessor or a source below Level 20, Add Ice 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 Ice element on a Ice element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ice, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ice, 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 Ice element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ice to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ice, 5% Ice Resistance, or +50 Defense against Ice and 1% Ice Resistance until the end of the round as a non-stacking buff
Improved Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +5,000 Defense against Ice
Snow Queen- (Passive Ability, Snow Queen) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ice Resistance, Possessor ignores Ice Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

-Summoner-
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Summon Dodge Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Dodge
Basic Summon Essence-Linking- (Passive Ability, Summoner) Possessor gains +50 to all stats if possessor has any summons, Possessor's summons gain +50 to all stats
Basic Summon Resilience Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Resilience
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Basic Summoner-Screening Techniques- (Passive Ability, Summoner) Possessor gains +50 Defense if possessor possesses any summons
Expanded Summoning Capacity- (Passive Ability, Summoner) Possessor's summon caps that are already at least 20 increase by 1, to a max of 200
Knowledge of Basic Techniques in Summoning Air-Element Entities- (Passive Ability, Summoner) Possessor's Air-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Earth-Element Entities- (Passive Ability, Summoner) Possessor's Earth-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Hope-Element Entities- (Passive Ability, Summoner) Possessor's Hope-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Light-Element Entities- (Passive Ability, Summoner) Possessor's Light-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Water-Element Entities- (Passive Ability, Summoner) Possessor's Water-element summons gain +100 to all stats
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Well-Versed in Traditional Summoning Techniques- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain +100 to all stats

-Swordsman-
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Flatedge Strike- (Technique Ability, Swordsman) Possessor may use 'Flatedge Strike' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack may not reduce the HP of its targets below 1.
Sword Wielding I- (Passive Ability, Swordsman) +5 to all stats when a Sword is equipped
Sword Wielding II- (Passive Ability, Swordsman) +25 to all stats when a Sword is equipped, +50 Melee Attack when a Sword is equipped
Tri Slash- (Technique Ability, Swordsman) Possessor may use 'Tri Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains '3 hits against 1' and deals 2/3 Damage.

-Thief-
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Item Thievery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Elusive- (Passive Ability, Thief) 15% Dodge
Fleet- (Passive Ability, Thief) +200 AGI that is counted as unmodified for capping purposes
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%

-Thunder Czar-
Apprentice Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Basic Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 Defense against Electrical
Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points
Control of Electrical- (Passive Ability, Thunder Czar) Possessor has a 20% chance of being able to cancel the actions of Electrical element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Electrical- (Passive Ability, Thunder Czar) Possessor gains +1% To Hit against Electrical element targets
Electrical Manipulation- (Passive Ability, Thunder Czar) Possessor may choose one of the following at the beginning of each round if Electrical element: Create a Zone of Electrical, Remove a Zone of Electrical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Electrical by either possessor or a source below Level 20, Add Electrical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Electrical element on a Electrical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Electrical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Electrical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Electrical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Electrical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Electrical, 5% Electrical Resistance, or +50 Defense against Electrical and 1% Electrical Resistance until the end of the round as a non-stacking buff
Thunder Czar- (Passive Ability, Thunder Czar) Possessor ignores (1 * (Possessor Level/5), rounded down)% Electrical Resistance, Possessor ignores Electrical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

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

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

-Wanderer-
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fast Traveller- (Passive Ability, Wander) Possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle in Random Quests
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast

-Wind Duke-
Absorb Air- (Passive Ability, Wind Duke) Possessor Absorbs Air against sources below Level 20 if Level 20 or greater
Adept Air Synchronization- (Passive Ability, Wind Duke) Amounts of Air element Damage possessor deals are increased by 10,000 points, Air 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 Air element Spells, and may not be converted into other types of slots by individuals below Level 100
Air Immunity- (Passive Ability, Wind Duke) Possessor gains Air Immunity against sources below Level 20 if Level 20 or greater
Air Manipulation- (Passive Ability, Wind Duke) Possessor may choose one of the following at the beginning of each round if Air element: Create a Zone of Air, Remove a Zone of Air created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Air by either possessor or a source below Level 20, Add Air to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Air element on a Air element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Air, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Air, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Air element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Air to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Air, 5% Air Resistance, or +50 Defense against Air and 1% Air Resistance until the end of the round as a non-stacking buff
Apprentice Affinity to Healing Via Air- (Passive Ability, Wind Duke) Whenever possessor obtains Air element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Air Resistance- (Passive Ability, Wind Duke) Possessor gains 5% Air Resistance
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Apprentice Command of Air- (Passive Ability, Wind Duke) Possessor's Air 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 Air- (Passive Ability, Wind Duke) Possessor gains +500 Defense against Air
Apprentice Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +100 to all stats
Apprentice Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +500 to all stats while in a Zone of Air
Basic Acceleration Within Air's Dominion- (Passive Ability, Wind Duke) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Air
Basic Affinity to Healing Via Air- (Passive Ability, Wind Duke) Whenever possessor obtains Air element HP Healing or MP Healing, said amount is increased by 500 points
Basic Air Resistance- (Passive Ability, Wind Duke) Possessor gains 1% Air Resistance
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Basic Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +50 Defense against Air
Basic Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +10 to all stats
Basic Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while in a Zone of Air
Control of Air- (Passive Ability, Wind Duke) Possessor has a 20% chance of being able to cancel the actions of Air element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: Air- (Technique Ability, Wind Duke) Possessor may use 'Elemental Attack-Conversion: Air' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Air element and no other technique is used. Said action becomes solely the element Air.
Emanate Air- (Passive Ability, Wind Duke) Whenever possessor absorbs Damage that is Air element Damage, Possessor may choose to deal 10,000 Flat Air element Damage to up to 10 targets
Expert Air Synchronization- (Passive Ability, Wind Duke) Air element Damage dealt to possessor (not including healing) is halved, Air element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Air element accessories, and may not be converted into other types of slot by individuals below Level 100
Greater Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 25,000 points
Improved Air Resistance- (Passive Ability, Wind Duke) Possessor gains 10% Air Resistance
Improved Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +1,000 to all stats while in a Zone of Air
Nonsynchronous Elemental Attack-Conversion: Air- (Passive Ability, Wind Duke) Possessor may use the Technique 'Elemental Attack-Conversion: Air' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Air element.
Nullify Air- (Passive Ability, Wind Duke) Possessor may remove the element Air from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Air-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Air-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Air from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Partial Channeling of the Wrath of Air- (Passive Ability, Wind Duke) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Suffocation
Reflect Air- (Passive Ability, Wind Duke) Possessor Reflects Air against sources below Level 20 if Level 20 or greater
Relentless Tempest of Air- (Passive Ability, Wind Duke) If possessor's last action was solely Air element either due to this ability or the technique 'Elemental Attack-Conversion: Air', possessor may make any of possessor's offensive actions solely Air element.
Wind Duke- (Passive Ability, Wind Duke) Possessor ignores (1 * (Possessor Level/5), rounded down)% Air Resistance, Possessor ignores Air Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Wind Whisper- (Passive Ability, Wind Duke) Possessor's non-offensive actions that target no opponents and buff at least one ally may not be countered by individuals below Level 20
Zonal Air Control- (Passive Ability, Wind Duke) Possessor may, at the start of each round, choose one Zone of Air 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

-Wizard-
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Improved Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 250 less MP to cast
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped

-Other: Aetheric Voyager
Aetheric Voyager- (Passive Ability, Other: Aetheric Voyager) Possessor ignores (1 * (Possessor Level/5), rounded down)% Aether Resistance, Possessor ignores Aether Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Aether Manipulation- (Passive Ability, Other: Aetheric Voyager) Possessor may choose one of the following at the beginning of each round if Aether element: Create a Zone of Aether, Remove a Zone of Aether created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Aether by either possessor or a source below Level 20, Add Aether 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 Aether element on a Aether element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Aether, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Aether, 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 Aether element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Aether to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Aether, 5% Aether Resistance, or +50 Defense against Aether and 1% Aether Resistance until the end of the round as a non-stacking buff
Apprentice Defenses Against Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +500 Defense against Aether
Apprentice Aether Resistance- (Passive Ability, Other: Aetheric Voyager) Possessor gains 5% Aether Resistance
Apprentice Aether Synchronization- (Passive Ability, Aetheric Voyager) Possessor gains +50 to all stats for each Aether element item equipped, Possessor's Aether element pets and summons gain +250 to all stats
Basic Aether Resistance- (Passive Ability, Other: Aetheric Voyager) Possessor gains 1% Aether Resistance
Basic Aether Synchronization- (Passive Ability, Other: Aetheric Voyager) Possessor gains +25 to all stats if Aether element
Basic Defenses Against Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +50 Defense against Aether
Control of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor has a 20% chance of being able to cancel the actions of Aether element individuals below Level 20, with things that would occur before and after said actions still occurring
Improved Defenses Against Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +5,000 Defense against Aether
Improved Aether Resistance- (Passive Ability, Other: Aetheric Voyager) Possessor gains 10% Aether Resistance

-Other: Archsmith of Metal-
Adept Metal Synchronization- (Passive Ability, Other: Archsmith of Metal) Amounts of Metal element Damage possessor deals are increased by 10,000 points, Metal 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 Metal element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Metal Synchronization- (Passive Ability, Archsmith of Metal) Possessor gains +50 to all stats for each Metal element item equipped, Possessor's Metal element pets and summons gain +250 to all stats
Apprentice Weaponization of Metal- (Passive Ability, Other: Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 500 points
Archsmith of Metal- (Passive Ability, Other: Archsmith of Metal) Possessor ignores (1 * (Possessor Level/5), rounded down)% Metal Resistance, Possessor ignores Metal Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Defenses Against Metal- (Passive Ability, Other: Archsmith of Metal) Possessor gains +50 Defense against Metal
Basic Metal Resistance- (Passive Ability, Other: Archsmith of Metal) Possessor gains 1% Metal Resistance
Basic Metal Synchronization- (Passive Ability, Other: Archsmith of Metal) Possessor gains +25 to all stats if possessor is Metal element
Basic Weaponization of Metal- (Passive Ability, Other: Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 50 points
Coat Armor- (Passive Ability, Other: Archsmith of Metal) Possessor's 'Metal Coat' ability may affect Armor items in addition to weapons
Defenses that Utilize Metal- (Passive Ability, Other: Archsmith of Metal) Possessor gains +500 Defense if possessor has any Metal-element items equipped that provide a Defense bonus
Improved Weaponization of Metal- (Passive Ability, Other: Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 5,000 points
Mass Coat- (Passive Ability, Other: Archsmith of Metal) Possessor's 'Metal Coat' ability may affect up to 15 selected items per action
Metal Coat- (Active Ability, Other: Archsmith of Metal) Possessor may spend an action to make any one weapon wielded or carried by wielder or one of wielder's allies solely Metal element

-Other: Destiny Weaver-
♢Nexus of Fates- (Stance Ability, Other: Destiny Weaver) At the start of each round, possessor may transfer up to (Possessor's Level) Fate element or Enchantment buffs or debuffs from targets that are either willing or lower Level than possessor to targets that are either willing or lower Level than possessor
♢Prophetic Spell- (Stance Ability, Other: Destiny Weaver) Possessor may use 'Prophetic Spell' in conjunction with a 'Magical Attack', 'Cast a Spell', or 'Overdrive' action so long as no other Technique is being used and possessor is casting a Fate element spell as part of said action. Said action may be delayed up to (Possessor's Level) rounds, and, if it is its performer's only delayed action at the time, it may not be countered, including preemptively, by entities below its performer's Level without its performer's permission.

-Other: Kringlemaster-
A Gift for You!- (Active Ability, Other: Kringlemaster) Possessor, if a Santa, may spend an action to conduct an attack that has a Prime Attribute of Spirit, has a base Damage value of (1,000 * Possessor Level) that it incorporates as though possessor were an Enemy, incorporates the Ranged Attack, Melee Attack, or Magical Attack (choosing one type across all items for said action) bonuses of equipped Box items, that possesses 'May Heal', that possesses '100% inflicts any one minor or moderate status effect', that is solely any combination of base elements, and costs 0 MP
Basic Kringlemaster Knowledge- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Bearer of Yearly Gifts- (Passive Ability, Other: Kringlemaster) Once per thread per individual, possessor may increase the value of a stat buff that possessor places on an individual by 15,000 points as a non-stacking effect across all applications
Explosive Gifts- (Passive Ability, Other: Kringlemaster) If possessor is a Santa, possessor's offensive 'A Gift for You!' actions may gain '1 hit against (5 * Possessor Level)' and may gain the element Fire
Formshift: Santa- (Stance Ability, Other: Kringlemaster) Possessor's subtype becomes Santa
Santa Instruction I- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +20 to all stats
Santa Instruction II- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +100 to all stats
Santa's Sleighmastery- (Passive Ability, Other: Kringlemaster) If possessor is a Santa, possessor's Vehicle transformations whose name includes 'Sleigh' gain +3,000 to all stats and +15% Dodge

-Other: Lord of Trees-
Adept Wood Synchronization- (Passive Ability, Other: Lord of Trees) Amounts of Wood element Damage possessor deals are increased by 10,000 points, Wood 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 Wood element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Defenses Against Wood- (Passive Ability, Other: Lord of Trees) Possessor gains +500 Defense against Wood
Apprentice Weaponization of Wood- (Passive Ability, Other: Lord of Trees) Quantities of Wood element Damage dealt by possessor are increased by 500 points
Apprentice Wood Resistance- (Passive Ability, Other: Lord of Trees) Possessor gains 5% Wood Resistance
Apprentice Wood Synchronization- (Passive Ability, Lord of Trees) Possessor gains +50 to all stats for each Wood element item equipped, Possessor's Wood element pets and summons gain +250 to all stats
Basic Defenses Against Wood- (Passive Ability, Other: Lord of Trees) Possessor gains +50 Defense against Wood
Basic Weaponization of Wood- (Passive Ability, Other: Lord of Trees) Quantities of Wood element Damage dealt by possessor are increased by 50 points
Basic Wood Resistance- (Passive Ability, Other: Lord of Trees) Possessor gains 1% Wood Resistance
Basic Wood Synchronization- (Passive Ability, Other: Lord of Trees) Possessor gains +25 to all stats if possessor is Wood element
Improved Defenses Against Wood- (Passive Ability, Other: Lord of Trees) Possessor gains +5,000 Defense against Wood
Improved Weaponization of Wood- (Passive Ability, Other: Lord of Trees) Quantities of Wood element Damage dealt by possessor are increased by 5,000 points
Improved Wood Resistance- (Passive Ability, Other: Lord of Trees) Possessor gains 10% Wood Resistance
Lord of Trees- (Passive Ability, Other: Lord of Trees) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wood Resistance, Possessor ignores Wood Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

-Other: Unbound Guru-
Absorb Void- (Passive Ability, Other: Unbound Guru) Possessor Absorbs Void against sources below Level 20 if Level 20 or greater
Adept Void Synchronization- (Passive Ability, Other: Unbound Guru) Amounts of Void element Damage possessor deals are increased by 10,000 points, Void 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 Void element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Command of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Understanding of the Heart of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element allies gain +100 to all stats
Apprentice Void Resistance- (Passive Ability, Other: Unbound Guru) Possessor gains 5% Void Resistance
Apprentice Void Synchronization- (Passive Ability, Unbound Guru) Possessor gains +50 to all stats for each Void element item equipped, Possessor's Void element pets and summons gain +250 to all stats
Apprentice Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 500 points
Basic Command of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element pets and summons gain +50 to all stats
Basic Defenses Against Void- (Passive Ability, Other: Unbound Guru) Possessor gains +50 Defense against Void
Basic Understanding of the Heart of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element allies gain +10 to all stats
Basic Void Resistance- (Passive Ability, Other: Unbound Guru) Possessor gains 1% Void Resistance
Basic Void Synchronization- (Passive Ability, Other: Unbound Guru) Possessor gains +25 to all stats if possessor is Void element
Basic Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 50 points
Can Hear the Underpinnings of the Cosmos While In Solitude- (Passive Ability, Other: Unbound Guru) If possessor is Void element and possesses no allies, possessor obtains a buff that provides +1,000 MIN and +1,000 SPI that stacks 5 times at the start of each round whose number is a multiple of 5
Control of Void- (Passive Ability, Other: Unbound Guru) Possessor has a 20% chance of being able to cancel the actions of Void element individuals below Level 20, with things that would occur before and after said actions still occurring
Cosmic Harmonist's Stance- (Stance Ability, Other: Unbound Guru) Possessor may treat Void as a base element, Possessor may, if Void element, give any of possessor's willing pets, allies, or summons a buff at the start of each round that gives them all of possessor's base elements and does not stack
Cosmic Harmonization of Void and Air- (Passive Ability, Other: Unbound Guru) Possessor may count Wind Duke abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Wind Duke abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Wind Duke)
Cosmic Harmonization of Void and Earth- (Passive Ability, Other: Unbound Guru) Possessor may count Mountain King abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Mountain King abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Mountain King)
Cosmic Harmonization of Void and Fire- (Passive Ability, Other: Unbound Guru) Possessor may count Blazing Sultan abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Blazing Sultan abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Blazing Sultan)
Cosmic Harmonization of Void and Metal- (Passive Ability, Other: Unbound Guru) Possessor may count Archsmith of Metal abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Archsmith of Metal abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Archsmith of Metal)
Cosmic Harmonization of Void and Water- (Passive Ability, Other: Unbound Guru) Possessor may count Ocean Prince abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Ocean Prince abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Ocean Prince)
Cosmic Harmonization of Void and Wood- (Passive Ability, Other: Unbound Guru) Possessor may count Lord of Trees abilities toward the number of Unbound Guru abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Unbound Guru), Possessor may count Unbound Guru abilities toward the number of Lord of Trees abilities possessor possesses for prerequite purposes (though not in a manner that allows them to count towards other classes because they count towards Lord of Trees)
Detect Void- (Passive Ability, Unbound Guru) Possessor gains +1% To Hit against Void element targets
Emanate Void- (Passive Ability, Other: Unbound Guru) Whenever possessor absorbs Damage that is Void element Damage, Possessor may choose to deal 10,000 Flat Void element Damage to up to 10 targets
Empowered By Void- (Passive Ability, Unbound Guru) If possessor is Void 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 Void
Empty Transcendence of Air- (Passive Ability, Other: Unbound Guru) Possessor may treat Air as a nonbase element if possessor is Void element
Empty Transcendence of Earth- (Passive Ability, Other: Unbound Guru) Possessor may treat Earth as a nonbase element if possessor is Void element
Empty Transcendence of Fire- (Passive Ability, Other: Unbound Guru) Possessor may treat Fire as a nonbase element if possessor is Void element
Empty Transcendence of Metal- (Passive Ability, Other: Unbound Guru) Possessor may treat Metal as a nonbase element if possessor is Void element
Empty Transcendence of Water- (Passive Ability, Other: Unbound Guru) Possessor may treat Water as a nonbase element if possessor is Void element
Empty Transcendence of Wood- (Passive Ability, Other: Unbound Guru) Possessor may treat Wood as a nonbase element if possessor is Void element
Expert Void Synchronization- (Passive Ability, Other: Unbound Guru) Void element Damage dealt to possessor (not including healing) is halved, Void element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Void element accessories, and may not be converted into other types of slot by individuals below Level 100
Guru's Empty Sanctum- (Active Ability, Other: Unbound Guru) Possesor may spend an action to create a battlespace that contains a Zone of Void that has an effect attached to it that prevents sources below Level 60 from creating or destroying zones in the same battlespace that it is present in; a max of one battlespace may be created by each individual through this ability at any one time
Harmonization of Air and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Air element if possessor is Void element
Harmonization of Earth and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Earth element if possessor is Void element
Harmonization of Fire and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Fire element if possessor is Void element
Harmonization of Metal and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Metal element if possessor is Void element
Harmonization of Water and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Water element if possessor is Void element
Harmonization of Wood and Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as Wood element if possessor is Void element
Harnessing the Flow of Air Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Air unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Harnessing the Flow of Earth Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Earth unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Harnessing the Flow of Fire Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Fire unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Harnessing the Flow of Metal Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Metal unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Harnessing the Flow of Water Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Water unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Harnessing the Flow of Wood Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore increases in the MP costs of possessor's spells or abilities that are applied on the basis of said spells or abilities possessing the element Wood unless said spells or abilities also possess MP cost increases that are applied on the basis of said spells or abilities possessing the element Void
Improved Command of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Understanding of the Heart of Void- (Passive Ability, Other: Unbound Guru) Possessor's Void element allies gain +250 to all stats
Improved Void Resistance- (Passive Ability, Other: Unbound Guru) Possessor gains 10% Void Resistance
Improved Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 5,000 points
Meditation of Empty Minds- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Empty Minds' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action deals 500 Flat Void element MIN Damage to each opponent in the same battlespace.
Meditation of Harmonization- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Harmonization' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action gives its perfomer a non-stacking buff that gives its possessor any combination of base elements that are possessed by other individuals within the same battlespace at the time of its application.
Meditation Upon the Void- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation Upon the Void' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in a Zone of Void and is Void element. Said action regenerates 1,000,000 additional MP and cures its performer of one minor negative status effect or of one debuff from a source below Level 40
Meditative Assumption of Void- (Passive Ability, Other: Unbound Guru) Possessor may choose, at the beginning of a thread, to become solely Void element
Nexus of Elements- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose to count an combination of the elements Air, Earth, Fire, Water, Wood, Metal, and Void as either base or nonbase element, may choose to count as possessing or not possessing any combination of the elements Air, Earth, Fire, Water, Wood, and Metal, and may add or remove any combination of the elements Air, Earth, Fire, Water, Wood, and Metal from the elements of Damage dealt by possessor, the elements of possessor's attacks, or the elements of possessor's actions; Possessor may choose to count 'Void' as the default element instead of Null
Opening the Conduits of Air Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Air' and 'Air Resistance' for purposes of possessor's actions that are both Air element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Opening the Conduits of Earth Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Earth' and 'Earth Resistance' for purposes of possessor's actions that are both Earth element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Opening the Conduits of Fire Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Fire' and 'Fire Resistance' for purposes of possessor's actions that are both Fire element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Opening the Conduits of Metal Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Metal' and 'Metal Resistance' for purposes of possessor's actions that are both Metal element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Opening the Conduits of Water Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Water' and 'Water Resistance' for purposes of possessor's actions that are both Water element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Opening the Conduits of Wood Through Void- (Passive Ability, Other: Unbound Guru) Possessor may choose to ignore 'Defense against Wood' and 'Wood Resistance' for purposes of possessor's actions that are both Wood element and Void element that target individuals below Level 60 unless said targets possess either 'Void Resistance' or 'Defense against Void'
Unbound Guru- (Passive Ability, Other: Unbound Guru) Possessor ignores (1 * (Possessor Level/5), rounded down)% Void Resistance, Possessor ignores Void Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Understanding of Void as the Core of Traditional Elements- (Passive Ability, Other: Unbound Guru) Possessor may exchange any of the elements Earth, Air, Fire, or Water for the element Void whenever possessor casts an Elemental Magic spell, Possessor may count the element Void as any of the elements Earth, Air, Fire, and Water for purposes of Elementalist abilities
Unhinged From the Real- (Passive Ability, Other: Unbound Guru) If possessor is Void element, whenever possessor would obtain a buff from an Ethereal Magic spell or a Void element spell, possessor may instead choose to obtain a buff provided by a different Ethereal Magic spell or Void element spell that is In Stock in the shop and costs an equal or lower quantity of Gold, provided that said buff is one that could have been applied to possessor were said spell cast instead of the spell that was actually cast
Void Immunity- (Passive Ability, Other: Unbound Guru) Possessor gains Void Immunity against sources below Level 20 if Level 20 or greater
Void Manipulation- (Passive Ability, Other: Unbound Guru) Possessor may choose one of the following at the beginning of each round if Void element: Create a Zone of Void, Remove a Zone of Void created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Void by either possessor or a source below Level 20, Add Void 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 Void element on a Void element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Void, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Void, 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 Void element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Void to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Void, 5% Void Resistance, or +50 Defense against Void and 1% Void Resistance until the end of the round as a non-stacking buff

-Misc-
Base Holy One Synchronicity- (Passive Ability, Prophet of the Brightest Heavens) Possessor may treat Holy One as a base subtype
Basic Prophet of the Brightest Heavens Knowledge- (Passive Ability, Prophet of the Brightest Heavens) Possessor's Holy One pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Basic Vehicle User- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Evergarden Food Preservation Techniques- (Passive Ability, Chef) Effects attached to Zones that come from sources below Level 60 cannot destroy Food consumables equipped by possessor
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Mirage Dragon Czar- (Passive Ability, Clearance) Possessor may fight the monster 'Mirage Dragon Czar' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle The Benjamins- (Passive Ability, Clearance) Possessor may fight the monster 'The Benjamins' for drops, This ability cannot be used in combos
Lay Dragon Eggs- (Passive Ability, Dragon Lord) Possessor's 'Lay Eggs' ability may summon Dragons
Lay Fish Eggs- (Passive Ability, Seakeeper) Possessor's 'Lay Eggs' ability may summon Aquatics
Lay Reptile Eggs- (Passive Ability, Other: Herpetologist) Possessor's 'Lay Eggs' ability may summon Reptiles
Negaself Slayer- (Passive Ability, Warrior) Possessor may not be replicated by individuals below Level 60 without possessor's permission
Phantasmagorical Self-Warding- (Passive Ability, Other: Ward Crafter) Possessor may, once per thread, choose to not acquire a major negative status effect that would otherwise afflict possessor, provided it is coming from a source that is not Level 99 or 5 or more Levels greater than possessor
Samurai Santa- (Passive Ability, Kensei) Sword Arts spells cast by possessor may gain '1 hit against every individual in caster's battlespace' if they already target at least one non-caster individual and caster is Level 40 or greater and/or is a Santa
Sensei Dracula's First Lesson- (Passive Ability, Monk) +5,000 Melee Attack if no weapons are equipped, +350 STR, CON, and MIN if no weapons are equipped, Possessor's Melee Attacks have a 5% chance of inflicting Impaired if no weapons are equipped
Ultra-Strength- (Passive Ability, Superhero) +20,000 STR, +10,000 HP, If possessor's Strength stat is being checked as part of an effect that would allow possessor to shift a target's row, possessor's Strength for said row-shift-allowance-checking is considered to be doubled (to a max of 2,000,000 additional points)
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor


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


Armour-
Armor of the Gold Leaf Throne's Knight- (Armor, Heavy Armor, Glory & Wealth, 400,000,000 Gold) +400,000 Defense, +40,000 Defense against Stat Damage, +400,000 CON, Wielder's Defense may not be pierced by individuals below Level 60 who are below wielder's Level, Wielder must be Level 40 or greater


Accessories-
Cloak of Nested Illusions- (Accessory, Cloak, Illusion, 215,000,000 Gold) +115,000 to all stats, Actions from individuals below Level 80 have a 20% chance of failing to target wielder if wielder so desires as a non-stacking effect, Wielder must be Level 40 or greater
Ring of Cosmic Birth- (Accessory, Ring, Life & Magic, 275,000,000 Gold) +2,750,000 HP as a non-stacking bonus, +2,750,000 MP as a non-stacking bonus, Wielder may spend an action to summon an Outsider, Planetary, or Astral Being below Level 95, Max 10 summoned, Wielder's summons regenerate 275,000 HP and MP at the start of each round as an effect that stacks 5 times, Wielder must be Level 40 or greater


Air Accessory Slot-

Void Accessory Slot-



Spells-

10 Elemental Magic Spell Slots-

10 Geomancy Spell Slots-

5 Air Spell Slots-

5 Earth Spell Slots-

5 Fire Spell Slots-

5 Metal Spell Slots-

5 Void Spell Slots-

5 Water Spell Slots-

5 Wood Spell Slots-



Modified Stats wrote: Caelum "Cael" Aetherius (Aeromage)
Level 79
Spirit, Air
HP- 3,003,500
MP- 3,033,000
STR: 3,170 (Capped)
AGI: 13,960 (Capped)
CON: 5,540 (Capped)
MIN: 11,120 (Capped)
SPI: 23,460 (+300 on first round)


---------------------Defence---------------------

Actions from individuals below Level 80 have a 20% chance of failing to target wielder if wielder so desires

79% Dodge (via Caelum's Divine Domain)
+3% Dodge
+10% Dodge on any round beyond the first that possessor enters a battle from another battle

15% Resilience
+1% Resilience

10% Acid, Aether, Air, Magic, Void, Wood Resistance
10% Earth Resistance if Air element
5% Earth, Electrical, Fire, Ice, Water Resistance
1% Darkness, Energy, Hope, Metal, Physical, Psychic, Technology Resistance
20% Darkness Resistance if a Spirit

50% Darkspawn Resistance (against sub-79 instances)
5% Plant Resistance

May, once per thread, choose to not acquire a major negative status effect that would otherwise afflict possessor, provided it is coming from a source that is not Level 99 or 5 or more Levels greater than possessor

Immunities: Drowning: Tide Trapped, Fatigued: Sleep
Diseased Immunity (if a Spirit)
Pain, Poison and Diseased (if Undead)
Confusion Immunity against sources below Level 60

100% Drowning Resistance
50% Entombed Resistance if Air element
30% Confusion Resistance
5% Voidstruck, Suffocation, Frozen, Hexed Resistance



Defense- 22,680
Defense may not be pierced by individuals below Level 60 who are below wielder's Level

Void element Damage dealt to possessor (not including healing) is halved
Air element Damage dealt to possessor (not including healing) is halved


+40,370 Defense against Stat Damage (-250 if scanned)
May use SPI in place of SAN, INF, and RES and may choose to take SPI Damage instead of SAN Damage, INF Damage, or RES Damage

+50 Defense against Acid
+5,550 Defense against Aether
+550 Defense against Air
+5,550 Defense against Darkness
+5,550 Defense against Earth
+50 Defense against Electrical
+5,050 Defense against Energy
+50 Defense against Fire
+5,550 Defense against Hope
+5,550 Defense against Ice
+50 Defense against Light
+5,550 Defense against Magic
+50 Defense against Metal
+5,550 Defense against Psychic
+5,550 Defense against Physical
+5,550 Defense against Technology
+50 Defense against Water
+5,550 Defense against Wood

(Void Defense here)

+5,050 Defense against damage sources attached to Zones

Up to 20 times per thread when possessor would acquire a debuff that reduces possessor's stats, possessor may choose for that instance of the debuff to reduce the amount it reduces each of possessor's by by 500, to a minimum of 0


---------------------Offence---------------------

130% Critical
+1% Critical

230% To Hit
+1% To Hit
+1% To Hit against Acid, Air Darkness, Earth, Electrical, Fire, Hope, Ice, Physical, Psychic, Technology, Truth, Void, Water element targets
+2% To Hit against individuals whose turn-order-determining stat sum is below possessor's



Melee Attack- 7,460
Magical Attack- 2,960
Ranged Attack- 0

Deals full Damage to the back row
Wielder's offensive actions may gain the element Technology

Ignores 15% Acid, Aether, Air, Darkness, Earth, Electrical, Energy, Fire, Hope, Ice, Magic, Physical, Psychic, Technology, Void, Water, Wood Resistance

Amounts of Air element Damage possessor deals are increased by 30,550 points

Quantities of Earth, Fire, Light, Metal, Truth, Void, Water, Wood element Damage dealt by possessor are increased by 15,550 points

Possessor's attacks that involve at least one attack bonus of an Orb possessor has equipped may scan the stats of their targets

Large Structures below Level 60 gain -40% Resilience against possessor


---------------------Healing---------------------
Wielder's summons regenerate 275,000 HP and MP at the start of each round as an effect that stacks 5 times


---------------------Start of Thread---------------------


---------------------Start of Battle---------------------

May choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation


---------------------Start of Round---------------------

Manipulations (Acid, Aether, Air, Darkness, Earth, Electrical, Fire, Hope, Ice, Light, Physical, Psychic, Technology, Truth, Void, Water)

Possessor may, at the start of each round, choose one Zone of Air 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

May transfer up to (Possessor's Level) Fate element or Enchantment buffs or debuffs from targets that are either willing or lower Level than possessor to targets that are either willing or lower Level than possessor


---------------------Start of Action---------------------


---------------------Passive Effects---------------------

If possessor has an Orb equipped, possessor may, up to three times per round, at the start of each round, scan the stats of an individual, with said target being able to be in a different battlespace- if successful, possessor and possessor's allies obtain +(Possessor's Level * 250) to all stats as a non-stacking buff that lasts until the end of the third round that its possessor is in the same battlespace as the entity whose stats were scanned or until the end of battle, whichever occurs first

Level is counted as 11 higher, to a max of 99, for the purpose of scanning
All Divining spells function as though caster were 1 level higher for stat-scanning purposes
Ignores up to 59 levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned

Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.

Once per thread per individual, possessor may increase the value of a stat buff that possessor places on an individual by 15,000 points as a non-stacking effect across all applications

Treats Holy One as a Base Subtype

Possessor counts as being 6 levels higher for purposes of worshipper benefits


---------------------Ally Bonuses---------------------
<Too minor to mention>

---------------------Pet, Summon and Transformation Bonuses---------------------
<Too minor to mention>

---------------------Zone and Terrain Effects---------------------
<Too minor to mention>
Caelum Aetherius (Time Cloned Spirit Binder) (Aeromage)
Human, Life
Level 79
HP- 10,875
MP- 42,725
STR: 396 (5)
AGI: 555 (7)
CON: 435 (5)
MIN: 1,709 (21)
SPI: 2,504 (23)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

-Countess of Power-
Basic Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +50 Defense against Energy
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 50 points
Defenses that Utilize Energy- (Passive Ability, Countess of Power) Possessor gains +500 Defense if possessor has any Energy-element items equipped that provide a Defense bonus

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

-Crossrealm Storyteller-
Basic Stage Training- (Passive Ability, Other: Crossrealm Storyteller) Possessor gains +6 Melee Attack, +6 Ranged Attack, and +6 Magical Attack if possessor has a Stage equipped

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

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

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

-Diviner-
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Auto-Translate- (Passive Ability, Diviner) Possessor gains +200 MIN if any individual of a different subtype is present, Translates to and from common languages (both orally and in written form) as an RP effect
Auto Zonescan- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the base entity encounter table of the current area of any random quest that possessor is in provided no enemies on said table are above Level 40 or more than double caster's Level
Can Percieve Standard Portal Destinations- (Passive Ability, Diviner) Possessor gains +10 MIN, Possessor gains +10% Dodge on any round that possessor enters a battle from another battle, not counting the first round of battle, as a non-stacking bonus
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Landsense- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the full tables for any random quest or encounter area that possessor is in, provided that no enemies on said tables are above Level 40 or more than double caster's Level
Limited Personal Precognition- (Passive Ability, Diviner) Possessor gains 2% Dodge
Predict Future with a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb equipped to scan a target's stats
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Zonal Perception- (Passive Ability, Diviner) Possessor gains +100 MIN for each Zone, Terrain, or Phantom Terrain present, to a max of +500, Possessor may, in RP threads, generally know the name of the area possessor is in

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

-Spatial Mage-
Adept Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 10,000 less MP to cast, Spatial Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Spatial Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Spatial Magic spells cost possessor 250 less MP to cast
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Displacing Spell- (Technique Ability, Other: Spatial Mage) Possessor may use 'Displacing Spell' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action causes its targets to obtain -5% Dodge until the end of the round as a debuff that stacks 2 times.
Focused Spatial Magic Casting- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spatial Magic
From One Hand to the Other- (Passive Ability, Other: Spatial Mage) If possessor loses a Weapon slot, possessor may, before losing said slot, exchange the item that is in said slot with an item in another slot that could be held in said slot, provided that possessor may hold said item in the other slot, provided that a source of Level 80 or greater did not cause possessor to lose said slot
Hand Window- (Passive Ability, Spatial Mage) If another battle is present, possessor may, once per round, re-direct an action from a lower-Level source below Level 60 to any target within any other battle in the same thread
Increased Magic Reach- (Passive Ability, Other: Spatial Mage) Possessor gains 120% To Hit against targets in the back row
Magic-Powered Space-Swap- (Technique Ability, Other: Spatial Mage) Possessor may use 'Magic-Powered Space-Swap' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Possessor selects a willing ally as part of said action, and swaps row-positions with said ally.
Mildly Self-Displacing Casting- (Passive Ability, Other: Spatial Mage) Possessor gains +1% Dodge as a non-stacking buff on rounds after rounds during which possessor cast a Spatial Magic spell, with said bonus not being able to increase possessor's Dodge above 50%
Spatial Mage- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +(500 + 25 * Possessor Level) additional Magical Attack, All Spatial Magic spells cost possessor (500 + 100 * Possessor Level) less MP
Spatially-Unsummoning Rite- (Technique Ability, Other: Spatial Mage) Possessor may use 'Spatially-Unsummoning Rite' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action gains a 50% chance of unsummoning targets below Level 20 that were summoned by individuals below Level 20.
Spatial Magic Casting I- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 20 less MP to cast
Spatial Magic Casting II- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast
Spatial Viewing- (Passive Ability, Spatial Mage) Possessor ignores the Dodge Bonuses granted by buffs from sources below Level 80 that are present on targets that are in different battles

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

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

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

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

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

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

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

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

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

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

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

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

-Wanderer-
Adept Gate Magic Attunement- (Passive Ability, Wanderer) Gate Magic spells cost possessor 10,000 less MP to cast, Gate Magic spells cast by possessor that provide a AGI buff bonus provide an additional +500 AGI as an effect that stacks 20 times across all effects per individual, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Gate Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Knowledge of Mirror Magic- (Passive Ability, Wanderer) Possessor gains +400 MIN and +500 MP if possessor possesses the capability to Reflect any element or subtype
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Can Tell Tales of Many Lands- (Passive Ability, Wanderer) Wielder's Magical Attack actions may gain 5% inflicts Charm: Wanderlust
Caravan Leader- (Passive Ability, Wanderer) Whenever possessor conducts a 'Switch Rows' action, up to 3 chosen allies may also move to either the front row or the back row if they could move to said rows by performing a 'Switch Rows' action, Possessor gains +30 to all stats if the Terrain or Phantom Terrain is Road or Desert
Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 35% Dodge
Defensive Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 70% Dodge on rounds during which possessor performs a Defend action if no opponent is either 20 Levels or more greater than possessor or is Spatial element
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Establish Dimensional Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Establish Temporal Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fast Mirror-Realm Egress- (Active Ability, Wanderer) If possessor possesses the capability to Reflect any element of subtype, possessor may choose at the beginning of the round if in a Random Quest to to leave said quest, with said exit not being preventable by sources below Level 40, Has RP effects
Fast Portals- (Passive Ability, Wanderer) Possessor's 'Establish Dimensional Portal' actions may allow possessor to immediately leave threads that they would allow escape from at the start of the next round if possessor's turn-order-determining stat sum is higher than that of each opponent for turn-order-determining purposes
Fast Short-Distance Item Teleportation- (Passive Ability, Wanderer) Possessor's items may not be stolen by sources below Level 20
Fast Short-Distance Teleportation- (Passive Ability, Wanderer) Possessor may, at the start of each round, move to the Front Row or to the Back Row
Fast Traveller- (Passive Ability, Wander) Possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle in Random Quests
Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 10% Fatigued Resistance
Focused Gate Magic Casting- (Passive Ability, Wanderer) Gate Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Gate Magic
Gate Magic Casting I- (Passive Ability, Wanderer) Gate Magic spells cost possessor 20 less MP to cast
Gate Magic Casting II- (Passive Ability, Wanderer) Gate Magic spells cost possessor 200 less MP to cast
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Long-Range (Province-Ranged) Self-Teleportation- (Active Ability, Wanderer) Up to (Possessor Level / 5) times per thread, possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round and to gain 60% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 100% against individuals below Level 20
Mid-Range (City-Ranged) Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round and to gain 40% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 80% against individuals below Level 20
Mirror Step- (Active Ability, Wanderer) If possessor possesses the capability to Reflect any element or subtype, possessor may spend an action to enter another active battle in the same thread so long as no individual of Level 40 or greater in either battle objects, Has RP effects
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Skilled Teleporter- (Passive Ability, Wanderer) Possessor gains +100 Melee Attack, 40% Dodge, and 140% To Hit on rounds after possessor used an active Wanderer ability whose name includes 'Teleportation'
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Teleporting Strike- (Technique Ability, Wanderer) Possessor may use 'Teleporting Strike' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Gate Magic spell equipped. Said action gains +10% To Hit, +2% Critical, and deals full Damage to targets below Level 60 who are below its user's Level who are in the back row.
Unified Knowledge of Spatial Magic and Gate Magic- (Passive Ability, Wanderer) Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes), Possessor may count Spatial Mage abilities possessor possesses as Wanderer abilities (including for prerequisite purposes)
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast

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

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

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

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

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

-Worldbound God-
Lesser Deific Domain: Cats- (Passive Ability, Other: Worldbound God) Possessor and possessor's allies obtain a +(Possessor's Level)% bonus to preexisting Charm infliction chances (including sub-status effects) against Animals whose name includes 'Cat', 'Feline', 'Lion', 'Tiger', 'Cheetah', 'Jaguar', 'Leopard', or 'Panther', Possessor has RP powers connected to this divine domain
Lesser Deific Domain: Illusion- (Passive Ability, Other: Worldbound God) Possessor and possessor's allies obtain (Possessor's Level)% Dodge and may, at the start of each round, obtain a non-stacking buff that makes its possessor solely any one base element or Illusion, Possessor has RP powers connected to this divine domain

-Misc-
Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Basic Dread Banking Attunement- (Passive Ability, Other: Dread Banker) All Dread Banking spells that possessor casts gain +10 Magical Attack if they already possess a Magical Attack bonus and cost possessor 10 less MP to cast
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Mech User- (Passive Ability, Mech Jockey) All Mech transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Basic Vehicle User- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Basic Vessel User- (Passive Ability, Captain) All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Basic War Machine User- (Passive Ability, Lord of War) All War Machine transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Controlled Vampire Form- (Stance Ability, Deathless One) +5 Base STR, +5 Base CON, +5 Base AGI, +5 Base MIN, Pain Immunity, Poison Immunity, Diseased Immunity, Possessor counts as Undead, Possessor's HP-damaging attacks inflict Drain, 400% Light Weakness that cannot be removed or lessened by sources under level 40, 5% possessor fails to execute harmful actions against individuals no less than 5 levels below possessor with a Holy Symbol equipped or 5 Priest abilities unless possessor possesses at least 5 Priest abilities, Possessor may not affect enemy-created Zones or Terrain, The critical multipliers of individuals who get criticals against possessor increases by 1 (example: a critical that does x2 damage instead does x3 damage)
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Mirage Dragon Czar- (Passive Ability, Clearance) Possessor may fight the monster 'Mirage Dragon Czar' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle The Benjamins- (Passive Ability, Clearance) Possessor may fight the monster 'The Benjamins' for drops, This ability cannot be used in combos
Janus Faces- (Passive Ability, Warlord) Possessor gains +5% To Hit against individuals in the front row of each opposing row-order formation and individuals in the back row of possessor's row-order formation
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Phantasmagorical Self-Warding- (Passive Ability, Other: Ward Crafter) Possessor may, once per thread, choose to not acquire a major negative status effect that would otherwise afflict possessor, provided it is coming from a source that is not Level 99 or 5 or more Levels greater than possessor
Sensei Dracula's First Lesson- (Passive Ability, Monk) +5,000 Melee Attack if no weapons are equipped, +350 STR, CON, and MIN if no weapons are equipped, Possessor's Melee Attacks have a 5% chance of inflicting Impaired if no weapons are equipped
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor


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


Armour-
Armor of the Gold Leaf Throne's Knight- (Armor, Heavy Armor, Glory & Wealth, 400,000,000 Gold) +400,000 Defense, +40,000 Defense against Stat Damage, +400,000 CON, Wielder's Defense may not be pierced by individuals below Level 60 who are below wielder's Level, Wielder must be Level 40 or greater


Accessories-
Cloak of Nested Illusions- (Accessory, Cloak, Illusion, 215,000,000 Gold) +115,000 to all stats, Actions from individuals below Level 80 have a 20% chance of failing to target wielder if wielder so desires as a non-stacking effect, Wielder must be Level 40 or greater
Ring of Cosmic Birth- (Accessory, Ring, Life & Magic, 275,000,000 Gold) +2,750,000 HP as a non-stacking bonus, +2,750,000 MP as a non-stacking bonus, Wielder may spend an action to summon an Outsider, Planetary, or Astral Being below Level 95, Max 10 summoned, Wielder's summons regenerate 275,000 HP and MP at the start of each round as an effect that stacks 5 times, Wielder must be Level 40 or greater


1 Illusion Accessory Slot


Spells-

10 Gate Magic Spell Slots
10 Geomancy Spell Slots
10 Spatial Magic Spell Slots
10 Time Magic Spell Slots
30 Illusion Magic Spell Slots
5 Illusion Spell Slots
5 Life Spell Slots
5 Time Spell Slots
Modified Stats wrote: Caelum Aetherius (Time Cloned Spirit Binder) (Aeromage)
Human, Life
Level 79
HP- #
MP- #
STR: # (Capped)
AGI: # (Capped)
CON: # (Capped)
MIN: # (Capped)
SPI: # (Capped) (+1,440 to turn-order) (+500 to turn-order if Time Element) (+200 on first round of battle)
(May select any stat, out of STR, AGI, CON, MIN, and SPI, to use for determining possessor's turn order and number of extra actions)


Defence

Actions from individuals below Level 80 have a 20% chance of failing to target wielder if wielder so desires
79% Dodge
+2% Dodge
+1% Dodge while Time element
+5% Dodge against non-Conceptual opponents while Illusion element

15% Resilience

10% Illusion, Time Resistance
5% Air, Earth, Life Resistance
1% Electrical, Fire, Magic Resistance


May, once per thread, choose to not acquire a major negative status effect that would otherwise afflict possessor, provided it is coming from a source that is not Level 99 or 5 or more Levels greater than possessor
Possessor's per-round auto recovery chances for minor and moderate negative status effects are checked twice per round

Immunity to a chosen minor negative status effect at the start of each thread
Immunities: Fatigued: Sleep
Confusion Immunity against sources below Level 60
10% Fatigued Resistance
20% Instant Death Resistance against sources below Level 80
30% Confusion Resistance

Immune to Time element debuffs from sources below Level 60


Defence- 45,390
Defense may not be pierced by individuals below Level 60 who are below wielder's Level

+40,450 Defense Against Stat Damage (-250 if scanned)

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

+5,550 Defense against Illusion
+5,550 Defense against Life
+50 Defense against Fire
+50 Defense against Magic
+50 Defense against Time
+50 Defense against Water

+5,000 Defense against damage sources attached to Zones
+35,000 Defense against effects attached to Zones of Time


May use SPI in place of SAN, INF, and RES and may choose to take SPI Damage instead of SAN Damage, INF Damage, or RES Damage



Up to 20 times per thread when possessor would acquire a debuff that reduces possessor's stats, possessor may choose for that instance of the debuff to reduce the amount it reduces each of possessor's by by 500, to a minimum of 0


Offence

230% To Hit
+1% To Hit against Air, Earth, Fire, Illusion, Life, Magic, Truth, Water element targets
+1% To Hit while Time element

130% Critical
+5% Critical against Large Structures below Level 60

Ignores 11% Illusion, Life, Time, War Resistance

15% inflicts Charm
Magical Attack actions may gain 5% inflicts Charm: Wanderlust

Large Structures below Level 60 gain -40% Resilience against possessor


+29,220 Melee Attack
+12,010 Magical Attack
+200 Ranged Attack


Deals 60,000 additional Damage to individuals who count the current round's number as a different number than possessor does
Quantities of Illusion, Life element Damage dealt by possessor are increased by 30,550 points
Quantities of Light, Time, Truth, War element Damage dealt by possessor are increased by 5,550 points

Deals full Damage to the back row
Wielder's offensive actions may gain the element Technology


Whenever possessor conducts a 'Melee Attack', 'Magical Attack', 'Melee Overdrive' or 'Overdrive' action, possessor may choose any number of possible targtets below Level 60, each such target must declare what counter (if any, including preemptive counters) it will use against said action, paying the cost of said counter in advance, with possessor choosing which target(s) to actually target after said choice is made and only said declared counters being usable against said action, with individuals below Level 60 who were not chosen as final targets for said action being unable to counter it

Whenever possessor casts a spell, up to 10 times per round, possessor may choose up to 10 targets to have a 30% chance of afflicting with Pain and may also choose for all of said targets to take 60,000 Flat Physical element Damage




Start-of-battle

May choose a base element; if possessor does so, possessor obtains a buff that causes other individuals in the same battlespace to treat said element as a nonbase element and to treat Illusion as a base element

Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation


Start-of-round

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

Possessor is afflicted with Augmented: Haste at the start of the first round of battle if possessor is either Time element or has 5 Time Magic spells equipped

Manipulations (Air, Earth, Electrical, Fire, Illusion, Life, Light, Magic, Time, Truth, War, Water)

If none of possessor's enemies have spent an action to 'Search for the Invisible Monsters' within the last 3 rounds, possessor may, at the start of each round, replicate the ability of an Animal, Horror or Monster below Level 40 that is below possessor's Level that is normally fightable for drops on the Enemy List at the start of each round as though an Illusion element version of said entity was performing said action




Start-of-action



Other

Once per thread when possessor is afflicted with Augmented: Haste while possessor is Time element, possessor may choose to regenerate 600,000,000 MP

If possessor is Life element, once per thread, when possessor dies to a source that is below Level 60 and is no more than 19 Levels greater than possessor, possessor is immediately resurrected, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 60 or greater is opposing possessor's side of battle

Counts as being 27 Levels higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects

Possessor's Level is counted as 5 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes

Ignores up to 59 levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned

May treat Immortal as a base subtype
Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression

Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.

Possessor's Illusion Magic summons may not be unsummoned by individuals who are not higher Level than possessor if either said individuals or possessor treat Illusion as a base element

Possessor may treat Zones of Illusion as Zones of Earth

Whenever the round number increments, possessor may increment the number of the round that possessor counts the current round as by 2
Possessor may, so long as no individual 20 or more Levels greater who is in the same battle objects, choose to count the current round's number as the number of any round that possessor has experienced in the current battle

Possessor's items may not be stolen by sources below Level 20

If possessor loses a Weapon slot, possessor may, before losing said slot, exchange the item that is in said slot with an item in another slot that could be held in said slot, provided that possessor may hold said item in the other slot, provided that a source of Level 80 or greater did not cause possessor to lose said slot

If another battle is present, possessor may, once per round, re-direct an action from a lower-Level source below Level 60 to any target within any other battle in the same thread


---------------------Defence---------------------



---------------------Offence---------------------



---------------------Healing---------------------


---------------------Start of Thread---------------------


---------------------Start of Battle---------------------


---------------------Start of Round---------------------

May, at the start of each round, move to the Front Row or to the Back Row
Whenever possessor conducts a 'Switch Rows' action, up to 3 chosen allies may also move to either the front row or the back row if they could move to said rows by performing a 'Switch Rows' action


---------------------Start of Action---------------------


---------------------Passive Effects---------------------


---------------------Ally Bonuses---------------------


---------------------Pet, Summon and Transformation Bonuses---------------------


---------------------Zone and Terrain Effects---------------------
Viren, The Green Word (Aeromage)
Level 79 Keybearer (Wellspring Mode)
Divinity & Arch-Quezmellym, Evolution
HP: 11,850
MP: 11,850
STR: 474 (6)
AGI: 1,659 (21)
CON: 474 (6)
MIN: 474 (6)
SPI: 1,659 (21)

Abilities-

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

-Tide Baptisms-

All Being A Kaleidoscope, Melting Into Seas Of Rainbow Unity
Tide Baptism, Color
Wellspring Effect: Possessor's allies, not counting possessor, may spend an action to obtain a buff that stacks 200 times granting them any non-universe element possessed by one of possessor's other allies, not counting possessor. Possessor's allies, not counting possessor, obtain +100 to all stats for each ally, not counting possessor, that they possess that shares an element with them, counting separately per element, to a max of 200 allies per element and a max of 12 elements per individual. Possessor's allies, not counting possessor, benefit from the buffs possessed by their allies, not counting possessor, who share at least one element with them, with this effect not bypassing normal buff stacking limits and not allowing self-only, unreplicatable, or Overcrash-generated buffs to be shared. Possessor's allies, not counting possessor, are Immune to negative effects created by individuals of lower Level than possessor that are attached to a Zone that possesses at least one of the ally of possessor in question's elements.

Drowning, Resurging, Redrowning, Rising Once More
Tide Baptism, Water
Wellspring Effect: Possessor's allies, not counting possessor, suffer no negative effects from the status effect Drowning if they have been afflicted with it for 3 rounds or longer. Possessor's allies, not counting possessor, if afflicted with Drowning, on the first round they are afflicted, obtain +30% Dodge. Possessor's allies, not counting possessor, if afflicted with Drowning, on the second round they are afflicted, may spend the MP of willing allies they possess, including possessor, who are afflicted with Drowning as though it were in additional MP pools they possessed, with possessor being able to prevent this expenditure should possessor desire to do so, regardless of who is borrowing whose MP through it. If an ally of possessor, not counting possessor, is dead, any effect that could inflict Drowning can, with the same chance as the Drowning infliction chance, be used to resurrect that ally. Instances of Drowning present on possessor's allies persist beyond death, and possessor dead allies, if afflicted with Drowning, have a 50% chance of being resurrected at the start of each round. If an ally of possessor, not counting possessor, is resurrected and is afflicted with Drowning at that time, it acquires a buff that stacks 5 times that persists beyond death that provides +5,000 to all stats.

In Each Mind A Nation
Tide Baptism, Psychic
Wellspring Effect: Possessor's allies, not counting possessor, may spend an action to create a battlespace containing a Zone of Psychic, and may, should no individual of greater Level than possessor in any battlespace object, spend an action to move from the main battlespace to a battlespace the action performer created through this Tide Baptism's effect or move from such a battlespace to the main battlespace. While within a battlespace created by this effect, the individual who created said battlespace is Immune to Confusion: Fear, Entombed: Incarcerated, Zealblasted: Besmirched, Awestruck: Sealed, Dissolving: Bankrupt, and Vanished: Exiled, said individual additionally increasing its chances of inflicting said status effects by 5%. Possessor's allies, not counting possessor, gain the element Psychic and may, in any of their attacks, actions, or instances of Damage dealt, exchange the element Psychic for the element Civilization or the element Law. Possessor's allies, not counting possessor, if in a battlespace they created that contains a Zone of Psychic that they created may spend an action to have a 200% chance of inflicting Entombed: Incarcerated on a target. Possessor's allies, while Psychic element, may choose to always count the Terrain or Phantom Terrain as additionally being 'City'.

This, The Drowning World
Tide Baptism, Water
Wellspring Effect: Possessor's allies, not counting possessor, are Immune to Drowning. Each of possessor's allies, not counting possessor, may spend an action to either replace the elements of a Zone created by an equal or lower Level source with solely Water, and, upon doing so, attach a non-stacking effect to said Zone that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, or to alter a single Terrain or Phantom Terrain created by an equal or lower Level source so that it is an Ocean in addition to whatever it already is, and, upon doing so, attach a non-stacking effect to said Terrain or Phantom Terrain that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed.

Washing Away All Impurities
Tide Baptism, Water
Wellspring Effect: At the start of each round, all of possessor's allies, not counting possessor, are cured of all minor negative status effects. At the start of each round, if not in a Zone of Water, all of possessor's allies, not counting possessor, have a 50% chance of being cured of each moderate negative status effect. At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, are cured of all moderate negative status effects. At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, have a 5% chance of being cured of each major negative status effect.


-Abjurer-
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Protection Magic spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Adept Abjuration Attunement- (Passive Ability, Abjurer) Abjuration spells cost possessor 10,000 less MP to cast, Possessor's Abjuration spells that provide a Defense bonus provide an additional +500 Defense, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Abjuration Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Protection Magic spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Protection Magic spells cost 200 less MP
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Expert Protection Magic Attunement- (Passive Ability, Abjurer) Protection Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Protection Magic Spells, and may not be converted into other types of slots by individuals below Level 100


-Alchemist-
Apprentice Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells possessor casts cost 500 less Gold and 500 less XP
Basic Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells cost 10 less Gold and 10 less XP
Basic Study of Homunculus-Creation Principles- (Passive Ability, Alchemist) Possessor's Alchemy summons gain +25 to all stats, Possessor's Alchemy summons gain +25 additional points to all stats if Golems
Basic Understanding of Alchemical Substance-Transmutation- (Passive Ability, Alchemist) Possesor obtains 5,000 Temporary Gold at the start of each battle or RP thread
Infuse Acid- (Technique Ability, Alchemist) Possessor may use Infuse Acid in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Acid element damage.
Infuse Fire- (Technique Ability, Alchemist) Possessor may use Infuse Fire in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Fire element damage.
Infuse Magic- (Technique Ability, Alchemist) Possessor may use Infuse Magic in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Magic element damage.
Lethal Mixer- (Passive Ability, Alchemist) +250 Damage, +10 Stat Damage, and +1% Infliction of Minor Status effects to Potions that possess the relevant bonuses


-Analyst of the Absolute-
Analyst of the Absolute- (Passive Ability, Analyst of the Absolute) Possessor ignores (1 * (Possessor Level/5), rounded down)% Truth Resistance, Possessor ignores Truth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Apprentice Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats for each Truth element item equipped, Possessor's Truth element pets and summons gain +250 to all stats
Apprentice Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 500 points
Basic Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to all stats if possessor is Truth element
Basic Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats while in a Zone of Truth
Control of Truth- (Passive Ability, Analyst of the Absolute) Possessor has a 20% chance of being able to cancel the actions of Truth element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +1% To Hit against Truth element targets
Elemental Attack-Conversion: Truth- (Technique Ability, Analyst of the Absolute) Possessor may use 'Elemental Attack-Conversion: Truth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Truth element and no other technique is used. Said action becomes solely the element Truth.
Improved Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 5,000 points
Truth Manipulation- (Passive Ability, Analyst of the Absolute) Possessor may choose one of the following at the beginning of each round if Truth element: Create a Zone of Truth, Remove a Zone of Truth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Truth by either possessor or a source below Level 20, Add Truth to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Truth element on a Truth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Truth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Truth, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Truth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Truth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Truth, 5% Truth Resistance, or +50 Defense against Truth and 1% Truth Resistance until the end of the round as a non-stacking buff


-Anarchomancer-
Apprentice Chaos Magic Attunement- (Passive Ability, Anarchomancer) Whenever possessor casts a Chaos Magic spells that possesses a Magical Attack bonus, there is a 50% chance that it obtains an additional +500 Magical Attack
Basic Chaos Magic Attunement- (Passive Ability, Anarchomancer) All Chaos Magic spells gain +50 Magical Attack 50% of the time
Chaos Magic Casting I- (Passive Ability, Anarchomancer) Chaos Magic spells cost possessor 20 less MP to cast
Chaos Magic Casting II- (Passive Ability, Anarchomancer) Chaos Magic spells cost possessor 200 less MP to cast
Random Defense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Defense (this is not a buff)
Random Magical Improvement- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Magical Attack (this is not a buff)
Random Offense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Melee Attack, Ranged Attack, or Magical Attack (the bonus type is determined randomly each time this chance is checked; this is not a buff)
Random Ranged Improvement- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Ranged Attack (this is not a buff)
Random Stat Defense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +25 Defense Against Stat Damage (this is not a buff)


-Arcane Vizier-
Apprentice Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +500 Defense against Magic
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Apprentice Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 500 points
Arcane Vizier- (Passive Ability, Arcane Vizier) Possessor ignores (1 * (Possessor Level/5), rounded down)% Magic Resistance, Possessor ignores Magic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 Defense against Magic
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 50 points
Control of Magic- (Passive Ability, Arcane Vizier) Possessor has a 20% chance of being able to cancel the actions of Magic element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Magic- (Passive Ability, Arcane Vizier) Possessor gains +1% To Hit against Magic element targets
Improved Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 5,000 points
Magic Manipulation- (Passive Ability, Arcane Vizier) Possessor may choose one of the following at the beginning of each round if Magic element: Create a Zone of Magic, Remove a Zone of Magic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Magic by either possessor or a source below Level 20, Add Magic to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Magic element on a Magic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Magic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Magic, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Magic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Magic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Magic, 5% Magic Resistance, or +50 Defense against Magic and 1% Magic Resistance until the end of the round as a non-stacking buff


-Architect-
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Architect- (Passive Ability, Architect) Possessor gains +(500 + 10 * Possessor Level) Melee Attack and +(100 + 10 * Possessor Level) to all stats when possessor has a Tool equipped
Basic Dissassembly- (Passive Ability, Architect) Possessor, when wielding a Tool, gains +50 Melee Attack against Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Calibrate- (Active Ability, Architect) Possessor may, if possessor has a Tool equipped, spend an action to give target Robot, Machine, Clockwork, Mecha, Vehicle, Vessel, or War Machine +200 to all stats as a buff that stacks 3 times
Combat Drill-Wielding- (Passive Ability, Architect) Possessor gains +200 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 150 Defense if possessor has a Tool with 'Drill' in its name equipped
Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Drill Usage- (Passive Ability, Architect) Possessor gains +20 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 20 Defense if possessor has a Tool with 'Drill' in its name equipped
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
Make Bricks- (Passive Ability, Architect) All Property items owned by possessor are worth 5,000 more Gold (if already worth at least 20,000) for Guild purposes
Piercing Drillstrike- (Technique Ability, Architect) Possessor may use 'Piercing Drillstrike' in conjuction with a 'Melee Attack' action that possessor performs if said action includes no other technique and possessor has a Tool with 'Drill' in its name equipped. Said action gains +70 Melee Attack and Pierces 300 Defense.
Proper Tool Calibration- (Passive Ability, Architect) Possessor may remove any number of debuffs from Tool items that possessor is carrying that come from sources below Level 10 at the beginning of each round


-Astral Mage-
♢Harmonically-Guided Triumphant Works- (Passive Ability, Astral Mage) For each sequential prior round during which possessor and each of possessor's allies, provided that there are at least 30 such allies, all cast the same Spell at least once, possessor and possessor's allies, as a state-based non-buff, non-debuff effect generated by possessor, ignore a cumulative 5% of each Resistance possessed by the targets of said Spell, provided said targets are equal Level to or lower Level than possessor, for purposes of attacks and actions that incorporate the casting of said Spell, as well as having actions and attacks involving the casting of said spell have a cumulative 1% chance of ignoring the Reflection, Absorption, and Reflection of said actions and attacks by targets that are equal Level to or lower Level than possessor


-Auramancer-
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Attractive Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Charm on its source at the end of said action
Auramancer- (Passive Ability, Auramancer) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(250 + (25* Possessor Level)) Mind and Spirit if possessor has an Aura equipped
Baleful Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Hexed on its source at the end of said action
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Blessed Aura- (Passive Ability, Auramancer) Possessor obtains 30% Hexed Resistance if possessor has an Aura equipped
Flashing Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Impaired on its source at the end of said action
Healthy Aura- (Passive Ability, Auramancer) Possessor obtains 30% Diseased Resistance if possessor has an Aura equipped
Shared Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +50 Defense as a non-stacking bonus if possessor has an Aura equipped
Shared Blessed Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Hexed Resistance if possessor has an Aura equipped
Shared Healthy Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Diseased Resistance if possessor has an Aura equipped


-Beastmaster-
Animal Training I- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +20 to all stats
Animal Training II- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 to all stats
Animal Traits- (Passive Ability, Beastmaster) Possessor gains +1 to all stats so long as possessor is a Animal
Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Beastmaster- (Passive Ability, Beastmaster) User may forfeit one Accessory slot or Spell slot to gain a Pet slot, +50 HP and +10 to all stats of Animal pets and summons per possessor levels
Buck and Kick- (Technique Ability, Beastmaster) Possessor may use 'Buck and Kick' in conjunction with a 'Melee Attack' action if possessor is an Animal. Said action gains +200 Melee Attack and a 15% chance of inflicting Fatigued: Stun
Form of Goat- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 CON
Hooved- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains +50 Melee Attack and +10 AGI
Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares
Quadruped- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains +100 AGI and +100 CON


-Blazing Sultan-
Apprentice Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 5% Fire Resistance
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Control of Fire- (Passive Ability, Blazing Sultan) Possessor has a 20% chance of being able to cancel the actions of Fire element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: Fire- (Technique Ability, Blazing Sultan) Possessor may use 'Elemental Attack-Conversion: Fire' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Fire element and no other technique is used. Said action becomes solely the element Fire.
Fire Manipulation- (Passive Ability, Blazing Sultan) Possessor may choose one of the following at the beginning of each round if Fire element: Create a Zone of Fire, Remove a Zone of Fire created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fire by either possessor or a source below Level 20, Add Fire to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fire element on a Fire element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fire, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fire, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fire element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fire to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fire, 5% Fire Resistance, or +50 Defense against Fire and 1% Fire Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points


-Caliph of Corrosion-
Acid Manipulation- (Passive Ability, Caliph of Corrosion) Possessor may choose one of the following at the beginning of each round if Acid element: Create a Zone of Acid, Remove a Zone of Acid created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Acid by either possessor or a source below Level 20, Add Acid 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 Acid element on a Acid element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Acid, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Acid, 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 Acid element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Acid to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Acid, 5% Acid Resistance, or +50 Defense against Acid and 1% Acid Resistance until the end of the round as a non-stacking buff
Apprentice Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats for each Acid element item equipped, Possessor's Acid element pets and summons gain +250 to all stats
Apprentice Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Acid's Dominion- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Acid
Basic Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 1% Acid Resistance
Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Basic Command of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element pets and summons gain +50 to all stats
Basic Defenses Against Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 Defense against Acid
Basic Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats while in a Zone of Acid
Caliph of Corrosion- (Passive Ability, Caliph of Corrosion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Acid Resistance, Possessor ignores Acid Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80


-Channeler-
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Improved Transferal of Health- (Passive Ability, Channeler) Whenever possessor transfers HP from one source to another, possessor may transfer an additional 2,500 points
Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Offensively Channel Spells- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used.


-Clearance-
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos


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


-Controller-
Abstract-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Abstracts and gains +25% Critical against Abstracts.
Abstract-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Abstracts and gains +5% To Hit against Abstracts.
Angel-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Celestial-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Daemon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Darkspawn-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Devil-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devils and gains +5% To Hit against Devils.
Dud Impulse- (Technique Ability, Controller) Possessor may use 'Dud Stab' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains -1,000 Melee Attack, -1,000 Magical Attack, and -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Prime-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Primes and gains +25% Critical against Primes.
Prime-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Primes and gains +5% To Hit against Primes.


-Counselor of Faerie-
Apprentice Counselor of Faerie Knowledge- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Counselor of Faerie Knowledge- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Diminutive Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +800 AGI, +1% Dodge, -800 STR, and -800 CON
Fae Goblin- (Passive Ability, Counselor of Faerie) If possessor is Fae, whenever possessor is in 'Form of Goblin' stance, possessor may treat all instances of requiring possessor to be Humanoid with requiring possessor to be Fae for purposes of abilities that possessor possesses that require possessor to be in 'Form of Goblin' Stance
Fae Traits- (Passive Ability, Counselor of Faerie) Possessor gains +1 to all stats so long as possessor is a Fae
Little Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Small Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Tiny Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON


-Countess of Power-
Apprentice Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 5% Energy Resistance
Apprentice Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 500 points
Basic Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +50 to all stats
Basic Acceleration Within Energy's Dominion- (Passive Ability, Countess of Power) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Energy
Basic Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 1% Energy Resistance
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Understanding of the Heart of Energy- (Passive Ability, Countess of Power) Possessor's Energy element allies gain +10 to all stats
Basic Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +50 to all stats while in a Zone of Energy
Countess of Power- (Passive Ability, Countess of Power) Possessor ignores (1 * (Possessor Level/5), rounded down)% Energy Resistance, Possessor ignores Energy Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Energy Manipulation- (Passive Ability, Countess of Power) Possessor may choose one of the following at the beginning of each round if Energy element: Create a Zone of Energy, Remove a Zone of Energy created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Energy by either possessor or a source below Level 20, Add Energy 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 Energy element on a Energy element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Energy, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Energy, 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 Energy element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Energy to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Energy, 5% Energy Resistance, or +50 Defense against Energy and 1% Energy Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 5,000 points


-Crafter-
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Artisan- (Passive Ability, Crafter) Items possessor creates are worth 5,000 additional Gold as a buff, Possessor's half-price per-item sell cap is increased by 2,000 Gold
Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use
Basic Enchanted Item Charge Preservation- (Passive Ability, Crafter) Enchanted Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Gatestone Charge Preservation- (Passive Ability, Crafter) Gatestone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Libram Charge Preservation- (Passive Ability, Crafter) Libram Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Medicine Charge Preservation- (Passive Ability, Crafter) Medicine Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Potion Charge Preservation- (Passive Ability, Crafter) Potion Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Trap Charge Preservation- (Passive Ability, Crafter) Trap Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points


-Crusher-
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
tempo
Crusher- (Passive Ability, Crusher) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Hammer equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Hammer equipped


-Diviner-
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Auto-Translate- (Passive Ability, Diviner) Possessor gains +200 MIN if any individual of a different subtype is present, Translates to and from common languages (both orally and in written form) as an RP effect
Can Percieve Standard Portal Destinations- (Passive Ability, Diviner) Possessor gains +10 MIN, Possessor gains +10% Dodge on any round that possessor enters a battle from another battle, not counting the first round of battle, as a non-stacking bonus
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Detective- (Passive Ability, Diviner) Possessor counts as being 5 levels higher for stat-scanning purposes, Possessor gains +400 MIN
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Greater Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 5 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Limited Personal Precognition- (Passive Ability, Diviner) Possessor gains 2% Dodge
Magical Nightvision- (Passive Ability, Diviner) Effects that come from individuals below Level 40 that are attached to Zones of Darkness may not reduce possessor's To Hit and Dodge values
Magic-Detecting Eyes- (Passive Ability, Diviner) Possessor gains +5% To Hit against Magic element targets that are below Level 60
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit


-Druid-
Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Druid- (Passive Ability, Druid) Druid Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, Druid Magic spells cost possessor (50 + Possessor Level) less MP to cast, Possessor's Plant, Animal, Aerial, Insect, Cthonian, and Aquatic pets and summons gain +(50 * Possessor Level) to all stats as a non-stacking bonus


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


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


-Enchanter-
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Enchantment Casting I- (Passive Ability, Enchanter) Enchantment spells cost possessor 20 less MP to cast
Enchantment Casting II- (Passive Ability, Enchanter) Enchantment spells cost possessor 200 less MP to cast
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: Darkness- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Darkness to a spell instead of Magic
Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Infuse Spell Essence: Light- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Light to a spell instead of Magic


-Enslaver-
Apprentice Soul Training- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has a Soul equipped, Possessor gains +20 to all stats if possessor has a Soul equipped
Basic Soul Manipulation- (Passive Ability, Enslaver) Possessor may, at the beginning of any round, give up to one Soul that possessor has equipped, as a non-stacking effect that may only be present on one item at a time, either +40 additional Magical Attack (if it already possesses a Magical Attack bonus), +20 to any one stat (out of STR, AGI, CON, MIN, and SPI), +30 Defense, +20 Defense against Stat Damage, or '5% inflicts Charm'
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Enslaver- (Passive Ability, Enslaver) Possessor gains +(500 + 10 * Possessor Level) Magical Attack and +(50 + 10 * Possessor Level) to all stats if possessor has a Soul equipped
Enslaving Force- (Technique Ability, Enslaver) Possessor may use 'Enslaving Force' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Said action gains 30% inflicts Charm.
Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped
Minor Offensive Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose HP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the start of each round that possessor has a Soul equipped
Minor Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the start of each round that possessor has a Soul equipped
Slavemaster's Grip- (Passive Ability, Enslaver) Possessor's Soul items may not be stolen by sources below Level 20 who are not 2 or more Levels greater than possessor
Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Soul Wielding II- (Passive Ability, Enslaver) +25 to all stats when a Soul is equipped, +50 Magical Attack when a Soul is equipped
Spiritual Mana Leeching- (Passive Ability, Enslaver) You gain an additional 5 XP per (enemy level / 5 rounded up) of each enemy you deal the killing blow to with a Soul.


-Eternal Champion-
Apprentice Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 5% Hope Resistance
Apprentice Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats for each Hope element item equipped, Possessor's Hope element pets and summons gain +250 to all stats
Apprentice Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Hope's Dominion- (Passive Ability, Eternal Champion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Hope
Basic Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 50 points
Control of Hope- (Passive Ability, Eternal Champion) Possessor has a 20% chance of being able to cancel the actions of Hope element individuals below Level 20, with things that would occur before and after said actions still occurring
Eternal Champion- (Passive Ability, Eternal Champion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Hope Resistance, Possessor ignores Hope Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Hope Manipulation- (Passive Ability, Eternal Champion) Possessor may choose one of the following at the beginning of each round if Hope element: Create a Zone of Hope, Remove a Zone of Hope created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Hope by either possessor or a source below Level 20, Add Hope 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 Hope element on a Hope element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Hope, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Hope, 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 Hope element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Hope to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Hope, 5% Hope Resistance, or +50 Defense against Hope and 1% Hope Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 5,000 points


-Flux Baron-
Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Fluxoid Armament Mastery- (Passive Ability, Flux Baron) +25 to Melee, Magical, and Ranged Attack and Defense bonuses granted by equipped Fluxoids
Body of Blades- (Passive Ability, Flux Baron) Possessor's abilities which solely add stat bonuses along with bonuses to Physical element attacks of normal damage or Physical element attacks of normal damage to possessor's pets and summons also apply to possessor
Flux Baron- (Passive Ability, Flux Baron) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Shapeshifter pet only, This ability provides +50 HP and +10 to all stats of possessor's Shapeshifter pets and summons per Level of possessor
Flux Claws- (Passive Ability, Flux Baron) +50 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Fluxoid Armament Mastery- (Active Ability, Flux Baron) Possessor may skip an action to use the ability of an equipped Fluxoid
Fluxoid Wielder- (Passive Ability, Flux Baron) +20 to all Melee, Magical, and Ranged Attack and Defense bonuses provided by equipped Fluxoids, +15 to stat bonuses provided by equipped Fluxoids, +5 to stat damage granted by equipped Fluxoids
Shapeshifter Instruction I- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +20 to all stats
Shapeshifter Instruction II- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 to all stats
Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter


-Gearwright-
Apprentice Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assembler of Complex Gears- (Passive Ability, Gearwright) Possessor's Clockwork summons obtain +600 to all stats as a non-stacking buff at the time of their summoning
Basic Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Gearwright- (Passive Ability, Gearwright) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Clockwork pet only, This ability provides +50 HP and +10 to all stats of possessor's Clockwork pets and summons per Level of possessor
Intuitive Knowledge of How Gears Fit Together- (Passive Ability, Gearwright) Possessor counts as being 2 Levels higher, to a Max of Level 60, for stat-scanning purposes when targeting Clockworks, with this effect not bypassing Level-based Immunities


-Geomancer-
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Establish Planar Phantom Terrain Links- (Passive Ability, Geomancer) Possessor gains +500 SPI
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Zonal Link Established: Zone of Air- (Passive Ability, Geomancer) Possessor may create a Zone of Air at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Darkness- (Passive Ability, Geomancer) Possessor may create a Zone of Darkness at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Electrical- (Passive Ability, Geomancer) Possessor may create a Zone of Electrical at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Hope- (Passive Ability, Geomancer) Possessor may create a Zone of Hope at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Light- (Passive Ability, Geomancer) Possessor may create a Zone of Light at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Magic- (Passive Ability, Geomancer) Possessor may create a Zone of Magic at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Truth- (Passive Ability, Geomancer) Possessor may create a Zone of Truth at the beginning of battle if no other Zones are present


-Guardian-
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Guardian- (Passive Ability, Guardian) Possessor gains +(500 + (50 * Possessor Level)) Defense if possessor has a Heavy Armor equipped


-Gunner-
Animal-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Animal-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Animals and gains +5% To Hit against Animals.
Apprentice Gun Training- (Passive Ability, Gunner) This character gains +50 Ranged Attack when a Gun is equipped.
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Deft Shot- (Technique Ability, Gunner) Possessor may use 'Deft Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +5% To Hit.
Dragon-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Dragons and gains +5% To Hit against Dragons.
Gun Accuracy Training- (Passive Ability, Gunner) Possessor gains 115% To Hit if possessor has a Gun equipped
Gunner- (Passive Ability, Gunner) Possessor gains +700 Ranged Attack and +50 to all stats when a Gun is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(5 x Possessor Level) to all stats if a Gun is equipped.
Quick Draw- (Passive Ability, Gunner) This character gains 30 AGI on the first round of combat for each Gun equipped
Rapid Reloading- (Active Ability, Gunner) Possessor may choose a non-equipped Ammo accessory to be designated as an alternate Ammo for one equipped Ammo accessory, possessor may spend a turn switching between the two or switch between the two at no cost of time between battles
Shot on the Run- (Technique Ability, Gunner) Possessor may use 'Shot on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Tri Shot- (Active Ability, Gunner) This character may use Tri Shot in conjunction with a Ranged Attack, so long as no other active ability is used and a Gun is equipped. This character's attack inflicts 3 hits against 1 or 1 hit against 3, does 66% normal damage, has +1% Critical and a -1% To Hit.


-Gunslinger-
Accurate Shots- (Passive Ability, Gunslinger) Possessor gains +5% to Hit when a Gun is equipped
Apprentice Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack and all Gunslinging spells cost possessor 50 less MP to cast
Basic Gunslinging Attunment- (Passive Ability, Gunslinger) All Gunslinging spells gain +10 Ranged Attack and all Gunslinging spells cost 10 less MP
Close Shooting- (Passive Ability, Gunslinger) Possessor's 'Ranged Attack' actions deal full Damage to targets in the front row that are not higher Level than possessor if possessor has a Gun equipped and has either at least 5 Gunslinging spells equipped or no non-Gunslinging spells equipped
Element Bullet- (Technique Ability, Gunslinger) Possessor may use 'Element Bullet' in conjunction with a 'Ranged Attack' or 'Snipe' action so long as possessor has a Gun equipped and has a Gunslinging spell equipped. Said action gains possessor's element if possessor's element is a base element.
Fast Draw- (Passive Ability, Gunslinger) Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of combat if at least one Gun is equipped
Fast Reload- (Passive Ability, Gunslinger) Whenever possessor performs a Ranged Attack action, possessor may unequip an Ammo Accessory, and, following such option (regardless of whether or not it was taken), possessor may equip an Ammo Accessory
Focused Gunslinging Casting- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Gunslinging
Gunslinger- (Passive Ability, Gunslinger) +400 Damage when using a ranged attack with a gun equipped, Gunslinging spells cost 50 less MP to cast, +50 additional damage and -5 additional MP per level of possessor
Gunslinging Casting I- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 20 less MP to cast
Gunslinging Casting II- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast
Trick Shooter- (Passive Ability, Gunslinger) Possessor gains +80 Ranged Attack when using spells with ‘Trick Shot' in their name


-Healer-
Apprentice Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 50 less MP to cast, Possessor's actions that Heal HP heal an additional 500 points
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast
Stat Protect- (Passive Ability, Healer) Possessor gains Immunity to Stat Damage from sources below Level 40, Possessor gains Stat Drain Immunity against sources below Level 40
The Doctor Can't Get Sick!- (Passive Ability, Healer) Possessor may, up to 10 times per thread while in a Healer Stance, at the start of possessor's first action every round, choose to auto-recover from any one minor status effect inflicted by a source below Level 60; this may be used any number of times (up to its maximum) on different effects before said action


-Heir to the Future-
Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Apprentice Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 500 points
Basic Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 1% Technology Resistance
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats while in a Zone of Technology
Control of Technology- (Passive Ability, Heir to the Future) Possessor has a 20% chance of being able to cancel the actions of Technology element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: Technology- (Technique Ability, Heir to the Future) Possessor may use 'Elemental Attack-Conversion: Technology' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Technology element and no other technique is used. Said action becomes solely the element Technology.
Heir to the Future- (Passive Ability, Heir to the Future) Possessor ignores (1 * (Possessor Level/5), rounded down)% Technology Resistance, Possessor ignores Technology Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 5,000 points
Technology Manipulation- (Passive Ability, Heir to the Future) Possessor may choose one of the following at the beginning of each round if Technology element: Create a Zone of Technology, Remove a Zone of Technology created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Technology by either possessor or a source below Level 20, Add Technology 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 Technology element on a Technology element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Technology, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Technology, 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 Technology element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Technology to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Technology, 5% Technology Resistance, or +50 Defense against Technology and 1% Technology Resistance until the end of the round as a non-stacking buff


-Illusionist-
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Delude Self About Health Conditions- (Passive Ability, Illusionist) Possessor has a 50% chance per effect of suffering no negative effects from minor negative status effects from sources below Level 10
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Fake Stat Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent
False Kindness- (Passive Ability, Illusionist) Possessor may choose for individuals below Level 20 to treat possessor's offensive actions as being non-offensive actions
Honeyed Words- (Passive Ability, Illusionist) Possessor's Magical Attack actions may gain 15% inflicts Charm if possessor's stats have not been scanned by an opponent
Illusion Magic Casting I- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 20 less MP to cast


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


-Lawbringer-
Apprentice Mace Training- (Passive Ability, Lawbringer) This character gains +50 Melee Attack and +500 HP when a Mace is equipped.
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack when a Mace is equipped.
Judge- (Passive Ability, Lawbringer) Possessor has a 5% chance of being able to counter each hostile action targeting one of possessor's allies, to a max of one such action per turn, with a Melee Attack that has a 5% chance of inflicting Entombed: Incarcerated, with said attack being unable to use techniques, use spells, or be mutli-hit, Possessor has a 5% chance of being able to redirect debuffs from lower-level, non-unique sources that are below level 40 that target possessor's allies to any other target
Lawbringer- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Mace equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Mace equipped


-Luminary-
Apprentice Celestial Magic Attunement- (Passive Ability, Luminary) All Celestial Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Celestial Magic spells cost possessor 250 less MP to cast for each non-summon ally caster possesses, to a max of 200 such allies
Basic Celestial Magic Attunement- (Passive Ability, Luminary) All Celestial Magic spells gain +20 Magical Attack and cost 10 less MP for each non-summon ally caster possesses
Luminary- (Passive Ability, Luminary) All Celestial Magic spells possessor casts that possess a Magical Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Celestial Magic spells cost possessor (250 * Possessor Level) less MP to cast


-Magewright-
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
Enhanced Item Familiarity- (Passive Ability, Magewright) Possessor's items that possess at least one Enhancement provide an additional +50 points to any stat that they provide bonuses to
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Seal Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Seal possessor has equipped
Supporting Passage- (Technique Ability, Magewright) Possessor may use 'Supporting Passage' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long a a Tome is equipped and no other technique is used as part of said action. Possessor may use 'Relevant Quotation' and 'Supporting Passage' as components of the same action. Said action gains +15 Magical Attack if its performer has a Book and a Tome equipped that share an element.
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Trinket Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Trinket possessor has equipped


-Merchant-
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Knowledge of Advertising and Marketing- (Passive Ability, Merchant) Possessor's Charm infliction chances are increased by 5%
Knowledge of Public Relations- (Passive Ability, Merchant) Possessor's Charm infliction chances are increased by 5%


-Mind Lord-
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Apprentice Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 500 points
Basic Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +50 to all stats
Basic Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +50 Defense against Psychic
Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Understanding of the Heart of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element allies gain +10 to all stats
Basic Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +50 to all stats while in a Zone of Psychic
Mind Lord- (Passive Ability, Mind Lord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Psychic Resistance, Possessor ignores Psychic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Psychic Manipulation- (Passive Ability, Mind Lord) Possessor may choose one of the following at the beginning of each round if Psychic element: Create a Zone of Psychic, Remove a Zone of Psychic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Psychic by either possessor or a source below Level 20, Add Psychic 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 Psychic element on a Psychic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Psychic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Psychic, 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 Psychic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Psychic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Psychic, 5% Psychic Resistance, or +50 Defense against Psychic and 1% Psychic Resistance until the end of the round as a non-stacking buff


-Mountain King-
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Apprentice Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Earth's Dominion- (Passive Ability, Mountain King) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Earth
Basic Earth Resistance- (Passive Ability, Mountain King) Possessor gains 1% Earth Resistance
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +50 to all stats while in a Zone of Earth
Control of Earth- (Passive Ability, Mountain King) Possessor has a 20% chance of being able to cancel the actions of Earth element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Earth- (Passive Ability, Mountain King) Possessor gains +1% To Hit against Earth element targets
Earth Manipulation- (Passive Ability, Mountain King) Possessor may choose one of the following at the beginning of each round if Earth element: Create a Zone of Earth, Remove a Zone of Earth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Earth by either possessor or a source below Level 20, Add Earth to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Earth element on a Earth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Earth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Earth, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Earth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Earth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Earth, 5% Earth Resistance, or +50 Defense against Earth and 1% Earth Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 5,000 points
Mountain King- (Passive Ability, Mountain King) Possessor ignores (1 * (Possessor Level/5), rounded down)% Earth Resistance, Possessor ignores Earth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80


-Ocean Prince-
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Apprentice Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 500 points
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +10 to all stats
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Elemental Attack-Conversion: Water- (Technique Ability, Ocean Prince) Possessor may use 'Elemental Attack-Conversion: Water' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Water element and no other technique is used. Said action becomes solely the element Water.
Improved Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Water- (Passive Ability, Ocean Prince) Possessor may use the Technique 'Elemental Attack-Conversion: Water' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Water element.
Ocean Prince- (Passive Ability, Ocean Prince) Possessor ignores (1 * (Possessor Level/5), rounded down)% Water Resistance, Possessor ignores Water Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80


-Paladin-
Apprentice Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Holy Magic spells that buff stats do so by 50 more points per such stat
Basic Holy Magic Attunement- (Passive Ability, Paladin) All holy Magic spells gain +10 Magical Attack and boost stats by 5 more
♢Echoing Kindness and Right Action Across the World- (Passive Ability, Paladin) For each of possessor's lower-Level allies who has placed a buff of each of possessor's other lower-Level allies, all of possessor's lower-Level allies, provided there are at least 5 such allies, obtain a cumulative +(1/((the number of prior instances of this effect tallied)!, rounded down)))% bonus to all stats (to a max of a +(Possessor's Level / 2, rounded down)% bonus), with this bonus being constantly-applied by this ability rather than being a buff
♢Ever-Azure Holy Nimbus- (Stance Ability, Paladin) Whenever one of possessor's lower-Level allies casts a non-offensive spell that heals or buffs an ally that has not yet been healed or buffed by the same ally on the current round, possessor may, up to possessor's Level times per round, give said ally a bonus action at the end of any action containing the spell's casting (if it is part of an action), at the end of any attack containing the spell's casting (if it is part of an attack, but not an action), or immediately (if it is neither part of an attack nor part of an action); Possessor may choose for any text present on possessor or any of possessor's allies, including on their instances of abilities and items, as being this color; any text possessor announces may be this color (Hex = #007FFF)
Paladin- (Passive Ability, Paladin) Possessor's Damage-dealing actions that involve the casting of Holy Magic spells deal (500 + 100 * Possessor Level) additional Damage, Holy Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast


-Priest-
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect


-Radiant Hierophant-
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 to all stats while in a Zone of Light
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats while in a Zone of Light
Control of Light- (Passive Ability, Radiant Hierophant) Possessor has a 20% chance of being able to cancel the actions of Light element individuals below Level 20, with things that would occur before and after said actions still occurring
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +1,000 to all stats while in a Zone of Light
Light Manipulation- (Passive Ability, Radiant Hierophant) Possessor may choose one of the following at the beginning of each round if Light element: Create a Zone of Light, Remove a Zone of Light created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Light by either possessor or a source below Level 20, Add Light to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Light element on a Light element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Light, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Light, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Light element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Light to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Light, 5% Light Resistance, or +50 Defense against Light and 1% Light Resistance until the end of the round as a non-stacking buff
Radiant Hierophant- (Passive Ability, Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Zonal Light Control- (Passive Ability, Radiant Hierophant) Possessor may, at the start of each round, choose one Zone of Light 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


-Ritualist-
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Enchantment- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that give items Enhancements that are Enchantments cost 200 less MP and 200 less XP
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Ritual Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
Craft Ritual Circles from Blood- (Passive Ability, Ritualist) Possessor may pay 100 HP when casting a Ritual Magic spell that creates a Circle Effect to have said spell cost 100 less MP, Ritual Magic spells that create Circle Effects cost possessor 100 less MP on rounds after rounds during which at least 2,000 HP worth of Damage was taken from attacks across all individuals in the battle that possessor is currently present in
Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast
Ritual Magic Casting I- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 20 less MP to cast
Ritual Magic Casting II- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 200 less MP to cast


-Scholar-
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
♢Guidance Offered- (Passive Ability, Scholar) Whenever possessor casts a non-unique spell, possessor's lower-Level allies, as a buff that lasts until the end of the round that does not stack that ends if the ally stops being possessor's ally, add that spell to their Inherent Spell Lists, gaining Inherent Spell Lists as part of the buff if necessary
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Dimensions- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 500 less MP to cast
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Scholar of History- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if at least 25 battles have previously happened within the thread
Scholarly- (Passive Ability, Scholar) Possessor obtains +200 uncapped MIN if possessor has a Book equipped


-Snow Queen-
Apprentice Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 5% Ice Resistance
Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Apprentice Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Ice's Dominion- (Passive Ability, Snow Queen) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ice
Basic Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 1% Ice Resistance
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 50 points
Control of Ice- (Passive Ability, Snow Queen) Possessor has a 20% chance of being able to cancel the actions of Ice element individuals below Level 20, with things that would occur before and after said actions still occurring
Ice Manipulation- (Passive Ability, Snow Queen) Possessor may choose one of the following at the beginning of each round if Ice element: Create a Zone of Ice, Remove a Zone of Ice created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ice by either possessor or a source below Level 20, Add Ice 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 Ice element on a Ice element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ice, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ice, 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 Ice element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ice to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ice, 5% Ice Resistance, or +50 Defense against Ice and 1% Ice Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 5,000 points
Snow Queen- (Passive Ability, Snow Queen) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ice Resistance, Possessor ignores Ice Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80


-Summoner-
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Fading-Call-Augmenting Techniques- (Passive Ability, Summoner) Spells cast by possessor whose name includes 'Fading Call' deal 5,000 additional points of Damage whenever they deal Damage; Spells cast by possessor whose name includes 'Fading Call' that replicate abilities performed by entities from the Enemy List as though said entities were performing them deal 5,000 additional points of Damage whenever they deal Damage
Basic Summon Essence-Linking- (Passive Ability, Summoner) Possessor gains +50 to all stats if possessor has any summons, Possessor's summons gain +50 to all stats
Basic Summon HP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 HP
Basic Summon MP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 MP
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Knowledge of Basic Techniques in Summoning Energy-Element Entities- (Passive Ability, Summoner) Possessor's Energy-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Magic-Element Entities- (Passive Ability, Summoner) Possessor's Magic-element summons gain +100 to all stats
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Summoner Magic Casting I- (Passive Ability, Summoner) Summoner Magic spells cost possessor 20 less MP to cast
Summoner Magic Casting II- (Passive Ability, Summoner) Summoner Magic spells cost possessor 200 less MP to cast
Well-Versed in Traditional Summoning Techniques- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain +100 to all stats


-Thunder Czar-
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Apprentice Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 500 points
Basic Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Acceleration Within Electrical's Dominion- (Passive Ability, Thunder Czar) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Electrical
Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats while in a Zone of Electrical
Electrical Manipulation- (Passive Ability, Thunder Czar) Possessor may choose one of the following at the beginning of each round if Electrical element: Create a Zone of Electrical, Remove a Zone of Electrical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Electrical by either possessor or a source below Level 20, Add Electrical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Electrical element on a Electrical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Electrical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Electrical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Electrical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Electrical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Electrical, 5% Electrical Resistance, or +50 Defense against Electrical and 1% Electrical Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 5,000 points
Thunder Czar- (Passive Ability, Thunder Czar) Possessor ignores (1 * (Possessor Level/5), rounded down)% Electrical Resistance, Possessor ignores Electrical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80


-Transmuter-
Apprentice Transmutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Basic Transmutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Improved Polymorph I- (Passive Ability, Transmuter) Possessor's Transmutation spells that begin with 'Polymorph:' may have the stats of their results either increased by an additional +10 or decreased by an additional -10 as part of the Polymorph Effect buff or debuff, with stat penalties from this ability being unable to reduce a stat to 0 or below
Improved Polymorph II- (Passive Ability, Transmuter) Possessor's Transmutation spells that begin with 'Polymorph:' may have the stats of their results either increased by an additional +25 or decreased by an additional -25 as part of the Polymorph Effect buff or debuff, with stat penalties from this ability being unable to reduce a stat to 0 or below
Polymorph Expert- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' may affect willing allies of higher level than caster
Polymorphic Power Equalization Capability- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' ignore the section 'Does not work on targets above Level X' when targeting willing allies who allow said section to be ignored
Quantifiable Uniqueness-Overriding Equation- (Passive Ability, Transmuter) Possessor and possessor's willing allies may be affected by possessor's spells that being with 'Polymorph' despite being unique if they are unique
Transmutation Casting I- (Passive Ability, Transmuter) Transmutationspells cost possessor 20 less MP to cast
Transmutation Casting II- (Passive Ability, Transmuter) Transmutation spells cost possessor 200 less MP to cast
Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast


-Wanderer-
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Establish Dimensional Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Establish Temporal Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 10% Fatigued Resistance
Gate Magic Casting I- (Passive Ability, Wanderer) Gate Magic spells cost possessor 20 less MP to cast
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast


-Warlord-
Apprentice Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Form of Goblin- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +100 AGI, -50 STR, and -50 MIN
Humanoid Calling I- (Passive Ability, Warlord) Possessor's Humanoid summons gain +20 to all stats
Humanoid Calling II- (Passive Ability, Warlord) Possessor's Humanoid summons gain +200 HP
Humanoid Calling III- (Passive Ability, Warlord) Possessor's Humanoid summons gain +500 MP
Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +20 to all stats
Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 to all stats
Humanoid Loyalty Instruction- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain 40% Charm Resistance
Humanoid Traits- (Passive Ability, Warlord) Possessor gains +1 to all stats so long as possessor is a Humanoid


-Wind Duke-
Air Manipulation- (Passive Ability, Wind Duke) Possessor may choose one of the following at the beginning of each round if Air element: Create a Zone of Air, Remove a Zone of Air created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Air by either possessor or a source below Level 20, Add Air to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Air element on a Air element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Air, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Air, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Air element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Air to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Air, 5% Air Resistance, or +50 Defense against Air and 1% Air Resistance until the end of the round as a non-stacking buff
Apprentice Air Resistance- (Passive Ability, Wind Duke) Possessor gains 5% Air Resistance
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Apprentice Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Air's Dominion- (Passive Ability, Wind Duke) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Air
Basic Air Resistance- (Passive Ability, Wind Duke) Possessor gains 1% Air Resistance
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 50 points
Control of Air- (Passive Ability, Wind Duke) Possessor has a 20% chance of being able to cancel the actions of Air element individuals below Level 20, with things that would occur before and after said actions still occurring
Improved Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 5,000 points
Wind Duke- (Passive Ability, Wind Duke) Possessor ignores (1 * (Possessor Level/5), rounded down)% Air Resistance, Possessor ignores Air Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80


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


-Other: Deus Omnium-
Basic Divine Synchronization- (Passive Ability, Other: Deus Omnium) Possessor gains +125 to all stats if Divine element


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


-Other: Genesis Architect-
Genesis Architect- (Passive Ability, Other: Genesis Architect) Possessor ignores (1 * (Possessor Level/5), rounded down)% Life Resistance, Possessor ignores Life Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80


-Other: Living Legend-
A Legend Unequaled- (Passive Ability, Other: Living Legend) If possessor is Glory element, buffs from sources below Level 60 who are not 20 or more Levels greater than possessor may not raise the stats of individuals below Level 60 who are non-unique and lower Level than possessor to be equal to or greater than possessor's corresponding stats
A Name Etched In History- (Passive Ability, Other: Living Legend) If possessor is Glory element, name may not be changed without possessor's consent by individuals below Level 40, with possessor's name remaining unchanged while possessor is transformed if possessor is forcibly transformed and possessor does not consent to the name change that said transformation would bring, Possessor may choose to retain possessor's name when possessor voluntarily enters a transformation that is initiated by either possessor or an ally of possessor
A Persona Defined By Stories And Deeds- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may not be transformed by individuals below Level 40 without possessor's permission
Apprentice Glory Synchronization- (Passive Ability, Living Legend) Possessor gains +50 to all stats for each Glory element item equipped, Possessor's Glory element pets and summons gain +250 to all stats
A Titan Among Men- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +2,000 STR if all of possessor's opponents are non-unique, and possessor gains 20% Resistance to non-unique individuals below Level 60 who are not 20 or more Levels greater than possessor
Basic Glory Synchronization- (Passive Ability, Other: Living Legend) Possessor gains +25 to all stats if possessor is Glory element
Cannot Die A Mundane Death- (Passive Ability, Other: Living Legend) If possessor is Glory element, gains 50% Resistance to non-unique individuals below Level 60 who are not 20 or more Levels greater than possessor and may not be reduced below 1 HP by minor or moderate status effects from such sources, Has RP effects
Empowered By The Stories- (Passive Ability, Other: Living Legend) If possessor is Glory element, at the start of each round, each of possessor's allies chooses a stat out of Strength, Agility, Constitution, Mind, and Spirit, This ability provides +100 to each such stat each time it is chosen for the duration of the round (this is not a buff and is capped), to a max of +5,000 to each stat
Footnotes Without Consequence- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of each round, choose to be cured of all minor and moderate negative status effects and debuffs from sources below Level 60 that are non-unique and that are not 20 or more Levels greater than possessor
Glory Manipulation- (Passive Ability, Other: Living Legend) Possessor may choose one of the following at the beginning of each round if Glory element: Create a Zone of Glory, Remove a Zone of Glory created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Glory by either possessor or a source below Level 20, Add Glory 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 Glory element on a Glory element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Glory, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Glory, 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 Glory element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Glory to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Glory, 5% Glory Resistance, or +50 Defense against Glory and 1% Glory Resistance until the end of the round as a non-stacking buff
Legends Never Die- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, up to (Possessor Level / 20, rounded up) times per thread, when dead, self-resurrect at the start of a round 5 or more rounds after possessor's most recent death if possessor possesses any allies at said time, provided that possessor was not killed by either a unique source of equal Level to or greater than possessor, by a source 20 or more Levels greater than possessor, or by a source of Level 80 or greater
Living Legend- (Passive Ability, Other: Living Legend) Possessor ignores (1 * (Possessor Level/5), rounded down)% Glory Resistance, Possessor ignores Glory Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Meditative Assumption of Glory- (Passive Ability, Other: Living Legend) Possessor may choose, at the beginning of a thread, to become solely Glory element
The Stories Remember What Is Gone- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of any round, re-obtain any item that possessor was carrying that was destroyed by a non-unique source below Level 60 or a unique source below Level 40 (not counting the last charge of a consumable being used) during the present thread
Unmatched Master's Competence- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 25 or more Fame, possessor counts as possessing 10 additional abilities in each base class that possessor possesses the class-name ability for, provided that no other individual in the same battle as possessor possesses an equal or greater number of abilities from said class


-Other: Subspace Architect-
Repair Large Structure- (Active Ability, Other: Subspace Architect) Possessor may spend an action to conduct an attack that only affects Large Structures, Heals, Includes Melee Attack, Magical Attack, and Ranged Attack bonuses that come from Tools or Subspace Architect abilities (but not other such bonuses, with such bonuses each being capped seperately at their normal caps) and that uses Mind as its Prime Attribute


-Other: Sun Duke-
Sun Duke- (Passive Ability, Other: Sun Duke) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Solar Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Solar Being pets and summons per Level of possessor


-Other: Temporal Primarch-
Absorb Time- (Passive Ability, Other: Temporal Primarch) Possessor Absorbs Time against sources below Level 20 if Level 20 or greater
Adept Time Synchronization- (Passive Ability, Other: Temporal Primarch) Amounts of Time element Damage possessor deals are increased by 10,000 points, Time element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Time element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Time Synchronization- (Passive Ability, Temporal Primarch) Possessor gains +50 to all stats for each Time element item equipped, Possessor's Time element pets and summons gain +250 to all stats
Asynchronus Timestream- (Passive Ability, Other: Temporal Primarch) Possessor may, so long as no individual 20 or more Levels greater who is in the same battle objects, choose to count the current round's number as the number of any round that possessor has experienced in the current battle
Bank Actions- (Passive Ability, Temporaral Primarch) Possessor may, at the start of any round, choose for possessor's first action of the round to, instead of being placed in turn-order, be placed in possessor's Action Bank. Possessor's Action Bank may hold up to 3 actions and is emptied at the end of each battle. If in a battle where all opponents are lower Level than possessor, possessor may, at the start of any round, choose to remove an action from possessor's Action Bank and gain an additional action that round.
Basic Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to all stats if possessor is Time element
Control of Time- (Passive Ability, Other: Temporal Primarch) Possessor has a 20% chance of being able to cancel the actions of Time element individuals below Level 20, with things that would occur before and after said actions still occurring
Detachable Secondary Timestream- (Passive Ability, Temporal Primarch) Once per thread, if possessor is Time element, when possessor would acquire a debuff that would specifically reduce possessor's turn-order-determining stat sum or when possessor would be afflicted with Fatigued: Slow or Suffocation: No Future or when possessor would acquire a debuff that would change the round that possessor would treat the current round as, possessor may choose to not acquire said debuff or status effect
Doublespeed Recovery (Minor)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for minor negative status effects are checked twice per round
Doublespeed Recovery (Moderate)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for moderate negative status effects are checked twice per round
Effect-Resistant, Fixed Personal Timestream- (Passive Ability, Other: Temporal Primarch) Possessor is Immune to entities below Level 20, Possessor is Immune to Time element debuffs from sources below Level 60
Enemy-Rewinding Gear-Wings- (Passive Ability, Temporal Primarch) Up to three times per battle while possessor is Time element, checking a max of once per action, possessor may choose to have a 50% chance of undoing the results of any one opponent's action (save said action counting as still having been used up), not including things that happened before or after said action, provided that said opponent was not greater Level than possessor and was not above Level 65
Expert Time Synchronization- (Passive Ability, Other: Temporal Primarch) Time element Damage dealt to possessor (not including healing) is halved, Time element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Time element accessories, and may not be converted into other types of slot by individuals below Level 100
Father Time Mode- (Stance Ability, Other: Temporal Primarch) Possessor counts as being afflicted with Fatigued: Elderly, gains the element Time, and suffers no negative effects from the status effect Fatigued: Elderly
Gift Actions- (Passive Ability, Temporaral Primarch) Possessor may, when removing an action from possessor's action bank, instead of assigning it to possessor, may assign it to one of possessor's willing allies.
Keeper of Temporal Hourglasses- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, the status effect Doomed (but not its sub-status effect), if coming from a source of lower Level than possessor, may not kill possessor or possessor's allies without possessor's permission
Meditative Assumption of Time- (Passive Ability, Other: Temporal Primarch) Possessor may choose, at the beginning of a thread, to become solely Time element
Nullify Time- (Passive Ability, Other: Temporal Primarch) Possessor may remove the element Time from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Time-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Time-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Time from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Personal Time-Preservation- (Passive Ability, Temporal Primarch) At the start of each round, if possessor is Time element, possessor may choose one debuff that possessor is afflicted with that comes from a source of equal Level to or lower Level than possessor (to a max of Level 60) and ignore said debuffs effects on its possessor's turn-order-determining stat sum for turn-order-determining purposes for the duration of said round
Reflect Time- (Passive Ability, Other: Temporal Primarch) Possessor Reflects Time against sources below Level 20 if Level 20 or greater
Shatter Temporal Hourglass- (Active Ability, Other: Temporal Primarch) Possessor, if Time element, may spend an action to have a 100% chance of inflicting Instant Death: Doomed and Suffocation: No Future on a target below Level 80 that is not greater Level than possessor, is not Time element, and does not possess Time Resistance, Immunity, Absorption, or Reflection
Temporal Father-Time Defenses- (Passive Ability, Temporal Primarch) While possessor is in the stance 'Father Time Mode' possessor obtains 30% Time Resistance and +30,000 Defense against Time
Temporal Primarch- (Passive Ability, Other: Temporal Primarch) Possessor ignores (1 * (Possessor Level/5), rounded down)% Time Resistance, Possessor ignores Time Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Temporal Wisdom- (Passive Ability, Other: Temporal Primarch) Possessor may count Temporal Primarch abilities as Time Mage abilities (including for prerequisite purposes) and may count Time Mage abilities as Temporal Primarch abilities (including for prerequisite purposes)
Time Immunity- (Passive Ability, Other: Temporal Primarch) Possessor gains Time Immunity against sources below Level 20 if Level 20 or greater
Time Manipulation- (Passive Ability, Other: Temporal Primarch) Possessor may choose one of the following at the beginning of each round if Time element: Create a Zone of Time, Remove a Zone of Time created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Time by either possessor or a source below Level 20, Add Time to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Time element on a Time element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Time, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Time, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Time element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Time to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Time, 5% Time Resistance, or +50 Defense against Time and 1% Time Resistance until the end of the round as a non-stacking buff
Timesand Keeper- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor may change the element Earth in any of possessor's actions or any quantity of Damage dealt by possessor into the element Time, If possessor is Earth element, possessor may add the element Time to any of possessor's Earth element actions
Undo Minor Status Effects- (Passive Ability, Temporal Primarch) Possessor's 'Undo' actions may reapply minor positive or negative status effects instead of buffs or debuffs
Undo Moderate Status Effects- (Passive Ability, Temporal Primarch) Possessor's 'Undo' actions may reapply moderate positive or negative status effects instead of buffs or debuffs
Undo- (Active Ability, Temporal Primarch) If possessor is Time element, possessor may spend an action to undo the removal of a buff or debuff from a source of possessor's Level or lower (to a max of Level 80) that was performed by a source of possessor's Level or lower (to a max of Level 80), placing said instance of said buff or debuff back on the individual it was removed from (but not doing aynthing else that 'undoing' would connotate save counting as 'undoing')
Wind of Seconds- (Passive Ability, Other: Temporal Primarch) Once per thread when possessor is afflicted with Augmented: Haste while possessor is Time element, possessor may choose to regenerate 600,000,000 MP


-Other: Time Mage-
Adept Time Magic Attunement- (Passive Ability, Other: Time Mage) Time Magic spells cost possessor 10,000 less MP to cast, Time Magic spells cast by possessor that provide a AGI buff bonus provide an additional +500 AGI as an effect that stacks 20 times across all effects per individual, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Time Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Basic Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Chronomantic Auto-Haste- (Passive Ability, Other: Time Mage) Possessor is afflicted with Augmented: Haste at the start of the first round of battle if possessor is either Time element or has 5 Time Magic spells equipped
Time Mage- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +(250 + 10* Possessor Level) additional Magical Attack, Possessor gains +(250 + 10* Possessor Level) to possessor's turn-order-determining stat sum for turn-order-determining purposes


-Other: Ward Crafter-
Phantasmagorical Self-Warding- (Passive Ability, Other: Ward Crafter) Possessor may, once per thread, choose to not acquire a major negative status effect that would otherwise afflict possessor, provided it is coming from a source that is not Level 99 or 5 or more Levels greater than possessor


-Other: Worldbound God-
Bestow Worshipper Benefit: Sea-Bearer - (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Sea-Bearer- Possessor may choose to begin battle with a Phantom Terrain of Ocean and or Zone of Water present and containing solely possessor, Possessor may choose at the end of any round that at least one Phantom Terrain of Ocean or Zone of Water created by possessor was destroyed, to create a single Phantom Terrain of Ocean or Zone of Water that contains solely possessor, Worshipper Benefit
Bestow Worshipper Benefit: Water-Breathing- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Water-Breathing- Possessor gains Immunity to Drowning, but not its sub-status effects, Worshipper Benefit
Empowered by the Chants and Drums of the Horde- (Passive Ability, Other: Worldbound God) Possessor gains +(1,000 * the number of Humanoid Devout Worshippers possessor possesses in the same battlespace that are not afflicted with Impaired: Silence) to all stats
Lesser Deific Domain: Art- (Passive Ability, Other: Worldbound God) Possessor's Abstract and Fae allies gain +(Possessor Level * 200) to all stats, Possessor's summons may gain Abstract as an additional subtype, Possessor has RP powers connected to this divine domain
Lesser Deific Domain: Oceans- (Passive Ability, Other: Worldbound God) Possessor's Aquatic allies gain +(Possessor Level * 200) to all stats, Possessor gains 15% Water Resistance, Possessor has RP powers connected to this divine domain


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


Armour-
Armor of the Gold Leaf Throne's Knight- (Armor, Heavy Armor, Glory & Wealth, 400,000,000 Gold) +400,000 Defense, +40,000 Defense against Stat Damage, +400,000 CON, Wielder's Defense may not be pierced by individuals below Level 60 who are below wielder's Level, Wielder must be Level 40 or greater


Accessories-
Cloak of Nested Illusions- (Accessory, Cloak, Illusion, 215,000,000 Gold) +115,000 to all stats, Actions from individuals below Level 80 have a 20% chance of failing to target wielder if wielder so desires as a non-stacking effect, Wielder must be Level 40 or greater
Ring of Cosmic Birth- (Accessory, Ring, Life & Magic, 275,000,000 Gold) +2,750,000 HP as a non-stacking bonus, +2,750,000 MP as a non-stacking bonus, Wielder may spend an action to summon an Outsider, Planetary, or Astral Being below Level 95, Max 10 summoned, Wielder's summons regenerate 275,000 HP and MP at the start of each round as an effect that stacks 5 times, Wielder must be Level 40 or greater

Time Accessory-


Consumables-


Spells-

30 Protection Magic Spell Slots-
10 Time Magic Spell Slots-
5 Time Spell Slots-


Pets-




Modified Stats wrote: Divinity & Arch-Quezmellym, Evolution
HP: 2,868,500
MP: 2,868,500

STR: 4,740
AGI: 16,590
CON: 4,740
MIN: 4,740
SPI: 16,590




---------------------Defence---------------------

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

79% Dodge (via Caelum's Divine Domain)
2% Dodge

15% Water Resistance
5% Air, Energy, Fire, Hope, Ice Resistance
1% Earth, Electrical, Psychic, Technology Resistance

Immune to entities below Level 20
Immune to Time element debuffs from sources below Level 60
Stat Drain Immunity against sources below Level 40

May, once per thread, choose to not acquire a major negative status effect that would otherwise afflict possessor, provided it is coming from a source that is not Level 99 or 5 or more Levels greater than possessor
30% Confusion Resistance
10% Fatigued Resistance



+9,980 Defense

+40,000 Defense Against Stat Damage
+500 Defense against SAN, INF, and RES Damage.
Immunity to Stat Damage from sources below Level 40

+250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
+250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent

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

+550 Defense against Magic


---------------------Offence---------------------

230% To Hit
+1% To Hit against Earth, Magic, Truth element targets
+5% To Hit against Magic element targets that are below Level 60

130% Critical

ignores 15% Acid, Air, Darkness, Earth, Electrical, Energy, Fire, Glory, Hope, Ice, Life, Light, Magic, Physical, Psychic, Technology, Time, Truth, Water Resistance
Ignores Acid, Air, Darkness, Earth, Electrical, Energy, Fire, Glory, Hope, Ice, Life, Light, Magic, Physical, Psychic, Technology, Time, Truth, Water Immunity of targets below Level 15

15% inflicts Charm with Magical Attacks if stats have not been scanned.

Charm infliction chances are increased by 10%

Possessor may remove the element Time from possessor's actions
Wielder's offensive actions may gain the element Technology

Deals full Damage to the back row

+13,435 Melee Attack


Quantities of Time element Damage possessor deals are increased by 10,000 points
Quantities of Air, Darkness, Earth, Electrical, Energy, Fire, Hope, Ice, Light, Magic, Physical, Technology, Truth, Water element Damage dealt by possessor are increased by 5,550 points
Quantities of Acid, Psychic element Damage dealt by possessor are increased by 550 points


---------------------Healing---------------------

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

If an ally of possessor, not counting possessor, is dead, any effect that could inflict Drowning can, with the same chance as the Drowning infliction chance, be used to resurrect that ally.

Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.

Once per thread when possessor is afflicted with Augmented: Haste while possessor is Time element, possessor may choose to regenerate 600,000,000 MP


---------------------Start of Thread---------------------


---------------------Start of Battle---------------------


---------------------Start of Round---------------------

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

Manipulations: Acid, Air, Darkness, Earth, Electrical, Energy, Fire, Glory, Hope, Ice, Light, Magic, Physical, Psychic, Technology, Time, Truth, Water

At the start of each round, all of possessor's allies, not counting possessor, are cured of all minor negative status effects.
At the start of each round, if not in a Zone of Water, all of possessor's allies, not counting possessor, have a 50% chance of being cured of each moderate negative status effect.
At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, are cured of all moderate negative status effects.
At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, have a 5% chance of being cured of each major negative status effect.

May, at the start of any round, choose for possessor's first action of the round to, instead of being placed in turn-order, be placed in possessor's Action Bank. Possessor's Action Bank may hold up to 3 actions and is emptied at the end of each battle. If in a battle where all opponents are lower Level than possessor, possessor may, at the start of any round, choose to remove an action from possessor's Action Bank and gain an additional action that round.


---------------------Start of Action---------------------


---------------------Passive Effects---------------------

Possessor may, so long as no individual 20 or more Levels greater who is in the same battle objects, choose to count the current round's number as the number of any round that possessor has experienced in the current battle

Possessor has a 5% chance of being able to counter each hostile action targeting one of possessor's allies, to a max of one such action per turn, with a Melee Attack that has a 5% chance of inflicting Entombed: Incarcerated, with said attack being unable to use techniques, use spells, or be multi-hit

Possessor counts as being 5 levels higher for stat-scanning purposes and ignores up to 79 levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Possessor's Level is counted as 10 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
All Divining spells function as though caster were 1 level higher for stat-scanning purposes

Possessor may remove the element Time from the actions of individuals below possessor's Level who are below Level 60

Possessor may prevent the actions of Time-element individuals below Level 40 who are below possessor's Level
Possessor may prevent the Time-element actions of individuals below Level 40 who are below possessor's Level

---------------------Ally Bonuses---------------------

See Tide Baptisms for special actions and abilities granted to allies.

Possessor's allies, not counting possessor, are Immune to Drowning.

Instances of Drowning present on possessor's allies persist beyond death, and possessor dead allies, if afflicted with Drowning, have a 50% chance of being resurrected at the start of each round. If an ally of possessor, not counting possessor, is resurrected and is afflicted with Drowning at that time, it acquires a buff that stacks 5 times that persists beyond death that provides +5,000 to all stats.

Abstract, Aquatic and Fae allies gain +15,800 to all stats
Possessor's summons may gain Abstract as an additional subtype,


---------------------Pet, Summon and Transformation Bonuses---------------------


---------------------Zone and Terrain Effects---------------------
"Lady Rosaline", Masterwork No. 53 of Artificer Velimir Fabrice (Aeromage)
Level 59
Clockwork, Light
HP: 33,925
MP: 5,025
STR: 237 (4)
AGI: 1,311 (18)
CON: 2,003 (29)
MIN: 296 (5)
SPI: 237 (4)
XP- #
XP Required- 8,320,000, Holy Imperial Seal of Glory
Fame- 29
Gold- #


Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive
Ranged Overdrive
Point Blank
Craft- (Active Ability, Attack) User uses a secret formula
Ranged Overdrive- (Active Ability, Attack) Based on AGI. Uses Ranged Attack bonus. This action costs an amount of MP to perform equal to (User's Max MP * .25) in additional to any other costs. Does double normal damage. Spells that give Ranged Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Ranged Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Ranged Attack bonus.

-Abjurer-
Ablative Self-Screen- (Passive Ability, Abjurer) Up to 20 times per thread when possessor would acquire a debuff that reduces possessor's stats, possessor may choose for that instance of the debuff to reduce the amount it reduces each of possessor's by by 500, to a minimum of 0

-Adviser-
Apprentice Fan Training- (Passive Ability, Adviser) This character gains +60 Magical Attack and +50 MIN when a Fan is equipped.
Basic Fan Training- (Passive Ability, Adviser) This character gains +6 Magical Attack and +5 MIN when a Fan is equipped.
Fan of Mist- (Technique Ability, Adviser) Possessor may use Fan of Mist in conjunction with a Magical Attack action, so long as no other technique is used and possessor has a Fan that is Air element equipped. This attack deals no damage and instead gives targets hit by it +5% Dodge as a buff that lasts two rounds and is non-stacking.
Fan Wielding I- (Passive Ability, Adviser) +5 to all stats when a Fan is equipped
Fan Wielding II- (Passive Ability, Adviser) +25 to all stats when a Fan is equipped, +50 Magical Attack when a Fan is equipped

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

-Archer-
Apprentice Bow Training- (Passive Ability, Archer) Possessor gains +50 Ranged Attack if possessor has a Bow equipped, Possessor gains +20 to all stats if possessor has a Bow equipped
Archer's Aim- (Passive Ability, Archer) 104% to Hit with Bows, +5% to Hit with Archer techniques, +5 AGI
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
Bird Hunter- (Technique Ability, Archer) Possessor may use Bird Hunter in conjunction with a Ranged Attack, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +15 Ranged Attack and deals double damage if targeting a Bird. Said attack does 1/4 normal damage if not targeting a Bird.
Crossbow Training- (Passive Ability, Archer) Possessor gains +25 Ranged Attack if possessor has a Bow equipped whose name includes 'Crossbow'

-Architect-
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Basic Dissassembly- (Passive Ability, Architect) Possessor, when wielding a Tool, gains +50 Melee Attack against Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Calibrate- (Active Ability, Architect) Possessor may, if possessor has a Tool equipped, spend an action to give target Robot, Machine, Clockwork, Mecha, Vehicle, Vessel, or War Machine +200 to all stats as a buff that stacks 3 times
Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
Monkey's Strike- (Technique Ability, Architect) Possessor may use Monkey's Strike in conjunction with a Melee Attack, so long as no other technique is used and a Tool is equipped. Said Melee Attack action gains +75 Melee Attack, and, if targetting a Robot, Machine, Clockwork, Vehicle, Vessel, or Mech, inflicts a debuff that stacks 5 times and provides -50 to all stats

-Archer-
Apprentice Bow Training- (Passive Ability, Archer) Possessor gains +50 Ranged Attack if possessor has a Bow equipped, Possessor gains +20 to all stats if possessor has a Bow equipped
Archer- (Passive Ability, Archer) Possessor gains +(100 * Possessor Level) Ranged Attack if possessor has a Bow equipped, Possessor gains +(50 * Possessor Level) AGI if possessor has a Bow equipped
Archer's Aim- (Passive Ability, Archer) 104% to Hit with Bows, +5% to Hit with Archer techniques, +5 AGI
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
Bird Hunter- (Technique Ability, Archer) Possessor may use Bird Hunter in conjunction with a Ranged Attack, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +15 Ranged Attack and deals double damage if targeting a Bird. Said attack does 1/4 normal damage if not targeting a Bird.
Critical Arrow- (Technique Ability, Archer) Possessor may use 'Critical Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +5% Critical.
Daemon-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Daemon-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Deft Arrow- (Technique Ability, Archer) Possessor may use 'Deft Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +5% To Hit.
Demon-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Demon-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Demons and gains +5% To Hit against Demons.
Devil-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Devil-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Devils and gains +5% To Hit against Devils.
Dud Arrow- (Technique Ability, Archer) Possessor may use 'Dud Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Archer equipped. Said attack gains -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.

-Artificer-
Adept Artifice Attunement- (Passive Ability, Artificer) Artifice spells cost possessor 10,000 less MP to cast, Artifice spells that possessor casts that possess a Magical Attack bonus gain an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Artifice Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 250 less MP, XP, and Gold to cast
Artifice Casting I- (Passive Ability, Artificer) Artifice spells cost possessor 20 less MP to cast
Artifice Casting II- (Passive Ability, Artificer) Artifice spells cost possessor 200 less MP to cast
Artificer- (Passive Ability, Artificer) Artifice spells cost possessor (50 * possessor Level) less MP, XP, and Gold to cast
Artificer's Enchanted Item Creation Discovery: Confer Air Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Air Resistance'
Artificer's Enchanted Item Creation Discovery: Confer Acid Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Acid Resistance'
Artificer's Enchanted Item Creation Discovery: Confer Earth Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Earth Resistance'
Artificer's Enchanted Item Creation Discovery: Confer Fire Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Fire Resistance'
Artificer's Enchanted Item Creation Discovery: Confer Ice Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Ice Resistance'
Artificer's Enchanted Item Creation Discovery: Confer Magic Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Magic Resistance'
Artificer's Enchanted Item Creation Discovery: Confer Water Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Water Resistance'
Artificer's Enchanted Item Creation Discovery: Deal Acid Damage- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Acid Damage Effect Addition'
Artificer's Enchanted Item Creation Discovery: Deal Air Damage- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Air Damage Effect Addition'
Artificer's Enchanted Item Creation Discovery: Deal Earth Damage- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Earth Damage Effect Addition'
Artificer's Enchanted Item Creation Discovery: Deal Fire Damage- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Fire Damage Effect Addition'
Artificer's Enchanted Item Creation Discovery: Deal Ice Damage- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Ice Damage Effect Addition'
Artificer's Enchanted Item Creation Discovery: Deal Magic Damage- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Magic Damage Effect Addition'
Artificer's Invention Creation Discovery: Deal Technology Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Technology Damage Effect Addition'
Artificer's Enchanted Item Creation Discovery: Deal Water Damage- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Water Damage Effect Addition'
Artificer's Gadget Creation Discovery: Agility Boosting- (Passive Ability, Artificer) When possessor creates a Gadget Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Agility Boost'
Artificer's Gadget Creation Discovery: Constitution Boosting- (Passive Ability, Artificer) When possessor creates a Gadget Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Constitution Boost'
Artificer's Gadget Creation Discovery: Electrical Resistance- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Electrical Resistant'
Artificer's Gadget Creation Discovery: Energy Resistance- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Energy Resistant'
Artificer's Gadget Creation Discovery: MindBoosting- (Passive Ability, Artificer) When possessor creates a Gadget Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Mind Boost'
Artificer's Gadget Creation Discovery: Physical Resistance- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Physical Resistant'
Artificer's Gadget Creation Discovery: Spirit Boosting- (Passive Ability, Artificer) When possessor creates a Gadget Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Spirit Boost'
Artificer's Gadget Creation Discovery: Strength Boosting- (Passive Ability, Artificer) When possessor creates a Gadget Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Strength Boost'
Artificer's Gadget Creation Discovery: Technology Resistance- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Technology Resistant'
Artificer's Invention Creation Discovery: Confer Electrical Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Electrical Resistance'
Artificer's Invention Creation Discovery: Confer Energy Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Energy Resistance'
Artificer's Invention Creation Discovery: Confer Physical Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Physical Resistance'
Artificer's Invention Creation Discovery: Confer Technology Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Technology Resistance'
Artificer's Invention Creation Discovery: Deal Electrical Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Electrical Damage Effect Addition'
Artificer's Invention Creation Discovery: Deal Energy Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Energy Damage Effect Addition'
Artificer's Invention Creation Discovery: Deal Psychic Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Psychic Damage Effect Addition'
Artificer's Invention Creation Discovery: Unfold Into Clockwork- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Unfold Into Clockwork'
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost 10 less MP, XP, and Gold
Build Artificer's Doodad- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Gadget Accessory or Magic-element Magic Item Accessory named '<Possessor's Name>'s Artificer's Doodad' with a Gold value of 500 and the text 'Possessor obtains +5 to all stats'
Build Artificer's Gizmo- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Invention Consumable or Magic-element Enchanted Item Consumable named '<Possessor's Name>'s Artificer's Gizmo' with a Gold value of 500, 1 Charge, and the text 'Target may obtain +5 or -5 to any one stat as an effect that stacks 5 times'
Improved Clockwork Gizmobot Action-Synchronizers- (Passive Ability, Artificer) When one of possessor's Invention consumables summons a Clockwork, said summon acquires a non-stacking buff that grants its possessor +2,500 to its turn-order-determining stat sum for turn-order-determining purposes as a non-stacking bonus if it possesses an ally that possesses the same buff
Improved Clockwork Gizmobot Armor- (Passive Ability, Artificer) The buff provided by possessors 'Improved Gizmobots (Clockwork)' ability additionally causes Clockworks that possess it to gain +5,000 Defense
Improved Clockwork Gizmobot Deployment- (Passive Ability, Artificer) When one of possessor's Invention consumables summons a Clockwork, said summoning may not be prevented by entities below Level 20
Improved Clockwork Gizmobot Power Reserves- (Passive Ability, Artificer) The buff provided by possessors 'Improved Gizmobots (Clockwork)' ability additionally causes Clockworks that possess it to gain +50,000 MP
Improved Clockwork Gizmobot Rush-Springs- (Passive Ability, Artificer) When one of possessor's Invention consumables summons a Clockwork, said summon's attacks on its round of summoning deal 50,000 additional Damage as a constantly-applied effect with possessor as a source
Improved Clockwork Gizmobot Weaponry- (Passive Ability, Artificer) The buff provided by possessors 'Improved Gizmobots (Clockwork)' ability additionally causes Clockworks that possess it to deal 50,000 additional Damage
Improved Gizmobots (Clockwork)- (Passive Ability, Artificer) When one of possessor's Invention consumables summons a Clockwork, said Clockwork obtains a non-stacking buff that provides +500 to all stats
Improved Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by individuals below Level 10
Focused Artifice Casting- (Passive Ability, Artificer) Artifice spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Artifice
Skilled In Cheap Manufacturing Techniques- (Passive Ability, Artificier) Possessor may choose to have any Artifice spell that possessor casts cost 2,500 less Gold to cast, with any item created by it becoming temporary and being worth 10,000 less Gold than it otherwise would be, to a minimum of 1 Gold
Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by Level 1 individuals

-Assassin-
Apprentice Throwing Weapon Training- (Passive Ability, Assassin) Possessor gains +50 Ranged Attack and +50 AGI when a Throwing Weapon is equipped.
Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.
Throwing Weapon Wielding I- (Passive Ability, Assassin) +5 to all stats when a Throwing Weapon is equipped
Throwing Weapon Wielding II- (Passive Ability, Assassin) +25 to all stats when a Throwing Weapon is equipped, +50 Ranged Attack when a Throwing Weapon is equipped
Trained In Boomerang Use- (Passive Ability, Assassin) Possessor gains +10 Ranged Attack if possessor has a Throwing Weapon whose name includes 'Boomerang' equipped

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

-Blessing-
Aldriel's Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Blessed Happiness- (Passive Ability, Blessing) Possessor gains +200 to all stats while not afflicted with Confusion: Depression, Possessor gains 50% Confusion: Depression Resistance
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
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
Waerdael’s Blessing- (Passive Ability, Blessing) Possessor gains 30% Ice Resistance that only applies to sources that are allies of possessor or possessor

-Botanist-
Apprentice Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Evergarden Gardening Techniques- (Passive Ability, Botanist) Possessor's Plant pets gain +3% Resilience
Knowledge of Forest Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Forest
Knowledge of Jungle Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Jungle
Knowledge of Marsh Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Marsh
Plant Researcher- (Passive Ability, Botanist) Possessor counts as being 2 Levels higher for stat-scanning purposes against Plants, to a max of Level 40, Possessor's Plant pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Plants in this thread successfully
Researched Methods to Prevent the Exploitation of Plant Weaknesses- (Passive Ability, Botanist) Possessor's Plant pets and summons count as having no weaknesses to individuals below Level 20
Took An Evergarden Plant-Idenfitication Course- (Passive Ability, Botanist) Possessor's chances of successfully scanning the stats of Plants increase by 5% if already at least 1%

-Card Mystic-
Apprentice Card Training- (Passive Ability, Card Mystic) Possessor gains +50 Magical Attack and +50 Ranged Attack if possessor has a Card equipped, Possessor gains +20 to all stats if possessor has a Card equipped
Basic Card Training- (Passive Ability, Card Mystic) This character gains +6 Magical Attack when a Card is equipped.
Card Wielding I- (Passive Ability, Card Mystic) +5 to all stats when a Card is equipped
Card Wielding II- (Passive Ability, Card Mystic) +25 to all stats when a Card is equipped, +50 Magical Attack when a Card is equipped
Fancy Dealer- (Passive Ability, Card Mystic) Possessor's offensive actions gain 1% inflicts Charm: Impressed if possessor has a Card equipped

-Caliph of Corrosion-
Apprentice Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 5% Acid Resistance
Apprentice Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats for each Acid element item equipped, Possessor's Acid element pets and summons gain +250 to all stats
Apprentice Defenses Against Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +500 Defense against Acid
Basic Acceleration Within Acid's Dominion- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Acid
Basic Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 1% Acid Resistance
Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Basic Defenses Against Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 Defense against Acid
Basic Zonal Acclimation of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats while in a Zone of Acid
Caliph of Corrosion- (Passive Ability, Caliph of Corrosion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Acid Resistance, Possessor ignores Acid Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 10% Acid Resistance
Improved Defenses Against Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +5,000 Defense against Acid

-Channeler-
Adept Channeling Attunement- (Passive Ability, Channeler) Channeling spells cost possessor 10,000 less MP to cast, Whenever possessor deals Drain as part of actions that involve Channeling spells, said quantities are increased by 5,000 points, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Channeling Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Assumption of the Colors of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base elements of one an unequipped pet that possessor is carrying, with this ability not changing possessor's element if the chosen pet is not any base elements
Assumption of the Shapes of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base subtypes of one an unequipped pet that possessor is carrying, with this ability not changing possessor's subtype if the chosen pet is not any base subtypes
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Empathic Backlash- (Passive Ability, Channeler) Whenever possessor is dealt Damage, possessor may deal 500 Flat Psychic element Damage to the source of said Damage provided said source is below Level 40 and not more than 10 Levels greater than possessor
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Supernatural Empathy- (Passive Ability, Channeler) Possessor counts as 1 Level higher, to a max of Level 30, for stat-scanning purposes as an effect that does not bypass 'Immune to Below Level X' effects
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transfer Mastery of Stats- (Passive Ability, Channeler) Whenever possessor transfers stat points from on source to another, possessor may transfer an additional 100 points
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Transferal of Good Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor negative status effect from a source below Level 20 that said ally is afflicted with that possessor is not afflicted with, with a 5% chance of curing this selected effect
Basic Transferal of Superior Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor positive status effect that said ally is not afflicted with that possessor is afflicted with, with a 5% chance of inflicting this selected effect
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Channel Charge- (Passive Ability, Channeler) Up to five times per thread, when possessor would consume a charge from a Consumable that possessor has equipped, possessor may instead choose to consume a charge from an identical consumable carried by either possessor or a willing ally of possessor, providied said consumable is worth under 20,000,000 Gold
Channel Leyline- (Passive Ability, Channeler) Possessor regenerates 100,000 MP at the start of every round if a Leyline is considered present
Channeled Power of Bound Hearts- (Passive Ability, Channeler) Possessor gains +200 to all stats for each unequipped pet that possessor is carrying, to a max of +1,000
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Channeling Casting I- (Passive Ability, Channeler) Channeling spells cost possessor 20 less MP to cast
Channeling Casting II- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast
Empathic Healing Resonance- (Passive Ability, Channeler) Whenever possessor heals an ally's HP, possessor deals possessor 500 points of Flat Psychic or Light element HP Healing
Empathic Resonance: Depression- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Depression, possessor may choose to be afflicted with Confusion: Depression. Whenever possessor is afflicted with Confusion: Depression, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Depression
Empathic Resonance: Fear- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Fear, possessor may choose to be afflicted with Confusion: Fear. Whenever possessor is afflicted with Confusion: Fear, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Fear
Empathic Resonance: Hope- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: High Morale, possessor may choose to be afflicted with Invigorated: High Morale. Whenever possessor is afflicted with Invigorated: High Morale, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: High Morale
Empathic Resonance: Joy- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: Zesty, possessor may choose to be afflicted with Invigorated: Zesty. Whenever possessor is afflicted with Invigorated: Zesty, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: Zesty
Empathic Resonance: Love- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lovestruck, possessor may choose to be afflicted with Charm: Lovestruck. Whenever possessor is afflicted with Charm: Lovestruck, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lovestruck
Empathic Resonance: Lust- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lust, possessor may choose to be afflicted with Charm: Lust. Whenever possessor is afflicted with Charm: Lust, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lust
Empathic Resonance: Rage- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Enraged or Confusion: Berserk, possessor may choose to be afflicted with Confusion: Enraged or Confusion: Berserk, Whenever possessor is afflicted with Confusion: Enraged or Confusion: Berserk, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Enraged or Confusion: Berserk
Empathy for Enemies- (Passive Ability, Channeler) Possessor's Channeler abilities whose name includes 'Empathic Resonance' that have triggers that activate when an ally is afflicted with a specific minor negative status effect may also trigger if an opponent is afflicted with such a status effect.
Improved Chain Casting Attunement- (Passive Ability, Channeler) Spells possessor casts through 'Basic Chain Casting Attunement' cost possessor 500 less MP to cast
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Improved Magic Retention- (Passive Ability, Channeler) Spells cost possessor 100 less MP to cast
Improved Positive Status Channeling- (Passive Ability, Channeler) Possessor's chances of inflicting minor positive status effects through Channeler abilities are increased by 10%
Improved Supernatural Empathy- (Passive Ability, Channeler) Possessor gain +50 to all stats for each ally afflicted with one or more positive status effects, to a max of +500
Improved Transferal of Health- (Passive Ability, Channeler) Whenever possessor transfers HP from one source to another, possessor may transfer an additional 2,500 points
Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Offensively Channel Spells- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used.
Radiant Channeling: Augmented- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Augmented, possessor may choose to have a 30% chance of inflicting Augmented on up to 30 willing targets
Radiant Channeling: Elevated- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Elevated, possessor may choose to have a 30% chance of inflicting Elevated on up to 30 willing targets
Radiant Channeling: Favored- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Favored, possessor may choose to have a 30% chance of inflicting Favored on up to 30 willing targets
Radiant Channeling: Fortified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Fortified, possessor may choose to have a 30% chance of inflicting Fortified on up to 30 willing targets
Radiant Channeling: Imbued- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Imbued, possessor may choose to have a 30% chance of inflicting Imbued on up to 30 willing targets
Radiant Channeling: Mind Restore- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Mind Restore, possessor may choose to have a 30% chance of inflicting Mind Restore on up to 30 willing targets
Radiant Channeling: Purified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Purified, possessor may choose to have a 30% chance of inflicting Purified on up to 30 willing targets
Radiant Channeling: Rejuvenation- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Rejuvenation, possessor may choose to have a 30% chance of inflicting Rejuvenation on up to 30 willing targets
Radiant Channeling: Stat Boost- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Stat Boost, possessor may choose to have a 30% chance of inflicting Stat Boost on up to 30 willing targets

-Chef-
Apprentice Chef Proficiency- (Passive Ability, Chef) Possessor gains +50 to all stats for each Food or Drink equipped, Possessor's Food and Drink consumables that heal HP or MP heal 5,000 more points of each type that they already heal
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Candy Maker's Apprentice- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 200 points, Food consumables used by possessor that increase AGI or SPI increase it by an additional 10 points per charge as an effect that stacks 50 times across all consumable applications on said target
Confectioner- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables used by possessor that increase AGI increase it by an additional 40 points per charge as an effect that stacks 40 times across all consumable applications on said target
Delicious Cooking- (Passive Ability, Chef) Food consumables used by possessor that buff any stat do so by an additional 30 points per charge as an effect that stacks 20 times per target across all consumable applications on said target
Food Critic- (Passive Ability, Chef) Possessor may choose for any Food consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to either heal 300 additional points of HP or MP (should it already provide said type or healing), to increase any one stat buff by 20 points as an effect that stacks 20 times across all applications of said ability on any one target individual, or to decrease any amount of HP or MP damage said consumable deals by 500 points or to decrease any one stat debuff said consumable inflicts by 60 points
Food Taster- (Passive Ability, Chef) Any Food consumable worth below 500,000 Gold that is used on one of possessor's allies that has been used earlier in a thread on possessor has a 50% chance of being unable to generate negative effects for said target or affect said target in a negative manner

-Coinlord-
Apprentice Defenses Against Wealth- (Passive Ability, Other: Coinlord) Possessor gains +500 Defense against Wealth
Apprentice Wealth Synchronization- (Passive Ability, Coinlord) Possessor gains +50 to all stats for each Wealth element item equipped, Possessor's Wealth element pets and summons gain +250 to all stats
Basic Defenses Against Wealth- (Passive Ability, Other: Coinlord) Possessor gains +50 Defense against Wealth
Basic Wealth Resistance- (Passive Ability, Other: Coinlord) Possessor gains 1% Wealth Resistance
Basic Wealth Synchronization- (Passive Ability, Other: Coinlord) Possessor gains +25 to all stats if possessor is Wealth element
Basic Weaponization of Wealth- (Passive Ability, Other: Coinlord) Quantities of Wealth element Damage dealt by possessor are increased by 50 points
Coinlord- (Passive Ability, Other: Coinlord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wealth Resistance, Possessor ignores Wealth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Control of Wealth- (Passive Ability, Other: Coinlord) Possessor has a 20% chance of being able to cancel the actions of Wealth element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Wealth- (Passive Ability, Other: Coinlord) Possessor gains +500 Defense if possessor has any Wealth-element items equipped that provide a Defense bonus
Screw the Rules, I Have Money!- (Passive Ability, Other: Coinlord) If possessor is Wealth element and is carrying 500,000,000 Gold or more, possessor's stat caps are raised by 5,000 points
Wealth Manipulation- (Passive Ability, Other: Coinlord) Possessor may choose one of the following at the beginning of each round if Wealth element: Create a Zone of Wealth, Remove a Zone of Wealth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Wealth by either possessor or a source below Level 20, Add Wealth 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 Wealth element on a Wealth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Wealth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Wealth, 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 Wealth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Wealth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Wealth, 5% Wealth Resistance, or +50 Defense against Wealth and 1% Wealth Resistance until the end of the round as a non-stacking buff

-Combatant-
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
Armor-Piercing Punch- (Technique Ability, Combatant) Possessor may use 'Armor-Piercing 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 pierces 200 Defense.
Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
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

-Commander-
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Focused Leadership Casting- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Leadership
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies

-Controller-
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Soul equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Bright Impulse- (Technique Ability, Controller) Possessor may use 'Bright Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Light element.
Bubble Impulse- (Technique Ability, Controller) Possessor may use 'Bubble Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Water element.
Caustic Impulse- (Technique Ability, Controller) Possessor may use 'Caustic Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Acid element.
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Daemon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Demon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Demons and gains +5% To Hit against Demons.
Devil-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devils and gains +5% To Hit against Devils.
Dud Impulse- (Technique Ability, Controller) Possessor may use 'Dud Stab' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains -1,000 Melee Attack, -1,000 Magical Attack, and -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.

-Crafter-
Adept Crafter Proficiency- (Passive Ability, Crafter) Possessor gains a Consumable slot
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Artisan- (Passive Ability, Crafter) Items possessor creates are worth 5,000 additional Gold as a buff, Possessor's half-price per-item sell cap is increased by 2,000 Gold
Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use
Basic Enchanted Item Charge Preservation- (Passive Ability, Crafter) Enchanted Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Gatestone Charge Preservation- (Passive Ability, Crafter) Gatestone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Lethal Item Charge Preservation- (Passive Ability, Crafter) Lethal Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Libram Charge Preservation- (Passive Ability, Crafter) Libram Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Medicine Charge Preservation- (Passive Ability, Crafter) Medicine Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Potion Charge Preservation- (Passive Ability, Crafter) Potion Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Rod Charge Preservation- (Passive Ability, Crafter) Rod Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Scroll Charge Preservation- (Passive Ability, Crafter) Scroll Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Stored Spell Charge Preservation- (Passive Ability, Crafter) Stored Spell Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Summoning Stone Charge Preservation- (Passive Ability, Crafter) Summoning Stone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Trap Charge Preservation- (Passive Ability, Crafter) Trap Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points
Inventor- (Passive Ability, Crafter) Possessor's Invention consumables deal 500 additional Damage
Makeup Artist- (Passive Ability, Crafter) Disguises equipped by possessor and possessor's allies that provide a Defense or stat bonus provide an additional +5 points as an effect that does not stack across multiple instances of this ability and that does stack across 200 Disguises on the same wearer
Polar Elven Toymaking Skill- (Passive Ability, Crafter) Possessor's Golem, Clockwork, Robot, and Machine pets and summons gain +200 to all stats as a bonus that cannot increase their stats to above 1000% of their natural values, Temporary items created by possessor are considered to be worth 5,000 additional Gold

-Crusher-
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
Critical Smash- (Technique Ability, Crusher) Possessor may use 'Critical Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% Critical.
Flame Smash- (Technique Ability, Crusher) Possessor may use 'Flame Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Hammer Wielding I- (Passive Ability, Crusher) +5 to all stats when a Hammer is equipped
Hammer Wielding II- (Passive Ability, Crusher) +25 to all stats when a Hammer is equipped, +50 Melee Attack when a Hammer is equipped
Improved Paralytic Smash- (Passive Ability, Crusher) Possessor's 'Paralytic Smash' technique has its chance of inflicting Paralyzed increased to 30%
Knows Tricks to Get Less Fatigued While Repeatedly Hammering All Day- (Passive Ability, Crusher) Possessor gains +10% Fatigued Resistance if possessor is wielding a Hammer
Paralytic Smash- (Technique Ability, Crusher) Possessor may use 'Paralytic Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Walnut Smacker- (Active Ability, Crusher) This character may use Walnut Smacker in conjunction with a Melee Attack, so long as no other technique is used and a Hammer is equipped. This character gains +50 Melee Attack and pierces 500 Defense

-Dancer-
Apprentice Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 250 less MP to cast
Basic Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 10 less MP to cast
Dance Casting I- (Passive Ability, Dancer) Dance spells cost possessor 20 less MP to cast
Dance Casting II- (Passive Ability, Dancer) Dance spells cost possessor 200 less MP to cast
Fast Footwork- (Passive Ability, Dancer) Possessor gains +50 AGI and 10% Dodge
Good at Footwork- (Passive Ability, Dancer) Possessor gains 5% Dodge
Good at Jumping- (Passive Ability, Dancer) Possessor gains +50 AGI and 5% Dodge
Has Practiced Dancing with Partners- (Passive Ability, Dancer) Possessor gains +50 AGI if possessor has any allies who possess Dancer abilities
Knowledge of Ballet- (Passive Ability, Dancer) Possessor gains +25 AGI and +50 MIN
Swift Dodging- (Passive Ability, Dancer) Possessor gains +50 AGI and 15% Dodge

-Defender-
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Basic Shield Deflection- (Passive Ability, Defender) Possessor has a 1% chance of optionally reflecting attacks from individuals level 5 or lower targeting possessor while possessor has a Shield equipped
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Shield Wielding I- (Passive Ability, Defender) +5 to all stats when a Shield is equipped
Shield Wielding II- (Passive Ability, Defender) +25 to all stats when a Shield is equipped, +50 Defense when a Shield is equipped

-Diplomat-
Apprentice Clothing Mastery- (Passive Ability, Diplomat) Possessor gains +25 Defense and +25 to all stats if possessor has a Clothing equipped
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Courteous Side-Switching Apology Art- (Passive Ability, Diplomat) If possessor is afflicted with Charm by an individual on an opposing side, possessor's first action while on said opposing side is consumed by this ability provided the source of such affliction is below Level 70
Diplomat- (Passive Ability, Diplomat) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(200 + (20 * Possessor Level)) to all stats if possessor has a Clothing equipped
Dressed to Impress- (Passive Ability, Diplomat) If possessor has a Clothes equipped, possessor's chances of inflicting Charm: Impressed are increased by 25%
Elitist Wine-Snob Defenses- (Passive Ability, Diplomat) Possessor may choose to be unaffected by Drink items that inflict Poison: Drunk that are worth under 10,000,000 Gold
Extremely Skilled at Politely Refusing Food- (Passive Ability, Diplomat) Possessor may, as a preemptive counter to being targeted with a Food Consumable by a source below Level 40, choose to not be affected by that use that that Food consumable (with any charges used still remaining used)
Now I'm Really Getting Serious!- (Active Ability, Diplomat) Possessor may spend an action to unequip a single Clothes, Shoes, Boots, Hat, Scarf, Gloves, Eyewear, Cloak, or Belt, for the remainder of the current battle, possessor gains double the stat and Defense bonuses that the unequipped item would have provided, said item may not be re-equipped for the remainder of the current battle, this effect always wears off between battles, Buffs provided by this ability cannot exceed normal capping per item
Polite- (Passive Ability, Diplomant) Possessor's actions may not be countered by individuals below Level 5
Splendidly Charming Smile- (Passive Ability, Diplomat) Possessor gains a 60% chance of inflicting Charm on up to one chosen target at the start of each round
Trained in Proper Adventuring Etiquette- (Passive Ability, Diplomat) Possessor's allies gain +100 Defense against possessor while possessor is afflicted with Confusion or Charm
Training in Properly Polite Apologies to Use After Having Been Mind-Controlled Into Doing Terrible Things- (Passive Ability, Diplomat) Possessor may choose, at the beginning of a thread, to be unable to have actions that possessor performs under the control of other individuals be non-counter-able by allies below Level 40
Trendy Dresser- (Passive Ability, Diplomat) +200 HP for each Clothing equipped
Unflappable- (Passive Ability, Diplomat) Possessor is Immune to minor negative status effects from sources 10 or more Levels below possessor if possessor is wearing a Clothing worth at least 40,000,000 Gold

-Diviner-
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Binocular Vision- (Passive Ability, Diviner) Possessor gains +5% To Hit against individuals in the back row who are below Level 60
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Deputize Assistant- (Active Ability, Diviner) Possessor may spend an action to cause a willing target to count as (Possessor's Level - 5) instead of target's normal Level for stat-scanning purposes (to a max of Level 99), Only one target may benefit from this buff at a time
Detective- (Passive Ability, Diviner) Possessor counts as being 5 levels higher for stat-scanning purposes, Possessor gains +400 MIN
Detective's Accusation- (Technique Ability, Diviner) Possessor may use Detective's Accusation in conjunction with a Magical Attack action, so long as no other technique is used and it is being used against targets whose stats have been scanned by possessor. This action gains an amount of Defense-Piercing equal to user's MIN (to a max of 10,000 points) and dis-buffs one buff from targets below Level 20
Detective's Evasion- (Passive Ability, Diviner) Possessor gains either +5% Dodge or 20% Dodge (chosen by possessor) against individuals below Level 40 whose stats possessor has scanned
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Classical Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher, this ability counts as 'Detective's Intuition' for prerequisite purposes
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to examine target's stat
Detective's Perceptiveness- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Detective's Relentlessness- (Passive Ability, Diviner) Possessor's To Hit may not be reduced by effects attached to Zones that come from sources below Level 40
Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 20
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Greater Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 5 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Hidden-Passage Spotting Art- (Passive Ability, Diviner) Possessor may follow targets below Level 20 or willing targets when they leave battle provided that the initiation of said individuals leaving battle was not sourced from a source that is both over Level 20 and unwilling
Improved Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 40
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Investigative Stance- (Stance Ability, Diviner) Possessor treats targets below Level 40 as though their Dodge-raising or Dodge-altering buffs were of half the value that they actually are, Possessor scans stats as though possessor were 2 Levels higher
Item Ownership Deduction- (Active Ability, Diviner) Possessor may spend an action to obtain a list of the names of all individuals who are no more than 20 Levels above possessor's Level who previously possessed a chosen item or had said chosen item equipped, with said chosen item being an item that possessor either possesses or has equipped
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Nocturnal Tracking Capability- (Passive Ability, Diviner) Possessor's To Hit may not be reduced by effects attached to Zones that come from sources below Level 20
Retroactive Owner Analysis- (Passive Ability, Diviner) Possessor may, before or after any of possessor's actions, to a max of once per thread per individual, scan the stats of any individual whose name was listed by one of possessor's uses of the ability 'Item Ownership Deduction', even if said individual is not within the same battle, provided that said individual is within the same thread, Has RP effects
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Treasure Dowsing- (Stance Ability, Diviner) Possessor's chance of obtaining Treasure from battle increases by 1% if possessor was in Dowsing Stance both at the beginning of battle and at the end of battle
Uncounterable Accusation- (Passive Ability, Diviner) Possessor's attacks and actions involving the Technique Detective's Accusation may not be countered (including pre-emptively) by individuals below Level 40 whose stats have been scanned by possessor
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes

-Dominator-
Apprentice Whip Training- (Passive Ability, Dominator) Possessor gains +50 Melee Attack if possessor has a Whip equipped, Possessor gains +20 to all stats if possessor has a Whip equipped
Basic Whip Training- (Passive Ability, Dominator) Possessor gains +6 Melee Attack when a Whip is equipped.
Leg-Binding Lash- (Technique Ability, Dominator) Possessor may use 'Leg-Binding Lash' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used and possessor has a Whip equipped. Said action gains +150 Melee Attack and a 30% chance of inflicting Paralyzed, Impaired: Slow, Stat Drain: SPD Drain, and Stat Drain: DODGE Drain
Whip Wielding I- (Passive Ability, Dominator) +5 to all stats when a Whip is equipped
Whip Wielding II- (Passive Ability, Dominator) +25 to all stats when a Whip is equipped, +50 Melee Attack when a Whip is equipped

-Dragoon-
Apprentice Polearm Training- (Passive Ability, Dragoon) Possessor gains +50 Melee Attack and +50 Magical Attack if possessor has a Polearm equipped, Possessor gains +20 to all stats if possessor has a Polearm equipped
Basic Polearm Training- (Passive Ability, Dragoon) This character gains +6 Magical Attack and +6 Melee Attack when a Polearm is equipped.
Fisherman's Hook- (Active Ability, Dragoon) This character may use 'Fisherman's Hook' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Polearm equipped. Said action gains +50 Melee Attack against Aquatics and gains a 10% chance of inflicting Stat Drain: AGI Drain on Aquatics
Polearm Wielding I- (Passive Ability, Dragoon) +5 to all stats when a Polearm is equipped
Pole-Fisherman- (Active Ability, Dragoon) Possessor gains +2% To Hit against Aquatics while possessor has a Polearm equipped

-Enchanter-
Ammo Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Ammo cost 200 XP less when applying said enhancements to Ammo
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Axe Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Axes cost 200 XP less when applying said enhancements to Axes
Bailartix Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Bailartixes cost 200 XP less when applying said enhancements to Bailartixes
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Blade Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Swords cost 200 XP less when applying said enhancements to Swords
Bladecane Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Bladecanes cost 200 XP less when applying said enhancements to Bladecanes
Book Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Books cost 200 XP less when applying said enhancements to Books
Bow Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Bows cost 200 XP less when applying said enhancements to Bows
Card Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Cards cost 200 XP less when applying said enhancements to Cards
Dart Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Throwing Weapons cost 200 XP less when applying said enhancements to Throwing Weapons
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Enchanter (2)- (Passive Ability, Enchanter) Enchantment spells cost possessor (50 + 30 * Possessor Level) less XP and MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack, All buffs and debuffs from Enchantment spells cast by possessor last (Possessor Level / 5) rounds longer if they possess a natural duration of 2 rounds or greater
Enchantment Casting I- (Passive Ability, Enchanter) Enchantment spells cost possessor 20 less MP to cast
Enchantment Casting II- (Passive Ability, Enchanter) Enchantment spells cost possessor 200 less MP to cast
Fan Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Fans cost 200 XP less when applying said enhancements to Fans
Fist Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Fist Weapons cost 200 XP less when applying said enhancements to Fist Weapons
Focused Enchantment Casting- (Passive Ability, Enchanter) Enchantment spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Enchantment
Force Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Forces cost 200 XP less when applying said enhancements to Forces
Gun Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Guns cost 200 XP less when applying said enhancements to Guns
Hammer Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Hammers cost 200 XP less when applying said enhancements to Hammers
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: Darkness- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Darkness to a spell instead of Magic
Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Earth- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Earth to a spell instead of Magic
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Infuse Spell Essence: Ice- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Ice to a spell instead of Magic
Infuse Spell Essence: Light- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Light to a spell instead of Magic
Infuse Spell Essence: Multiple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add any number of elements that they could otherwise singularly add to a Spell (provided said number is at least one) instead of one element
Infuse Spell Essence: Water- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Water to a spell instead of Magic
Instrument Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Instruments cost 200 XP less when applying said enhancements to Instruments
Knife Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Knives cost 200 XP less when applying said enhancements to Knives
Lethal Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Deadly Items cost 200 XP less when applying said enhancements to Deadly Items
Mace Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Maces cost 200 XP less when applying said enhancements to Maces
Matrix Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Assault Matrices cost 200 XP less when applying said enhancements to Assault Matrices
Orb Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Orbs cost 200 XP less when applying said enhancements to Orbs
Polearm Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Polearms cost 200 XP less when applying said enhancements to Polearms
Scythe Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Scythes cost 200 XP less when applying said enhancements to Scythes
Shield Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Shields cost 200 XP less when applying said enhancements to Shields
Soul Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Souls cost 200 XP less when applying said enhancements to Souls
Spear Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Spears cost 200 XP less when applying said enhancements to Spears
Staff Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Staves cost 200 XP less when applying said enhancements to Staves
Stone Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Stones cost 200 XP less when applying said enhancements to Stones
Tool Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Tools cost 200 XP less when applying said enhancements to Tools
Wand Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Wands cost 200 XP less when applying said enhancements to Wands
Whip Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Whips cost 200 XP less when applying said enhancements to Whips

-Engineer-
Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Invention Charge Preservation- (Passive Ability, Engineer) Invention Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Bioaugmentation Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Bioaugmentation possessor has equipped
Clockwork Engineer- (Passive Ability, Engineer) Possessor's Clockwork pets and summons gain +200 to all stats
Developed Possibly-Whistling-Powered Technology That Nobody Knows How To Replicate- (Passive Ability, Engineer) Possessor may choose for the element Technology in possessor's equipped and carried items to instead be the element Whimsy; possessor's opponents below Level 80 may not replicate this ability and cannot force possessor to make this choice
Engineer- (Passive Ability, Engineer) Possessor gains +(50 * Possessor Level) to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Mechanical Engineer- (Passive Ability, Engineer) Possessor's Machine pets and summons gain +200 to all stats
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Robotics Engineer- (Passive Ability, Engineer) Possessor's Robot pets and summons gain +200 to all stats
Tinker- (Active Ability, Engineer) Character may change (10 x possessor level) points of bonus to any one stat provided by an Upgrade, Bioaugmentation, or Gadget to a bonus to any one other stat as an action, this may not be done before threads, this may only be done once per thread per item
Upgrade Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Upgrade possessor has equipped

-Enslaver-
Apprentice Soul Training- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has a Soul equipped, Possessor gains +20 to all stats if possessor has a Soul equipped
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped
Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Soul Wielding II- (Passive Ability, Enslaver) +25 to all stats when a Soul is equipped, +50 Magical Attack when a Soul is equipped

-Eternal Champion-
Apprentice Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats for each Hope element item equipped, Possessor's Hope element pets and summons gain +250 to all stats
Basic Acceleration Within Hope's Dominion- (Passive Ability, Eternal Champion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Hope
Basic Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +10 to all stats
Basic Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats while in a Zone of Hope
Control of Hope- (Passive Ability, Eternal Champion) Possessor has a 20% chance of being able to cancel the actions of Hope element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Hope- (Passive Ability, Eternal Champion) Possessor gains +1% To Hit against Hope element targets
Hope Manipulation- (Passive Ability, Eternal Champion) Possessor may choose one of the following at the beginning of each round if Hope element: Create a Zone of Hope, Remove a Zone of Hope created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Hope by either possessor or a source below Level 20, Add Hope 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 Hope element on a Hope element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Hope, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Hope, 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 Hope element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Hope to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Hope, 5% Hope Resistance, or +50 Defense against Hope and 1% Hope Resistance until the end of the round as a non-stacking buff

-Evermason-
Apprentice Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Golem Programming I- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +50 Defense
Evermason- (Passive Ability, Evermason) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Golem pet only, This ability provides +50 HP and +10 to all stats of possessor's Golem pets and summons per Level of possessor
Golem Programming I- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +20 to all stats
Golem Programming II- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +100 to all stats
Sculptor of Clay- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Clay' or 'Mud' gain +300 to all stats
Sculptor of Crystal- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Crystal', 'Jewel', or 'Gem' gain +400 to all stats
Sculptor of Metal- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Metal', 'Iron', 'Steel', 'Brass', 'Gold', or 'Silver' gain +400 to all stats
Sculptor of Stone- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Stone' or 'Rock' gain +300 to all stats
Sculptor of Wood- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Wood' gain +200 to all stats

-Friendship-
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Friend and Research Associate of Wemblick Batsby- (Passive Ability, Friendship) Possessor gets +200 MIN while in battle on the same side as Wemblick Batsby
Good Friend of Caelum "Cael" Aetherius- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Caelum "Cael" Aetherius', Whenever possessor heals an individual named 'Caelum "Cael" Aetherius' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Caelum "Cael" Aetherius'
Good Friend of Caelum Aetherius (Time Cloned Spirit Binder)- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Caelum Aetherius (Time Cloned Spirit Binder)', Whenever possessor heals an individual named 'Caelum Aetherius (Time Cloned Spirit Binder)' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Caelum Aetherius (Time Cloned Spirit Binder)'
Good Friend of the Leadership of Volatilis- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'The Floating Isle of Volatilis', Whenever possessor heals an individual named 'The Floating Isle of Volatilis' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'The Floating Isle of Volatilis'
Good Friend of Zeo- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Zeo', Whenever possessor heals an individual named 'Zeo' 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 'Zeo'

-Gearwright-
Adept Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Clockwork summon, Possessor's unmodified stats increase by 200 points if possessor is an Clockwork
Apprentice Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Clockwork- (Passive Ability, Gearwright) Possessor may, at the beginning of a thread, choose to become the subtype Clockwork
Auto-Lubricating Oil Ducts- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor has a 15% chance of being cured of Paralyzed (but not its sub-status effects), Impaired (but not its sub-status effects, excluding Impaired: Slow) and Fatigued (but not its sub-status effects) at the start of each round
A Work of Mechanical Art- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor's actions may gain a 30% chance of inflicting Charm: Impressed
Baroque Ornamentation- (Passive Ability, Gearwright) If possessor is a Golem or a Clockwork, possessor's Charm infliction chances are increased by 10%
Basic Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Broad Knowledge of Clockwork Design Patterns- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +200 to all stats, Possessor's Clockwork pets and summons may ignore the Clockwork Resistance of individuals below Level 5
Built with Steampunk Tech- (Passive Ability, Gearwright) Possessor gains +200 to all stats if possessor is a Clockwork
Can Attach Cables To Detachable Arms Before Launch to Reel them Back In- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may equip any weapons unequipped through possessor's 'Detachable Arms' ability at the end of the round if they are still in possessor's possession
Clockwork Battlerush Piston-Installation- (Passive Ability, Gearwright) Possessor's (Technology-element Golem summons) and Clockwork summons may gain a non-stacking buff at the time of their summoning that causes their first offensive action each round that is Physical or Steam element to deal an additiona 50,000 Damage to one of its targets
Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +20 to all stats
Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 to all stats
Clockwork Springboost-Installation- (Passive Ability, Gearwright) Possessor's (Technology-element Golem summons) and Clockwork summons may gain a non-stacking buff at the time of their summoning that gives them +1,000 AGI on rounds during which they have moved from the back row into the front row previously and rounds directly after said rounds and that also gives them +1,000 AGI while conducting attacks that possess a Prime Attribute that includes Strength
Clockwork Traits- (Passive Ability, Gearwright) Possessor gains Pain Immunity, Confusion Immunity (Exception- System Overload), Impaired Immunity, Poison Immunity, and Diseased Immunity (Exception- Diseased: Computer Virus) so long as possessor is a Clockwork
Clockwork Timing- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +1% Dodge and +1% To Hit
Clockwork Wings- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +2,000 AGI, +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes, and 20% Earth Resistance
Constant Tinkering- (Passive Ability, Gearwright) At the start of each round, one of possessor's equipped items may obtain a buff that stacks 200 times per item and 200 times across all items per attack bonus or stat that raises all attack bonuses and stats that said item provides by 25 points
Contains a Clock- (Passive Ability, Gearwright) If possessor is a Clockwork, the round that possessor counts the current round as may not be changed by sources below Level 20 without possessor's permission
Contains a Very Convincing Clock- (Passive Ability, Gearwright) If possessor is a Clockwork and possessor's stats are scanned, the individual scanning possessor's stats, if either willing or both below Level 60 and with a lower MIN than possessor's MIN, changes the number of thr round that it counts the current round as to the number of the round that possessor counts the current round as
Defensive Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +50 Defense
Defensive Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +250 Defense
Deploy Clockwork Kidnap-Cage- (Active Ability, Gearwright) Possessor may spend an action to have a 70% chance of inflicting Entombed: Encarcerated on target individual below Level 60, instances of said status effect coming from this ability possess no natural per-round auto-recovery rate for sources below Level 20 and cannot be cured by sources below Level 20
Detachable Arms- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may, at the end of any action that possessor was either targeted during or that possessor performed unequip up to 2 equipped weapons
Detachable Arms that Conceal Hidden Machine Guns- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may, whenever possessor unequips one or more weapons using possessor's 'Detachable Arms' ability, cause this ability to gain the text '+200 Ranged Attack and possessor counts as wielding an additional Gun' until the end of the round
Diamond Shredder Hidden Machine Guns- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor's 'Detachable Arms that Conceal Hidden Machine Guns' may gain the text ' +3,000 Ranged Attack, 30% inflicts Wounded, possessor's 'Ranged Attack' and 'Ranged Overdrive' actions may gain the element Earth' and possessor counts as wielding an additional Gun' instead of the usual text it would gain when triggered by the unequipping of one or more weapons due to the ability 'Detachable Arms', with possessor not being able to gain this instance of added text at the same time that said ability possesses any other text added by any of possessor's Gearwright abilities (and possessor's 'Detachable arms that Conceal Hidden Machine Guns' not being able to add its natural text addition while this text addition is present)
Enhanced Clockwork Automata Production- (Passive Ability, Gearwright) Possessor's (Technology-element Golem summons) and Clockwork summons gain +250 to all stats as a non-stacking buff at the time of their summoning
Extendable, Deployable, Brass-Armored, Clockwork Item-Grabbing Hand- (Passive Ability, Gearwright) +30 Defense, If possessor is a Clockwork, possessor may obtain one non-equipped, carried item from a willing ally at the start of each round
Fast Gears- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +200 AGI
Formshift: Clockwork- (Stance Ability, Gearwright) Possessor's subtype becomes Clockwork
Gear Arrangement: Clockwork Battle Walker- (Stance Ability, Gearwright) If possessor is a Clockwork, possessor's turn-order-determining stat becomes Agility, possessor loses two accessory slots and gains two weapon slots that can only contain Gun weapons, and possessor obtains +7,000 Ranged Attack
Gearwright- (Passive Ability, Gearwright) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Clockwork pet only, This ability provides +50 HP and +10 to all stats of possessor's Clockwork pets and summons per Level of possessor
Gyroscope-Stabilized Internal Guns- (Passive Ability, Gearwright) If possessor is a Clockwork and has at least one Gun equipped, possessor gains +5% To Hit
Had Foom'Al'Frafoom Install a Chronomatic Rewinding System- (Passive Ability, Gearwright) This ability has an item named 'Chronomatic Rewinding System' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Had Foom'Al'Frafoom Install a Cogwork Ammo-Reloading System- (Passive Ability, Gearwright) This ability has an item named 'Cogwork Ammo-Reloading System' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Had Foom'Al'Frafoom Install a Deployable Clockwork Helicopter- (Passive Ability, Gearwright) This ability has an item named 'Deployable Clockwork Helicopter' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Had Foom'Al'Frafoom Install a Deployable Clockwork Umbrella- (Passive Ability, Gearwright) This ability has an item named 'Deployable Clockwork Umbrella' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Had Foom'Al'Frafoom Install a Gear Launcher- (Passive Ability, Gearwright) This ability has an item named 'Gear Launcher' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Had Foom'Al'Frafoom Install a Hyperfast Computation Gear Set- (Passive Ability, Gearwright) This ability has an item named 'Hyperfast Computation Gear Set' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Had Foom'Al'Frafoom Install a Snap-Out Clockwork Diver's Helmet and Air Tank- (Passive Ability, Gearwright) This ability has an item named 'Snap-Out Clockwork Diver's Helmet and Air Tank' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Had Foom'Al'Frafoom Install a Spring Heel- (Passive Ability, Gearwright) This ability has an item named 'Spring Heel' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Had Foom'Al'Frafoom Install an Everrestoring Gear- (Passive Ability, Gearwright) This ability has an item named 'Everrestoring Gear' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Had Foom'Al'Frafoom Install Precision Clockwork Targeting Components- (Passive Ability, Gearwright) This ability has an item named 'Precision Clockwork Targeting Components' attached to it, Said item is considered to be equipped by its possessor without being in a slot and cannot be unequipped normally, If said attached item is somehow altered or removed, it remains altered or removed until an RP solution is found
Had Foom'Al'Frafoom Upgrade the Installed Battle-Upgraded Far-Launching Spring Heel Into a Blitzgear Battle-Augmented Spring Heel- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install a Spring Heel' ability has a 'Blitzgear Battle-Augmented Spring Heel' attached to it instead of a 'Battle-Upgraded Far-Launching Spring Heel'
Had Foom'Al'Frafoom Upgrade the Installed Everrestoring Array of Gears of Remaking Into the Gears Which See No Rust or Decay- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install an Everestoring Gear' ability has a 'Gears Which See No Rust or Decay' attached to it instead of an 'Everrestoring Array of Gears of Remaking'
Had Foom'Al'Frafoom Upgrade the Installed Everrestoring Gear Array Into an Everrestoring Array of Gears of Remaking- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install an Everestoring Gear' ability has an 'Everrestoring Array of Gears of Remaking' attached to it instead of an 'Everrestoring Gear Array'
Had Foom'Al'Frafoom Upgrade the Installed Everrestoring Gear Into an Everrestoring Gear Array- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install an Everestoring Gear' ability has an 'Everestoring Gear Array' attached to it instead of an 'Everrestoring Gear'
Had Foom'Al'Frafoom Upgrade the Installed Far-Launching Spring Heel Into the Battle-Upgraded Far-Launching Spring Heel- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install a Spring Heel' ability has a 'Battle-Upgraded Far-Launching Spring Heel' attached to it instead of a 'Far-Launching Spring Heel'
Had Foom'Al'Frafoom Upgrade the Installed Gear Launcher Into a Rapid-Fire Gear Launcher- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install a Gear Launcher' ability has a 'Rapid-Fire Gear Launcher' attached to it instead of a 'Gear Launcher'
Had Foom'Al'Frafoom Upgrade the Installed Precision Clockwork Targeting Components Into Superior Precision Clockwork Targeting Components- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install a Precision Clockwork Targeting Components' ability has a 'Superior Precision Clockwork Targeting Components' attached to it instead of a 'Precision Clockwork Targeting Components'
Had Foom'Al'Frafoom Upgrade the Installed Rapid-Fire Gear Launcher Into a Seven-Chances Gear Launcher- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install a Gear Launcher' ability has a 'Seven-Chances Gear Launcher' attached to it instead of a 'Rapid-Fire Gear Launcher'
Had Foom'Al'Frafoom Upgrade the Installed Spring Heel Into the Far-Launching Spring Heel- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install a Spring Heel' ability has a 'Far-Launching Spring Heel' attached to it instead of a 'Spring Heel'
Had Foom'Al'Frafoom Upgrade the Installed Superior Precision Clockwork Targeting Components Into Foom's Custom Precision Clockwork Targeting Components- (Passive Ability, Gearwright) Possessor's 'Had Froom'Al'Frafoom Install a Precision Clockwork Targeting Components' ability has a 'Foom's Custom Precision Clockwork Targeting Components' attached to it instead of a 'Superior Precision Clockwork Targeting Components'
Inbuilt Alarm Clock- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor and up to 5 allies are cured of Fatigued: Asleep at the start of each round
Innovative Design Patterns- (Passive Ability, Gearwright) Possessor's Clockwork, Golem, Robot, Machine, and Magic Being summons gain +80 to all stats, The subtype-based resistances and immunities of individuals below Level 30 do not trigger based on the subtypes of possessor's summons or the subtypes of items that possessor creates during the same thread
Integrated Clockwork Rooster-Alarm- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may, at the beginning of a thread, select a number. At the start of rounds of battle that are a multiple of this number, all individuals in battle are cured of Fatigued: Asleep
Knowledge of Airborne Clockwork Construction- (Passive Ability, Gearwright) Possessor's Clockwork summons, upon their summoning, may be given the Air element in addition to their normal element along with 10% Earth Resistance at the cost of 20,000 Gold per such summon affected, Possessor's Air element Clockwork pets and summons gain +200 to all stats and +55 Defense
Land-Shifting Clockwork-Globe Component With Viewing-Crystal Shield- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may, at the start of any round, choose to remove any number of individuals below Level 60 from a Zone, Terrian, or Phantom Terrain that all of said individuals are in that was created by a source below Level 60, or possessor may move a zone, terrain, or phantom terrain created by a source below Level 60 from one battlespace to another battlespace in the same battle so long as no individual of Level 60 or greater in either battlespace objects
Launch Spikes Coated In Deadly Oils Via Clockwork-Pistons- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +200 Ranged Attack and possessor's 'Ranged Attack' and 'Snipe' actions may gain a 30% chance of inflicting Poison, This Ranged Attack bonus increases to +2,200 and possessor's 'Ranged Attack' and 'Snipe' actions may gain a 1% chance of inflicting Venom if possessor is Level 65 or greater.
Launchable Gears- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +200 Ranged Attack
Masterwork Gear-Brain- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +300 MIN
Offensive Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have the Damage values of their abilities increased by 50 points
Offensive Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have the Damage values of their abilities increased by 500 points
Precise Clockwork Mind- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains Confusion Immunity
Precision Clockwork Repairer- (Passive Ability, Gearwright) Possessor's actions that heal Clockworks heal them for an additional 50% of the value that they would otherwise heal them, to a max of 100,000 additional HP healed in such a manner, Possessor may heal (5 x possessor level, to a max of 200) points of stat damage from a clockwork by using Repair Clockworks up to (possessor level) times per thread
Reconfigurable Gear-Patterns- (Passive Ability, Gearwright) If possessor is a Clockwork, whenever possessor chances Stances, possessor obtains a buff that stacks 3 times that provides +200 to all stats
Reconfiguration: Clockwork War-Engine- (Stance Ability, Gearwright) Only Clockworks may be in this stance, with individuals who stop being Clockworks immediately dropping out of said stance. Possessor gains +(200 * Possessor Level) Melee Attack and Ranged Attack. Possessor gains +(100 * Possessor Level) Defense. Possessor's turn-order-determining stat becomes (Mind + Agility / 2). Possessor deals +(200 * Possessor Level) additional Damage with its first attack each round. Possessor obtains +(100* Possessor Level) Strength, Agility, Mind, and Constitution. Possessor obtains +(400 * Possessor Level) HP. Possessor gains (Possessor Level)% Critical. Possessor gains the subtypes Machine and War Machine. Possessor cannot conduct 'Magical Attack', 'Overdrive', 'Grand Spell', or 'Cast a Spell' actions that involve non-Technology-element spells. Possessor counts as having two additional Gun and an additional Deadly Weapon equipped.
Repair Clockworks- (Active Ability, Gearwright) Possessor may use this ability as an action to make an attack equivalent to a Melee Attack that uses either its standard Prime Attribute or Mind as its Prime Attribute that Heals HP instead of doing HP Damage and only affects Clockworks
Reveal Ornamentally-Disguised Armaments- (Technique Ability, Gearwright) Possessor may use 'Reveal Ornamentally-Designed Armaments' in conjunction with a 'Ranged Attack' or 'Point Blank' action so long as no other technique is used and possessor is a Clockwork. Said action gains +300 Ranged Attack and a 30% chance of inflicting Confusion: Surprise.
Rework Gear-Programming- (Active Ability, Gearwright) Possessor may spend an action to choose one of its Clockwork pets and summons and one of said pet or summon's actions; said pet or summon acquires a non-stacking buff that makes it so that it must perform said action whenever it would take an action and would be able to take said action
Rework Gear-Programming: Automated Routine- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, place a non-stacking buff on their targets that involves selecting five actions instead of one, with said target having to perform whichever of said actions is the next action in said sequence, with said sequence taking the form of a loop, whenever it would take an action and would be able to take said action, with inability to take an action and failed actions not progressing said loop
Rework Gear-Programming: Gnomish Gearshop Ally-Tinkering Procedure- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may target non-unique Clockwork allies of possessor that are 20 or more Levels below possessor instead of possessor's Clockwork pets and summons
Rework Gear-Programming: Hostile Monkeywrench-Cog Insertion Procedure- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may target non-unique Clockwork opponents of possessor that are 20 or more Levels below possessor instead of possessor's Clockwork pets and summons
Rework Gear-Programming: Impair Gear Programming- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, place an instance of the status effect Stat Drain: MIN Drain on each of their targets that may not be automatically recovered from by or cured by entities that are of lower Level than its source
Rework Gear-Programming: Improve Gear Programming- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, grant each of their targets +5,000 MIN as a non-stacking buff
Rework Gear-Programming: Mass- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may target five different individuals instead of one individual provided that the same action may be selected for all action-selections said 'Rework Gear Programming' action requires across all said entities and provided that all of said entities are the same entity from the Zoo Record or Enemy List
Rework Gear-Programming: Recalibrate Attack-Targeting Mechanisms- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, choose a second corresponding entity for each of their targets, giving each of their targets a non-stacking buff that makes it so that each such second entity chosen being a mandatory target for at least one hit of each attack said buff's possesssor performs if it is a valid target for said attacks
Rework Gear-Programming: Tighten Programming-Cogs- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, place a non-stacking buff on their targets that gives its possessor Charm Immunity and Confusion Immunity
Rework Gear-Programming: Timed Freeze-Up- (Passive Ability, Gearwright) Possessor's 'Rework Gear Programming' actions may, instead of their standard buff, have their performer choose a round number, as a non-stacking debuff that may prevent a max of one action and that may not prevent more than one action in a row from the same entity, cause the target of said 'Rework Gear Programming' action to skip its first action on the numbered round
Self-Stabilizing Internal Gyroscope- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor has a 30% chance of recovering from Fatigued: Stun before each of possessor's actions
Set Clockwork Routine- (Passive Ability, Gearwright) At the start of each thread, possessor may name three actions and obtain a non-stacking buff that makes it so that whenever possessor performs one of said actions while possessor is a Clockwork, from the start of the action until the end of the round, said action's performer obtains a buff that stacks three times that provides +300 to all stats
Snap-Out Steam-Canister Projectile Guns- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +500 Ranged Attack and may count as having an additional Gun equipped
Snap-Out Steam-Jet Guns- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +800 Ranged Attack and possessor's 'Ranged Attack' and 'Ranged Overdrive' actions may gain ('60% inflicts Pain' as well as the elements Fire & Water)
Spring-Out Brass, Gold, Silver, and Ivory Pipe-Organ- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +500 Magical Attack and may count as having an additional Instrument equipped
Steam-Canister Grappling Hook- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +200 Ranged Attack and possessor's 'Ranged Attack' actions, if not targeting individuals in the same row-order formation who are in the back row, may move possessor to the front row and may move targets who are below Level 20 who possess less Strength than possessor to the front row of their row-order formations
Steam-Jet Jetpack- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may pay 1,500 MP at the start of a round to gain +300 to its turn-order-determining stat sum for turn-order-determining purposes that round as a non-stacking buff that also makes its possessor count as possessing the elements Fire & Water during the assignment of actions based on turn-order-determining stat sums and the determination of turn-order at the end of the start of the round
Trained In Converting War-Clank-Style Clockworks Into Medical Clockworks- (Passive Ability, Gearwright) Possessor's Clockwork pets' and summons' action that heal HP heal an additional 200 points, Possessor may choose at the beginning of any thread to add 'Heals HP' to any one chosen ability possessed by one of possessor's Clockwork pets or summons that has an MP cost of 0, possesses a damage value, and naturally deals HP damage
Trained to Use Clockwork Arm-Reel Cables to Strangle Opponents- (Passive Ability, Gearwright) Whenever possessor equips one or more weapons using possessor's 'Can Attach Cables To Detachable Arms Before Launch to Reel them Back In' ability, possessor may choose have a 30% chance of inflicting Suffocation and Paralyzed on one opposing target
Upgraded Clockwork Automata Hydraulics- (Passive Ability, Gearwright) Possessor's (Technology-element Golem summons) and Clockwork summons gain a non-stacking buff at the time of their summoning that gives them +5,000 to their turn-order-determining stat sum for turn-order-determining purposes
Upgraded Clockwork Automata Munitions- (Passive Ability, Gearwright) Possessor's (Technology-element Golem summons) and Clockwork summons gain a non-stacking buff at the time of their summoning that causes their Technology-element and Fire-element attacks to deal 50,000 additional Damage
Upgraded Clockwork Automata Plating- (Passive Ability, Gearwright) Possessor's (Technology-element Golem summons) and Clockwork summons gain a non-stacking buff at the time of their summoning that gives them +5,000 Defense
Upgraded Gear Quality- (Passive Ability, Gearwright) Possessor gains +500 to all stats if possessor is a Clockwork
Upgraded Hidden Machine Guns- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor's 'Detachable Arms that Conceal Hidden Machine Guns' may gain the text ' +500 Ranged Attack and possessor counts as wielding an additional Gun' instead of the usual text it would gain when triggered by the unequipping of one or more weapons due to the ability 'Detachable Arms', with possessor not being able to gain this instance of added text at the same time that said ability possesses any other text added by any of possessor's Gearwright abilities (and possessor's 'Detachable arms that Conceal Hidden Machine Guns' not being able to add its natural text addition while this text addition is present)
Well-Crafted Rotational Emotion-Displaying Masks- (Passive Ability, Gearwright) Possessor may choose to count as afflicted by Confusion: Fear, Confusion: Enraged, Confusion: Surprise, Confusion: Depression, Confusion, Confusion: Overwhelmed by Laughter, Invigorated, and/or Invigorated: High Morale if possessor is a Clockwork
Well-Oiled- (Passive Ability, Gearwright) Possessor obtains +1% Dodge and +1% To Hit if possessor is a Clockwork or a Machine
Working Like Clockwork- (Passive Ability, Gearwright) Possessor gains +2,000 to all stats while possessor possesses no debuffs or negative status effects and is a Clockwork

-Gentleman Assassin-
Apprentice Bladecane Training- (Passive Ability, Gentleman Assassin) Possessor gains +50 Melee Attack and +50 Magical Attack if possessor has a Bladecane equipped, Possessor gains +20 to all stats if possessor has a Bladecane equipped
Basic Bladecane Training- (Passive Ability, Gentleman Assassin) This character gains +6 Magical Attack when a Bladecane is equipped.
Basic Disguised Weaponry Training- (Passive Ability, Gentleman Assassin) The attack bonuses of each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt equipped increase by 45
Bladecane Wielding I- (Passive Ability, Gentleman Assassin) +5 to all stats when a Bladecane is equipped
My Hat is Fatal, My Good Sir- (Passive Ability, Gentleman Assassin) If possessor has at least one open Weapon slot, all Hats equipped by possessor may optionally gain a Ranged Attack bonus equal to their Defense bonus

-Geomancer-
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Geomantic Denial Stance- (Stance Ability, Geomancer) At the start of each round, possessor removes on Zone or Phantom Terrain that has been created by a source below Level 40 from battle
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Caverns- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Caverns
Phantom Terrain Link Established: Graveyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Graveyard
Phantom Terrain Link Established: Junkyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Junkyard
Phantom Terrain Link Established: Meadow- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Meadow
Phantom Terrain Link Established: Space- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Space
Phantom Terrain Link Established: Sunny Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Sunny Forest

-Golomancer-
Basic Gear-Golem Creation Techniques- (Passive Ability, Golomancer) Possessor's Technology-element Golem summons gain +125 to all stats as a non-stacking buff at the time of their summoning
Basic Golomancy Attunement- (Passive Ability, Golomancer) All of possessor's Golomancy summons gain +200 HP and +20 CON

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

-Gunner-
Accurate Gun Use- (Passive Ability, Gunner) Possessor gains +1% To Hit when a Gun is equipped
Adept Gun Training- (Passive Ability, Gunner) Possessor's Gun weapons can provide an additional +10,000 Ranged Attack before capping, Possessor's Gun Weapons that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Gun
Alien Blaster- (Technique Ability, Gunner) Possessor may use Alien Blaster in conjunction with a Ranged Attack action, so long as no other technique is used and a Gun is equipped. Said Ranged Attack action gains +50 Ranged Attack against Aliens
Apprentice Gun Training- (Passive Ability, Gunner) This character gains +50 Ranged Attack when a Gun is equipped
Armor-Piercing Shot- (Technique Ability, Gunner) Possessor may use 'Armor-Piercing Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack pierces 200 Defense.
Atom-Tickling Waveform Shot- (Technique Ability, Gunner) Possessor may use 'Atom-Tickling Waveform Shot' in conjunction with a 'Ranged Attack' action so long as no other technique is used and a Gun is equipped. Said action gains +600 Ranged Attack, gains a 15% chance of inflicting Poison: Irradiated, and gains the element Atomic
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Bolt Shot- (Technique Ability, Gunner) Possessor may use 'Bolt Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Electricity element.
Bubble Shot- (Technique Ability, Gunner) Possessor may use 'Bubble Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Water element.
Clockwork-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Clockwork-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Clockworks and gains +25% Critical against Clockworks.
Clockwork-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Clockwork-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Clockworks and gains +5% To Hit against Clockworks.
Crisis Overcrash: Execution Sentence- (Technique Ability, Gunner) Possessor may use 'Crisis Overcrash: Execution Sentence' in conjunction with a 'Ranged Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has a Gun equipped. Said action gains +10,000 Ranged Attack and '50% inflicts Instant Death'. Said action sets its user's MP to 0 for the remainder of the thread.
Critical Shot- (Technique Ability, Gunner) Possessor may use 'Critical Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +5% Critical.
Current Shot- (Technique Ability, Gunner) Possessor may use 'Current Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Dangerous Gun Use- (Passive Ability, Gunner) Possessor gains +1% Critical when a Gun is equipped
Debilitating Shot- (Technique Ability, Gunner) Possessor may use 'Debilitating Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Deft Shot- (Technique Ability, Gunner) Possessor may use 'Deft Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +5% To Hit.
Disconnection Shot- (Technique Ability, Gunner) Possessor may use 'Disconnection Shot' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used, possessor is Level 40 or greater, and a Gun is equipped. Said action gains +2,000 Ranged Attack and gains a 5% chance of inflicting Instant Death on Golems, Robots, Clockworks, and Machines.
Dizzying Shot- (Technique Ability, Gunner) Possessor may use 'Dizzying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Confusion.
Dud Shot- (Technique Ability, Gunner) Possessor may use 'Dud Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Envenomed Shot- (Technique Ability, Gunner) Possessor may use 'Envenomed Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Poison.
Execution-Style Shot- (Technique Ability, Gunner) Possessor may use 'Execution-Style Shot' in conjunction with a 'Point Blank' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack against targets afflicted with Paralyzed and kills targets below Level 5 who are afflicted with Paralyzed.
Flame Shot- (Technique Ability, Gunner) Possessor may use 'Flame Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Fire element.
Good at Aiming at Alien Weak Points- (Passive Ability, Gunner) Possessor gains +2% Critical against Aliens and +2% To Hit against Aliens, to a max of 100% and 200%, respectively, if possessor has a Gun equipped
Gun Accuracy Training- (Passive Ability, Gunner) Possessor gains 115% To Hit if possessor has a Gun equipped
Gunner- (Passive Ability, Gunner) Possessor gains +700 Ranged Attack and +50 to all stats when a Gun is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(5 x Possessor Level) to all stats if a Gun is equipped.
Gun Wielding I- (Passive Ability, Gunner) +5 to all stats when a Gun is equipped
Gun Wielding II- (Passive Ability, Gunner) +25 to all stats when a Gun is equipped, +50 Ranged Attack when a Gun is equipped
Gun Wielding III- (Passive Ability, Gunner) Possessor gains +200 to all stats when a Gun is equipped and +200 Ranged Attack when a Gun is equipped
Hard to Disarm With a Gun- (Passive Ability, Gunner) Individuals below Level 20 may not unequip or steal possessor's equipped Guns without possessor's permission
Heatseeking Target-Acquisition- (Technique Ability, Gunner) Possessor may use 'Heatseeking Target-Acquisition' in conjunction with a 'Ranged Attack' or 'Snipe' action so long as no other technique is used and a Gun is equipped. Said action gains +200 Ranged Attack against Fire-element targets, gains +2% Critical against Fire-element targets, and gains +5% To Hit against Fire element targets.
Ignition Shot- (Technique Ability, Gunner) Possessor may use 'Ignition Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Ill Shot- (Technique Ability, Gunner) Possessor may use 'Ill Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Diseased.
Impairing Shot- (Technique Ability, Gunner) Possessor may use 'Impairing Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Impaired.
Improved Alien Countering- (Passive, Ability, Gunner) Possessor's counters that deal damage to Aliens deal an additional 500 points
Improved Debilitating Shot- (Passive Ability, Gunner) Possessor's 'Debilitating Shot' technique has its chance of inflicting Stat Drain increased to 30%
Inundating Shot- (Technique Ability, Gunner) Possessor may use 'Inundating Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +200 Ranged Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Machine-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Machine-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Machines and gains +25% Critical against Machines.
Machine-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Machine-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Machines and gains +5% To Hit against Machines.
♢Maximum Suppression Stance- (Stance Ability, Gunner) If one of possessor's opponents is about to perform an attack that targets one of possessor's allies but does not target possessor, possessor may, up to (Possessor's Level) times per round (to a max of once per attack) as a preemptive counter conduct a 'Ranged Attack' action that may only target said opponent (and, optionally, also possessor)
Painful Shot- (Technique Ability, Gunner) Possessor may use 'Painful Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Pain.
Paralytic Shot- (Technique Ability, Gunner) Possessor may use 'Paralytic Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Quick Draw- (Passive Ability, Gunner) This character gains 30 AGI on the first round of combat for each Gun equipped
Rapid Reloading- (Active Ability, Gunner) Possessor may choose a non-equipped Ammo accessory to be designated as an alternate Ammo for one equipped Ammo accessory, possessor may spend a turn switching between the two or switch between the two at no cost of time between battles
Robot-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Robot-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Robots and gains +5% To Hit against Robots.
Robot-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Robot-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Robots, gains +25% Critical against Robots, gains +5% To Hit against Robots, and gains 5% inflicts Instant Death against Robots.
Shoot Swords- (Technique Ability, Gunner) Possessor may use 'Shoot Swords' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as possessor has a Gun equipped. For purposes of said action, all of said action's performer's Swords have their Melee Attack bonus converted into an equal Ranged Attack bonus (with said conversion replacing lower, but not higher, prexisting Ranged Attack bonuses and not stacking with prexisting Ranged Attack bonuses) and gain the subtype Ammo
Shot from Above the Sky- (Technique Ability, Gunner) Possessor may use 'Shot from Above the Sky' in conjunction with a 'Ranged Attack' action so long as no other technique is used and a Gun is equipped. Said action cannot miss targets below Level 60, cannot be countered by targets below Level 60, and deals full Damage to targets below Level 60 in the back row.
Shot Mastery- (Passive Ability, Gunner) Technique Abilities from the Gunner class whose name includes 'Shot' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Shot of the Alien Sea's Mariner- (Technique Ability, Gunner) Possessor may use 'Shot of the Alien Sea's Mariner' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and a Gun is equipped. Said action gains +500 Ranged Attack, gains +5% To Hit against Aliens, gains +5% To Hit against Aquatics, gains '50% inflicts Paralyzed', and pierces 200 Defense against CON Damage
Shot on the Run- (Technique Ability, Gunner) Possessor may use 'Shot on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
♢Swiftest Killshot- (Passive Ability, Gunner) If no opponent has greater AGI than possessor and possessor is wielding a Gun, possessor's offensive actions that involve possessor's Ranged Attack bonus may not be countered (including preemptively) by lower-Level opponents than possessor who have not yet acted
Totally-Mind-Breaking Hyped Up Gun Trick- (Technique Ability, Gunner) Possessor may use 'Totally-Mind-Breaking Hyped Up Gun Trick' in conjunction with a 'Ranged Attack' action so long as no other technique is used and a Gun is equipped. Said action gains +1 Ranged Attack, deals 1 Flat Psychic element Sanity Damage, and is delayed 5 rounds.
Tri Shot- (Active Ability, Gunner) This character may use Tri Shot in conjunction with a Ranged Attack, so long as no other active ability is used and a Gun is equipped. This character's attack inflicts 3 hits against 1 or 1 hit against 3, does 66% normal damage, has +1% Critical and a -1% To Hit.
Unfolding Multishot- (Technique Ability, Gunner) Possessor may use 'Unfolding Multishot' in conjunction with a 'Ranged Attack' action so long as no other technique is used and a Gun is equipped. Caster may treat any of caster's empty weapon slots as containing Gun weapons that provide +200 Ranged Attack for purposes of said action.
Wind-Up Shot- (Technique Ability, Gunner) Possessor may use 'Wind-Up Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +300 Ranged Attack and is delayed for 1 round.

-Gunslinger-
Accurate Shots- (Passive Ability, Gunslinger) Possessor gains +5% to Hit when a Gun is equipped
Adept Gunslinging Attunement- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 10,000 less MP to cast, Gunslinging spells cast by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Gunslinging Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack and all Gunslinging spells cost possessor 50 less MP to cast
Basic Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells gain +10 Ranged Attack and all Gunslinging spells cost 10 less MP
Bullet Trajectory Expert- (Passive Ability, Gunslinger) In the (1/X) portion of the spell Trick Shot: Ricochet Bullet and the spell Trick Shot: Magic Gunman, X is considered to be 2 lower, to a minimum of 1
Close Shooting- (Passive Ability, Gunslinger) Possessor's 'Ranged Attack' actions deal full Damage to targets in the front row that are not higher Level than possessor if possessor has a Gun equipped and has either at least 5 Gunslinging spells equipped or no non-Gunslinging spells equipped
Element Bullet- (Technique Ability, Gunslinger) Possessor may use 'Element Bullet' in conjunction with a 'Ranged Attack' or 'Snipe' action so long as possessor has a Gun equipped and has a Gunslinging spell equipped. Said action gains possessor's element if possessor's element is a base element.
♢Hyperrapid Gun-Shift- (Passive Ability, Gunslinger) If no opponents has greater AGI than possessor, possessor may, before any action, choose to unequip and then equip any number of Gun or Ammo items
Fast Draw- (Passive Ability, Gunslinger) Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of combat if at least one Gun is equipped
Fast Reload- (Passive Ability, Gunslinger) Whenever possessor performs a Ranged Attack action, possessor may unequip an Ammo Accessory, and, following such option (regardless of whether or not it was taken), possessor may equip an Ammo Accessory
Gunslinger- (Passive Ability, Gunslinger) +400 Damage when using a ranged attack with a gun equipped, Gunslinging spells cost 50 less MP to cast, +50 additional damage and -5 additional MP per level of possessor
Gunslinging Casting I- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 20 less MP to cast
Gunslinging Casting II- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast
Trick Shooter- (Passive Ability, Gunslinger) Possessor gains +80 Ranged Attack when using spells with 'Trick Shot' in their name
Unified Knowledge of Guns and Gunslinging- (Passive Ability, Gunslinger) Possessor may count Gunner abilities possessor possesses as Gunslinger abilities (including for prerequisite purposes), Possessor may count Gunslinger abilities possessor possesses as Gunner abilities (including for prerequisite purposes)

-Healer-
Apprentice Healer Attunement- (Passive Ability, Healer) All Healer Magic Spells cost possessor and possessor's allies 20 less MP to cast
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster Agility- (Technique Ability, Healer) Possessor may use Bolster Agility in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 AGI which stacks to a max of (20 x Possessor Level) AGI.
Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 CON which stacks to a max of (20 x Possessor Level) CON.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Bolster Strength- (Technique Ability, Healer) Possessor may use Bolster Strength in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 STR which stacks to a max of (20 x Possessor Level) STR.
Can Instantly Access the Medical Archives on Disc 911 of Nexus- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 2,000 points, Whenever possessor would Heal stat damage, possessor heals an additional 40 points, Possessor's Healer Magic spells that have a percent chance of curing a minor status effect have said chance increased by 10%, Possessor's Healer Magic spells that have a percent chance of curing a moderate status effect have said chance increased by 2%, Possessor gains +200 MIN, Has RP effects
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast,
Healer's Stat Protection- (Passive Ability) Possessor's allies gain +200 Defense against Stat Damage
Greater Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor Heals an additional 2,500 points
Greater Stat Damage Healing- (Passive Ability, Healer) Whenever possessor would Heal Stat Damage, possessor heals an additional 250 points of each type
Healer Magic Casting I- (Passive Ability, Healer) Healer Magic spells cost possessor 20 less MP to cast
Improved Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 500 points
Improved Stat Damage Healing- (Passive Ability, Healer) Whenever possessor would Heal Stat Damage, possessor heals an additional 50 points of each type

-Heir of Dust-
♢Grave of All Life- (Passive Ability, Other: Heir of Dust) No one in the same battlespace as possessor may be resurrected

-Illusionist-
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Fake Agility- (Passive Ability, Illusionist) Possessor gains +250 AGI if possessor's stats have not been scanned yet during this thread by any opponent
Fake Constitution- (Passive Ability, Illusionist) Possessor gains +250 CON if possessor's stats have not been scanned yet during this thread by any opponent
Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Fake Stat Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent

-Ioun Master-
Apprentice Stone Training- (Passive Ability, Ioun Master) Possessor gains +50 Magical Attack if possessor has a Stone equipped, Possessor gains +20 to all stats if possessor has a Stone equipped
Basic Stone Training- (Passive Ability, Ioun Master) This character gains +6 Magical Attack when a Stone is equipped.
Focused Burst- (Technique Ability, Ioun Master) Possessor may use Focused Burst in conjunction with a Magical Attack, so long as no other technique is used and a Stone is equipped. Said Magical Attack action gains +90 Magical Attack
Stone Wielding I- (Passive Ability, Ioun Master) +5 to all stats when a Stone is equipped
Stone Wielding II- (Passive Ability, Ioun Master) +25 to all stats when a Stone is equipped, +50 Magical Attack when a Stone is equipped

-Jeweler-
Adept Jeweler Proficiency- (Passive Ability, Jeweler) Possessor gains an additional Accessory slot that may contain a Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet
Apprentice Jeweler Proficiency- (Passive Ability, Jeweler) Possessor gains +50 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet possessor has equipped
Basic Appraisal Skills- (Passive Ability, Jeweler) Possessor's equipped and carried items count as being worth 500 additional Gold
Basic Gem Charge Preservation- (Passive Ability, Jeweler) Gem Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Gemcutting Skills- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crystal possessor has equipped
Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
Bracelet-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Wristwear possessor has equipped
Broach-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Broach possessor has equipped
Crown-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crown possessor has equipped
Crystal-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crystal possessor has equipped
Gemcutter- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Crystal possessor has equipped
Glasses-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Eyewear possessor has equipped
Jeweler- (Passive Ability, Jeweler) Possessor gains +(50 * Possessor Level) to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet possessor has equipped
Lenscrafter- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Eyewear possessor has equipped
Necklace-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Amulet possessor has equipped
Ring-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Ring possessor has equipped
Sunglasses-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Eyewear possessor has equipped
Watch-Maker- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Wristwear possessor has equipped

-Lady of the Exceptional Leaf-
Accurate Teapot Use- (Passive Ability, Lady of the Exceptional Leaf) Possessor gains +1% To Hit when a Teapot is equipped
Apprentice Teapot Training- (Passive Ability, Other: Lady of the Exceptional Leaf) Possessor gains +500 Magical Attack and +500 to all stats if possessor has a Teapot equipped
Acidic Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Acidic Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +500 Magical Attack, becomes solely Acid element, and gains '30% inflicts Dissolving'.
Basic Teapot Training- (Passive Ability, Lady of the Exceptional Leaf) Possessor gains +50 Magical Attack and +50 to all stats if possessor has a Teapot equipped
Bubble Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Bubble Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +100 Magical Attack and becomes solely Water element.
Caustic Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Caustic Pout' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +100 Magical Attack and becomes solely Acid element.
Charming Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Charming Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains a 20% chance of inflicting Charm.
Dangerous Teapot Use- (Passive Ability, Lady of the Exceptional Leaf) Possessor gains +1% Critical when a Teapot is equipped
Debilitating Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Debilitating Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Dissolution Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Dissolution Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +200 Magical Attack, becomes solely Acid element, and gains '15% inflicts Dissolving'.
Dizzying Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Dizzying Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains a 20% chance of inflicting Confusion.
Dud Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Dud Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains -1,000 Magical Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Envenomed Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Envenomed Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains a 20% chance of inflicting Poison.
Erasure Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Erasure Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Erosion Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Erosion Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +300 Magical Attack, becomes solely Acid element, gains '15% inflicts Dissolving', deals 1/4 Damage, and gains '1 hit against 10'.
Fae-Bane Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Fae-Bane Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +750 Magical Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Fae-Hunting Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +200 Magical Attack against Fae and gains +5% To Hit against Fae.
Fountain Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Fountain Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +500 Magical Attack, becomes solely Water element, and gains '30% inflicts Drowning'.
Greater Erasure Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Greater Erasure Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Hard to Disarm With a Teapot- (Passive Ability, Lady of the Exceptional Leaf) Individuals below Level 20 may not unequip or steal possessor's equipped Teapots without possessor's permission
Hexing Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Hexing Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains a 20% chance of inflicting Hexed.
Human-Bane Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Human-Bane Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +750 Magical Attack against Human and gains +25% Critical against Human.
Human-Hunting Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Human-Hunting Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +200 Magical Attack against Human and gains +5% To Hit against Human.
Humanoid-Bane Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Humanoid-Bane Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +750 Magical Attack against Humanoid and gains +25% Critical against Humanoid.
Humanoid-Hunting Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Humanoid-Hunting Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +200 Magical Attack against Humanoid and gains +5% To Hit against Humanoid.
Ill Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Ill Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains a 20% chance of inflicting Diseased.
Impairing Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Impairing Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains a 20% chance of inflicting Impaired.
Improved Charming Pour- (Passive Ability, Lady of the Exceptional Leaf) Possessor's 'Charming Pour' technique has its chance of inflicting Charm increased to 30%
Improved Debilitating Pour- (Passive Ability, Lady of the Exceptional Leaf) Possessor's 'Debilitating Pour' technique has its chance of inflicting Stat Drain increased to 30%
Improved Dizzying Pour- (Passive Ability, Lady of the Exceptional Leaf) Possessor's 'Dizzying Pour' technique has its chance of inflicting Confusion increased to 30%
Improved Envenomed Pour- (Passive Ability, Lady of the Exceptional Leaf) Possessor's 'Hexing Pour' technique has its chance of inflicting Poison increased to 30%
Improved Hexing Pour- (Passive Ability, Lady of the Exceptional Leaf) Possessor's 'Hexing Pour' technique has its chance of inflicting Hexed increased to 30%
Improved Ill Pour- (Passive Ability, Lady of the Exceptional Leaf) Possessor's 'Ill Pour' technique has its chance of inflicting Diseased increased to 30%
Improved Impairing Pour- (Passive Ability, Lady of the Exceptional Leaf) Possessor's 'Impairing Pour' technique has its chance of inflicting Impaired increased to 30%
Improved Lazy Pour- (Passive Ability, Lady of the Exceptional Leaf) Possessor's 'Lazy Pour' technique has its chance of inflicting Fatigued increased to 30%
Improved Painful Pour- (Passive Ability, Lady of the Exceptional Leaf) Possessor's 'Painful Pour' technique has its chance of inflicting Pain increased to 30%
Improved Paralytic Pour- (Passive Ability, Lady of the Exceptional Leaf) Possessor's 'Paralytic Pour' technique has its chance of inflicting Paralysis increased to 30%
Inundating Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Inundating Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +200 Magical Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Ladies' Exceptionally Proper and Exquisitely Perilous Teatime- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Ladies' Exceptionally Proper and Exquisitely Perilous Teatime' in conjunction with a 'Rest' or 'Meditate' action, so long as no other technique is used and possessor has a Teapot equipped. Said action's performer selects three individuals (an individual may not be chosen by the same user of this technique more than once per battle) who are not Immune to Dominion or Teapots (and do not Reflect or Absorb either) and then the individual chosen who possesses the highest (MIN + SPI) begins assigning additional actions to them, each of which has a designated performer and a designated target; each individual must be assigned an action targeting each of the other three individuals individually (for three actions total, provided that none of the chosen individuals die or become untargetable/unselectable mid action sequence), and an individual may not be assigned an action until all other remaining individuals have been assigned the same number of actions. Each action must target its selected target and may only target that individual and its performer.
Lady of the Exceptional Leaf- (Passive Ability, Other: Lady of the Exceptional Leaf) Possessor gains +(500 * Possessor Level) Magical Attack if possessor has a Teapot equipped, Possessor gains +(250 * Possessor Level) to all stats if possessor has a Teapot equipped
Lazy Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Lazy Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Teapot equipped. Said attack gains a 20% chance of inflicting Fatigued.
Painful Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Painful Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains a 20% chance of inflicting Pain.
Paralytic Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Paralytic Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Pour Mastery- (Passive Ability, Lady of the Exceptional Leaf) Technique Abilities from the Lady of the Exceptional Leaf class whose name includes 'Pour' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Teapot Wielding I- (Passive Ability, Lady of the Exceptional Leaf) +5 to all stats when a Teapot is equipped
Teapot Wielding II- (Passive Ability, Lady of the Exceptional Leaf) +25 to all stats when a Teapot is equipped, +50 Magical Attack when a Teapot is equipped
Teapot Wielding III- (Passive Ability, Lady of the Exceptional Leaf) Possessor gains +200 to all stats when a Teapot is equipped and +200 Magical Attack when a Teapot is equipped
Thirsty Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Thirsty Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +300 Magical Attack, deals MP Drain, and deals 1/2 Damage.
Tipsy Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Tipsy Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains a 20% chance of inflicting Poison: Drunk.
Vexatious Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Vexatious Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +200 Magical Attack and gains a 50% chance of inflicting a random minor negative status effect that its target is not yet afflicted with.
Wave Pour- (Technique Ability, Lady of the Exceptional Leaf) Possessor may use 'Wave Pour' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Teapot equipped. Said attack gains +300 Magical Attack, becomes solely Water element, gains '15% inflicts Drowning', deals 1/4 Damage, and gains '1 hit against 10'.

-Lancer-
Apprentice Spear Training- (Passive Ability, Lancer) Possessor gains +50 Melee Attack if possessor has a Spear equipped, Possessor gains +20 to all stats if possessor has a Spear equipped
Basic Spear Training- (Passive Ability, Lancer) This character gains +6 Melee Attack when a Spear is equipped.
Spear Wielding I- (Passive Ability, Lancer) +5 to all stats when a Spear is equipped
Spear Wielding II- (Passive Ability, Lancer) +25 to all stats when a Spear is equipped, +50 Melee Attack when a Spear is equipped
Training Against Mounted Foes- (Passive Ability, Lancer) +145 Melee Attack against Steeds while a Spear is equipped

-Lawbringer-
Apprentice Mace Training- (Passive Ability, Lawbringer) This character gains +50 Melee Attack, +50 Magical Attack, and +500 HP when a Mace is equipped.
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack and +6 Melee Attack when a Mace is equipped.
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Lawyer- (Passive Ability, Lawbringer) Possessor has a 5% chance of, each time a debuff would be applied to one of possessor's allies, delaying said debuff for 1-3 rounds, provided that said debuff comes from a lower-level source that is below level 20, +40 MIN
Officer of the Law- (Passive Ability, Lawbringer) Possessor's Melee Attack bonuses and stat bonuses from Lawbringer abilities that require a Mace to be equipped are applied at half value if possessor has a Sword or Gun equipped but no Mace
Ordered Harmony- (Passive Ability, Lawbringer) Possessor has a 5% chance of ignoring each instance of buff removal by a source of lower level than possessor that is below level 60

-Magewright-
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
Enhanced Item Familiarity- (Passive Ability, Magewright) Possessor's items that possess at least one Enhancement provide an additional +50 points to any stat that they provide bonuses to
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Trinket Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Trinket possessor has equipped

-Magus-
Apprentice Orb Training- (Passive Ability, Magus) Possessor gains +50 Magical Attack if possessor has an Orb equipped, Possessor gains +20 to all stats if possessor has an Orb equipped
Basic Bowling Skills- (Passive Ability, Magus) Possessor gains 105% To Hit when an Orb is equipped.
Basic Orb Training- (Passive Ability, Magus) Possessor gains +6 Magical Attack when an Orb is equipped.
Orb Wielding I- (Passive Ability, Magus) +5 to all stats when a Orb is equipped
Orb Wielding II- (Passive Ability, Magus) +25 to all stats when a Orb is equipped, +50 Magical Attack when a Orb is equipped

-Matrix Keeper-
Apprentice Assault Matrix Training- (Passive Ability, Matrix Keeper) Possessor gains +50 Ranged Attack and +50 Magical Attack if possessor has an Assault Matrix equipped, Possessor gains +20 to all stats if possessor has an Assault Matrix equipped
Assault Matrix Wielding I- (Passive Ability, Matrix Keeper) +5 to all stats when a Assault Matrix is equipped
Assault Matrix Wielding II- (Passive Ability, Matrix Keeper) +25 to all stats when a Assault Matrix is equipped, +25 Ranged Attack and +25 Magical Attack when a Assault Matrix is equipped
Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Somewhat Good At Pinball- (Passive Ability, Matrix Keeper) +4 AGI

-Mechanist-
Apprentice Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Machine Loyalty Programming- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain 20% Charm Resistance
Basic Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +50 Defense
Inbuilt Microwave Oven- (Passive Ability, Mechanist) Possessor's Fire element Food consumables deal 2,000 additional HP Healing
Machine Loyalty Programming- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain 40% Charm Resistance
Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +20 to all stats
Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 to all stats

-Mentalist-
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Clairvoyance Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when using a Psychic Power spell to do said scanning
Basic Cryokinesis Powers- (Passive Ability, Mentalist) Possessor's Ice-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Basic Pyrokinesis Powers- (Passive Ability, Mentalist) Possessor's Fire-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
Mentalist- (Passive Ability, Mentalist) +500 Damage to all damage dealing Psychic Power spells, MIN may be used instead of SPI as the relevant stat for magical attacks involving Psychic Power spells, All Psychic Power spells cost 30 less MP, +25 additional damage per possessor level

-Merchant-
Antiquity Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Antiquities
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Armor Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Armor
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Economist- (Passive Ability, Merchant) Possessor may choose to have possessor's half-price sales cap increases by 5,000 Gold for 1 week in regards to sold-out items in exchange for having possessor's half-price sales cap decrease by 10,000 Gold for 2 weeks in regards to in-stock items.
Florist- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 2,500 Gold for Plant pets, Possessor's Plant pets and summons gain +100 to all stats
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
Material Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Materials
Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
Pet Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Pets
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Weapons Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Weapons

-Monk-
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
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
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Oldschool Sprinter's Stance- (Stance Ability, Monk) Possessor's turn-order-determining stat becomes agility
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON

-Musician-
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Can Play the Clarinet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Clarinet' in its name equipped
Can Play the Flute- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Flute' in its name equipped
Can Play the Harp- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Harp' in its name equipped
Can Play the Organ- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Organ' in its name equipped
Can Play the Piano- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piano' in its name equipped
Can Play the Trumpet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trumpet' in its name equipped
Can Play the Viola- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Viola' in its name equipped
Can Play the Violin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Violin' in its name equipped
Musician- (Passive Ability, Musician) Possessor gains +(50 * Possessor Level) Magical Attack if possessor has an Instrument equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Instrument equipped

-Noble-
Adept Nobility Synchronization- (Passive Ability, Other: Noble) Amounts of Nobility element Damage possessor deals are increased by 10,000 points, Nobility 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 Nobility element Spells, and may not be converted into other types of slots by individuals below Level 100
Absorb Nobility- (Passive Ability, Other: Noble) Possessor Absorbs Nobility against sources below Level 20 if Level 20 or greater
Apprentice Affinity to Healing Via Nobility- (Passive Ability, Other: Noble) Whenever possessor obtains Nobility element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Nobility Synchronization- (Passive Ability, Noble) Possessor gains +50 to all stats for each Nobility element item equipped, Possessor's Nobility element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility element allies gain +100 to all stats
Apprentice Weaponization of Nobility- (Passive Ability, Other: Noble) Quantities of Nobility element Damage dealt by possessor are increased by 500 points
Basic Command of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility element pets and summons gain +50 to all stats
Apprentice Defenses Against Nobility- (Passive Ability, Other: Noble) Possessor gains +500 Defense against Nobility
Apprentice Nobility Resistance- (Passive Ability, Other: Noble) Possessor gains 5% Nobility Resistance
Apprentice Zonal Acclimation of Nobility- (Passive Ability, Other: Noble) Possessor gains +500 to all stats while in a Zone of Nobility
Away, Peasants- (Passive Ability, Other: Noble) If possessor is Nobility element, at the beginning of each round, possessor may unsummon up to 30 individuals below Level 20 who are non-unique and are not Nobility element or Universe element
Basic Affinity to Healing Via Nobility- (Passive Ability, Other: Noble) Whenever possessor obtains Nobility element HP Healing or MP Healing, said amount is increased by 500 points
Basic Defenses Against Nobility- (Passive Ability, Other: Noble) Possessor gains +50 Defense against Nobility
Basic Nobility Resistance- (Passive Ability, Other: Noble) Possessor gains 1% Nobility Resistance
Basic Nobility Synchronization- (Passive Ability, Other: Noble) Possessor gains +25 to all stats if possessor is Nobility element
Basic Understanding of the Heart of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility element allies gain +10 to all stats
Basic Weaponization of Nobility- (Passive Ability, Other: Noble) Quantities of Nobility element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Nobility- (Passive Ability, Other: Noble) Possessor gains +50 to all stats while in a Zone of Nobility
Control of Nobility- (Passive Ability, Other: Noble) Possessor has a 20% chance of being able to cancel the actions of Nobility element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Nobility- (Passive Ability, Other: Noble) Possessor gains +500 Defense if possessor has any Nobility-element items equipped that provide a Defense bonus
Detect Nobility- (Passive Ability, Noble) Possessor gains +1% To Hit against Nobility element targets
Elemental Attack-Conversion: Nobility- (Technique Ability, Other: Noble) Possessor may use 'Elemental Attack-Conversion: Nobility' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Nobility element and no other technique is used. Said action becomes solely the element Nobility.
Elemental Invocation of Nobility- (Technique Ability, Other: Noble) Possessor may use 'Elemental Invocation of Nobility' in conjunction with an 'Elemental Attack' action so long as possessor is Nobility element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Nobility- (Passive Ability, Other: Noble) Whenever possessor absorbs Damage that is Nobility element Damage, Possessor may choose to deal 10,000 Flat Nobility element Damage to up to 10 targets
Empowered By Nobility- (Passive Ability, Noble) If possessor is Nobility 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 Nobility
Greater Weaponization of Nobility- (Passive Ability, Other: Noble) Quantities of Nobility element Damage dealt by possessor are increased by 25,000 points
Improved Command of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility 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 that Utilize Nobility- (Passive Ability, Other: Noble) Possessor gains +2,000 Defense if possessor has any Nobility-element items equipped that provide a Defense bonus
Improved Nobility Resistance- (Passive Ability, Other: Noble) Possessor gains 10% Nobility Resistance
Improved Understanding of the Heart of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility element allies gain +250 to all stats
Improved Weaponization of Nobility- (Passive Ability, Other: Noble) Quantities of Nobility element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Nobility- (Passive Ability, Other: Noble) Possessor gains +1,000 to all stats while in a Zone of Nobility
Improved Zonal Nobility Empowerment- (Passive Ability, Other: Noble) Possessor gains +500 to all stats while in a Zone of Nobility, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Nobility
Meditative Assumption of Nobility- (Passive Ability, Other: Noble) Possessor may choose, at the beginning of a thread, to become solely Nobility element
Noble- (Passive Ability, Other: Noble) Possessor ignores (1 * (Possessor Level/5), rounded down)% Nobility Resistance, Possessor ignores Nobility Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Nobility Battle-Aura- (Stance Ability, Other: Noble) Possessor deals 10,000 Flat Nobility element Damage to each opponent at the start of each round
Nobility Body Form- (Stance Ability, Other: Noble) Possessor gains +200 Defense against Nobility, Possessor gains 15% Nobility Resistance, Possessor may deal 5,000 Flat Nobility element Damage to any individual who conducts an offensive action that targets possessor
Nobility Immunity- (Passive Ability, Other: Noble) Possessor gains Nobility Immunity against sources below Level 20 if Level 20 or greater
Nobility Manipulation- (Passive Ability, Other: Noble) Possessor may choose one of the following at the beginning of each round if Nobility element: Create a Zone of Nobility, Remove a Zone of Nobility created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Nobility by either possessor or a source below Level 20, Add Nobility 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 Nobility element on a Nobility element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Nobility, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Nobility, 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 Nobility element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Nobility to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Nobility, 5% Nobility Resistance, or +50 Defense against Nobility and 1% Nobility Resistance until the end of the round as a non-stacking buff
Noblesse Oblige- (Passive Ability, Other: Noble) If possessor is Nobility element and performed an action that either was offensive and targetted an opponent or was non-offensive and targetted a non-Nobility-element ally during the last 5 rounds, possessor may, at the start of each round, cure up to three debuffs or minor negative status effects (with the three being across all targets and not per target) from lower-level sources that are not Nobility or Universe element from allied non-Nobility-element individuals
Nonsynchronous Elemental Attack-Conversion: Nobility- (Passive Ability, Other: Noble) Possessor may use the Technique 'Elemental Attack-Conversion: Nobility' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Nobility element.
Nourished By Nobility- (Passive Ability, Noble) If possessor is Nobility element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Nobility
Training Cost? My Family Name is All that Matters!- (Passive Ability, Other: Noble) The first 50,000,000 Gold worth of payment possessor spends when using possessor's 'Training Time? I Have Money!' ability is automatically provided by this ability
Training Time? I Have Money!- (Passive Ability, Other: Noble) Possessor may reduce the cost in weeks of Noble abilities by 1 week for every 50,000,000 Gold possessor spends doing so, to a max of 10 weeks reduction and to a minimum of a cost of 1 week
Predict the Flow of Nobility- (Passive Ability, Other: Noble) Possessor gains +5% Dodge against Nobility element individuals
Project Nobility- (Passive Ability, Other: Noble) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Nobility
Reflect Nobility- (Passive Ability, Other: Noble) Possessor Reflects Nobility against sources below Level 20 if Level 20 or greater
Relentless Tempest of Nobility- (Passive Ability, Other: Noble) If possessor's last action was solely Nobility element either due to this ability or the technique 'Elemental Attack-Conversion: Nobility', possessor may make any of possessor's offensive actions solely Nobility element.
Stability Within Nobility- (Passive Ability, Other: Noble) Possessor gains 25% minor negative status effect resistance while in a Zone of Nobility
Zonal Nobility Control- (Passive Ability, Other: Noble) Possessor may, at the start of each round, choose one Zone of Nobility 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

-Ocean Prince-
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Apprentice Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Water's Dominion- (Passive Ability, Ocean Prince) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Water
Basic Defenses Against Water- (Passive Ability, Ocean Prince) Possessor gains +50 Defense against Water
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Control of Water- (Passive Ability, Ocean Prince) Possessor has a 20% chance of being able to cancel the actions of Water element individuals below Level 20, with things that would occur before and after said actions still occurring
Improved Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 5,000 points
Ocean Prince- (Passive Ability, Ocean Prince) Possessor ignores (1 * (Possessor Level/5), rounded down)% Water Resistance, Possessor ignores Water Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Water Manipulation- (Passive Ability, Ocean Prince) Possessor may choose one of the following at the beginning of each round if Water element: Create a Zone of Water, Remove a Zone of Water created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Water by either possessor or a source below Level 20, Add Water to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Water element on a Water element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Water, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Water, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Water element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Water to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Water, 5% Water Resistance, or +50 Defense against Water and 1% Water Resistance until the end of the round as a non-stacking buff

-Paladin-
Apprentice Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Holy Magic spells that buff stats do so by 50 more points per such stat
Basic Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Holy Magic spells that buff stats do so by 5 more points per such stat
Clarifying Touch- (Passive Ability, Paladin) 15% Charm Resistance, Possessor's Lay on Hands ability cures Charm
Comforting Touch- (Passive Ability, Paladin) 15% Pain Resistance, Possessor's Lay on Hands ability cures Pain
Disease-Neutralizing Touch- (Passive Ability, Paladin) 15% Disease Resistance, Possessor's Lay on Hands ability cures Disease
Lay on Hands- (Active Ability, Paladin) Possessor may spend an action to heal a target for 50 HP per possessor Level a number of times per thread equal to possessor's Level
Paladin's Grace- (Passive Ability, Paladin) Possessor gains +50 AGI, 15% Paralysis Resistance, and 5% Dodge if possessor has at least 3 Holy Magic spells equipped, this AGI bonus is increased to +150 if any foes are Demons, Daemons, Devils, Darkspawn, or Undead
Pure Self- (Passive Ability, Paladin) Possessor has a 5% chance at the start of every round per minor status effect possessor is afflicted with to have said minor status effect cured immediately
Redeeming Touch- (Passive Ability, Paladin) 15% Hexed Resistance, +20 SPI, Possessor's Lay on Hands ability cures Hexed
Restorative Touch- (Passive Ability, Paladin) 15% Stat Drain Resistance, Possessor's Lay on Hands ability cures Stat Drain and heals 50 points of stat damage from any combination of stats

-Priest-
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Basic Channeling of Divine Mercy- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack and Heal bonus gain +50 additional Magical Attack for purposes of non-offensive actions
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Bless Holy Water- (Passive Ability, Priest) Possessor's Water-element 'Magical Attack' actions gain +50 Magical Attack
Channel Divine Magic through Holy Symbol- (Passive Ability, Priest) Possessor gains +50 Magical Attack and +50 SPI if possessor has a Holy Symbol equipped
Observer of Holy Relics- (Passive Ability, Priest) Possessor gains +50 to all stats when possessor has a Holy Symbol or an item that provides bonuses to Divine Magic spells or wielders of Divine Magic spells
Perform Funeral Rites- (Active Ability, Priest) Possessor may spend an action and make it so that a target's ally's corpse cannot be destroyed, transformed, or resurrected by individuals below Level 40 without possessor's permission
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Resist Temptation- (Passive Ability, Priest) 5% Confusion Resistance, 20% Charm Resistance

-Radiant Hierophant-
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Light's Dominion- (Passive Ability, Radiant Hierophant) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Light
Basic Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +50 to all stats
Basic Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 Defense against Light
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats while in a Zone of Light
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Radiant Hierophant- (Passive Ability, Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

-Ravager-
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Axe Wielding I- (Passive Ability, Ravager) +5 to all stats when a Axe is equipped
Axe Wielding II- (Passive Ability, Ravager) +25 to all stats when a Axe is equipped, +50 Melee Attack when a Axe is equipped
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Mamma Bear Chop- (Technique Ability, Ravager) Possessor may use 'Mamma Bear Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +500 Melee Attack against targets who have damaged, inflicted negative status effects on, debuffed, or killed its user's summons.

-Reaper-
Apprentice Scythe Training- (Passive Ability, Reaper) Possessor gains +50 Melee Attack when a Scythe is equipped.
Basic Scythe Training- (Passive Ability, Reaper) This character gains +6 Melee Attack when a Scythe is equipped.
Harvester's Scythe- (Passive Ability, Reaper) Possessor gains +80 Melee Attack against Plants
Scythe Wielding I- (Passive Ability, Reaper) +5 to all stats when a Scythe is equipped
Scythe Wielding II- (Passive Ability, Reaper) +25 to all stats when a Scythe is equipped, +50 Melee Attack when a Scythe is equipped

-Relic Keeper-
Absorb Treasure- (Passive Ability, Other: Relic Keeper) Possessor Absorbs Treasure against sources below Level 20 if Level 20 or greater
Adept Treasure Synchronization- (Passive Ability, Other: Relic Keeper) Amounts of Treasure element Damage possessor deals are increased by 10,000 points, Treasure 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 Treasure element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Command of Treasure- (Passive Ability, Other: Relic Keeper) Possessor's Treasure element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Treasure Resistance- (Passive Ability, Other: Relic Keeper) Possessor gains 5% Treasure Resistance
Apprentice Treasure Synchronization- (Passive Ability, Other: Relic Keeper) Possessor gains +50 to all stats for each Treasure element item equipped, Possessor's Treasure element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Treasure- (Passive Ability, Other: Relic Keeper) Possessor's Treasure element allies gain +100 to all stats
Apprentice Weaponization of Treasure- (Passive Ability, Other: Relic Keeper) Quantities of Treasure element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Treasure- (Passive Ability, Other: Relic Keeper) Possessor gains +500 to all stats while in a Zone of Treasure
A Thousand Phantasmal Arms, A Thousand Phantasmal Treasures- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, before each of possessor's actions, possessor may unequip any number of equipped items and then equip any number of items
Basic Command of Treasure- (Passive Ability, Other: Relic Keeper) Possessor's Treasure element pets and summons gain +50 to all stats
Basic Defenses Against Treasure- (Passive Ability, Other: Relic Keeper) Possessor gains +50 Defense against Treasure
Basic Treasure Resistance- (Passive Ability, Other: Relic Keeper) Possessor gains 1% Treasure Resistance
Basic Treasure Synchronization- (Passive Ability, Other: Relic Keeper) Possessor gains +25 to all stats if possessor is Treasure element
Basic Understanding of the Heart of Treasure- (Passive Ability, Other: Relic Keeper) Possessor's Treasure element allies gain +10 to all stats
Basic Weaponization of Treasure- (Passive Ability, Other: Relic Keeper) Quantities of Treasure element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Treasure- (Passive Ability, Other: Relic Keeper) Possessor gains +50 to all stats while in a Zone of Treasure
Channeling the Soul of All the World's Treasures- (Passive Ability, Other: Relic Keeper) Possessor may, when inflicting a debuff with the ability 'Item Hijack' choose to add the text 'said item provides benefits to this effect's inflictor while said inflictor is Treasure element as though it were equipped' to debuffs inflicted by possessor's 'Item Hijack' ability
Control of Treasure- (Passive Ability, Other: Relic Keeper) Possessor has a 20% chance of being able to cancel the actions of Treasure element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Treasure- (Passive Ability, Other: Relic Keeper) Possessor gains +500 Defense if possessor has any Treasure-element items equipped that provide a Defense bonus
Detect Treasure- (Passive Ability, Other: Relic Keeper) Possessor gains +1% To Hit against Treasure element targets
Elemental Attack-Conversion: Treasure- (Technique Ability, Other: Relic Keeper) Possessor may use 'Elemental Attack-Conversion: Treasure' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Treasure Element and no other technique is used. Said action becomes solely the element Treasure.
Forgemaster's Soul's Infinite Blades- (Passive Ability, Other: Relic Keeper) At the start of each round, if possessor is Treasure element, possessor may create, and, optionally, equip, a Temporary version of a non-unique Weapon that is in stock in the Shop and worth below (Possessor's Level * 1,000,000) Gold, to a max of 200 such Temporary items being created at any one time
Greater Weaponization of Treasure- (Passive Ability, Other: Relic Keeper) Quantities of Treasure element Damage dealt by possessor are increased by 25,000 points
Improved Command of Treasure- (Passive Ability, Other: Relic Keeper) Possessor's Treasure 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 Treasure- (Passive Ability, Other: Relic Keeper) Possessor gains +5,000 Defense against Treasure
Improved Treasure Resistance- (Passive Ability, Other: Relic Keeper) Possessor gains 10% Treasure Resistance
Improved Understanding of the Heart of Treasure- (Passive Ability, Other: Relic Keeper) Possessor's Treasure element allies gain +250 to all stats
Improved Weaponization of Treasure- (Passive Ability, Other: Relic Keeper) Quantities of Treasure element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Treasure- (Passive Ability, Other: Relic Keeper) Possessor gains +1,000 to all stats while in a Zone of Treasure
Invisible Storehouse's Grasping Hands- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, entities that are not greater Level than possessor that are below Level 80 may not steal or cause possessor to involuntarily equip items equipped by or carried by possessor
Item Hijack- (Active Ability, Other: Relic Keeper) If possessor is Treasure element, possessor may spend an action to give an opponent of equal or lower Level that is below Level 80 a non-stacking debuff that causes one item (excluding the Aspects of Artifacts) chosen by possessor to count as having no text save its name, type, subtype, element, and value, while equipped by said individual
Meditative Assumption of Treasure- (Passive Ability, Other: Relic Keeper) Possessor may choose, at the beginning of a thread, to become solely Treasure element
Miracle Sheath- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, whenever possessor performs an offensive action, possessor may equip a weapon that is carried by itself or a willing ally but not equipped
Multi-Item Hijack- (Passive Ability, Other: Relic Keeper) The debuff produced by possessor's 'Item Hijack' ability stacks 3 times
Nonsynchrnous Elemental Attack-Conversion: Treasure- (Passive Ability, Other: Relic Keeper) Possessor may use the Technique 'Elemental Attack-Conversion: Treasure' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Treasure Element.
Procession of Relics- (Passive Ability, Other: Relic Keeper) Possessor may carry 10 additional unequipped items into threads
Reflect Treasure- (Passive Ability, Other: Relic Keeper) Possessor Reflects Treasure against sources below Level 20 if Level 20 or greater
Relic Keeper- (Passive Ability, Other: Relic Keeper) Possessor ignores (1 * (Possessor Level/5), rounded down)% Treasure Resistance, Possessor ignores Treasure Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Soul Storehouse's Invulnerable Treasures- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, entities that are not greater Level than possessor may not destroy items equipped by or carried by possessor
Soul-Sculpted to Wield the Perfected Blade- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, possessor's per-item Melee Attack bonus cap becomes two times the relevant stat
Soul-Sculpted to Wield the Perfected Bow- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, possessor's per-item Ranged Attack bonus cap becomes two times the relevant stat
Soul-Sculpted to Wield the Perfected Rod- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, possessor's per-item Magical Attack bonus cap becomes two times the relevant stat
Soul-Storehouse of Glorious Treasures- (Passive Ability, Other: Relic Keeper) At the start of each round, if possessor is Treasure element, possessor may create a Temporary version of a non-unique Antiquity that is in stock in the Shop and worth below (Possessor's Level * 1,000,000) Gold, to a max of 200 such Temporary items being created at any one time
Stored Treasures of Lordly Fortitude- (Passive Ability, Other: Relic Keeper) Possessor may, if Treasure element, incorporate the Constitution bonus of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Stored Treasures of Lordly Fury- (Passive Ability, Other: Relic Keeper) Possessor may, if Treasure element, incorporate the Critical value (but not bonus) of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Stored Treasures of Lordly Grace- (Passive Ability, Other: Relic Keeper) Possessor may, if Treasure element, incorporate the Agility bonus of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Stored Treasures of Lordly Insight- (Passive Ability, Other: Relic Keeper) Possessor may, if Treasure element, incorporate the To Hit value (but not bonus) of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Stored Treasures of Lordly Might- (Passive Ability, Other: Relic Keeper) Possessor may, if Treasure element, incorporate the Strength bonus of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Stored Treasures of Lordly Position- (Passive Ability, Other: Relic Keeper) Possessor may, if Treasure element, incorporate the Dodge value (but not bonus) of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Stored Treasures of Lordly Power- (Passive Ability, Other: Relic Keeper) Possessor may, if Treasure element, incorporate the Spirit bonus of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Stored Treasures of Lordly Will- (Passive Ability, Other: Relic Keeper) Possessor may, if Treasure element, incorporate the Resilience value (but not bonus) of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Stored Treasures of Lordly Wisdom- (Passive Ability, Other: Relic Keeper) Possessor may, if Treasure element, incorporate the Mind bonus of one unequipped item that possessor is carrying as though it were equipped, being able to switch which item is being included in this manner at the start of a round or upon having an item equipped or unequipped
Treasure Immunity- (Passive Ability, Other: Relic Keeper) Possessor gains Treasure Immunity against sources below Level 20 if Level 20 or greater
Treasure Manipulation- (Passive Ability, Other: Relic Keeper) Possessor may choose one of the following at the beginning of each round if Treasure element: Create a Zone of Treasure, Remove a Zone of Treasure created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Treasure by either possessor or a source below Level 20, Add Treasure 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 Treasure element on a Treasure element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Treasure, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Treasure, 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 Treasure element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Treasure to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Treasure, 5% Treasure Resistance, or +50 Defense against Treasure and 1% Treasure Resistance until the end of the round as a non-stacking buff
Uplifted By Treasure- (Passive Ability, Other: Relic Keeper) If possessor is Treasure element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Treasure

-Roboticist-
Apprentice Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Bascaradine Tsayyikproofing- (Passive Ability, Roboticist) Possessor may use CON in place of SAN, INF, and RES and may choose to take CON Damage instead of SAN Damage, INF Damage, or RES Damage
Basic Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Robot Loyalty Programming- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain 20% Charm Resistance
Filled With High-Grade Oil- (Passive Ability, Roboticist) If possessor is a Robot, a Machine, a Clockwork, a Vehicle, a Vessel, a Mech, or in a Transformation, possessor gains +300 to all unmodified stats; if possessor is not a Robot, a Machine, a Clockwork, a Vehicle, a Vessel, a Mech, or in a Transformation, possessor is afflicted with Poison and Pain: Nauseous at the start of each round
Launch Gun-Equipped Eye-Drone- (Active Ability, Roboticist) If possessor is a Robot or a Clockwork, possessor may spend an action to gain +5% To Hit and +5,000 Ranged Attack as a non-stacking buff
Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +20 to all stats
Robot Programming II- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 to all stats


-Ruin Bringer-
Apprentice Devastation Resistance- (Passive Ability, Other: Ruin Bringer) Possessor gains 5% Devastation Resistance
Apprentice Devastation Synchronization- (Passive Ability, Other: Ruin Bringer) Possessor gains +50 to all stats for each Devastation element item equipped, Possessor's Devastation element pets and summons gain +250 to all stats
Apprentice Weaponization of Devastation- (Passive Ability, Other: Ruin Bringer) Quantities of Devastation element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +500 to all stats while in a Zone of Devastation
Basic Acceleration Within Devastation's Dominion- (Passive Ability, Other: Ruin Bringer) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Devastation
Basic Defenses Against Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +50 Defense against Devastation
Basic Devastation Resistance- (Passive Ability, Other: Ruin Bringer) Possessor gains 1% Devastation Resistance
Basic Devastation Synchronization- (Passive Ability, Other: Ruin Bringer) Possessor gains +25 to all stats if possessor is Devastation element
Basic Weaponization of Devastation- (Passive Ability, Other: Ruin Bringer) Quantities of Devastation element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +50 to all stats while in a Zone of Devastation
Control of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor has a 20% chance of being able to cancel the actions of Devastation element individuals below Level 20, with things that would occur before and after said actions still occurring
Devastation Immunity- (Passive Ability, Other: Ruin Bringer) Possessor gains Devastation Immunity against sources below Level 20 if Level 20 or greater
Devastation Manipulation- (Passive Ability, Other: Ruin Bringer) Possessor may choose one of the following at the beginning of each round if Devastation element: Create a Zone of Devastation, Remove a Zone of Devastation created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Devastation by either possessor or a source below Level 20, Add Devastation to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Devastation element on a Devastation element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Devastation, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Devastation, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Devastation element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Devastation to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Devastation, 5% Devastation Resistance, or +50 Defense against Devastation and 1% Devastation Resistance until the end of the round as a non-stacking buff
Elemental Attack-Conversion: Devastation- (Technique Ability, Other: Ruin Bringer) Possessor may use 'Elemental Attack-Conversion: Devastation' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Devastation element and no other technique is used. Said action becomes solely the element Devastation.
Greater Weaponization of Devastation- (Passive Ability, Other: Ruin Bringer) Quantities of Devastation element Damage dealt by possessor are increased by 25,000 points
Improved Devastation Resistance- (Passive Ability, Other: Ruin Bringer) Possessor gains 10% Devastation Resistance
Improved Weaponization of Devastation- (Passive Ability, Other: Ruin Bringer) Quantities of Devastation element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains +1,000 to all stats while in a Zone of Devastation
Nonsynchronous Elemental Attack-Conversion: Devastation- (Passive Ability, Other: Ruin Bringer) Possessor may use the Technique 'Elemental Attack-Conversion: Devastation' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Devastation element.
Partial Channeling of the Wrath of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Partially Unfettered by the Bonds of Devastation- (Passive Ability, Other: Ruin Bringer) Possessor gains 5% Voidstruck: Wrecked Resistance
Ruin Bringer- (Passive Ability, Other: Ruin Bringer) Possessor ignores (1 * (Possessor Level/5), rounded down)% Devastation Resistance, Possessor ignores Devastation Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Zonal Devastation Control- (Passive Ability, Other: Ruin Bringer) Possessor may, at the start of each round, choose one Zone of Devastation 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

-Sage-
Apprentice Staff Training- (Passive Ability, Sage) Possessor gains +50 Magical Attack and +25 Melee Attack if possessor has a Staff equipped, Possessor gains +20 to all stats if possessor has a Staff equipped
Basic Staff Training- (Passive Ability, Sage) This character gains +6 Melee Attack and +3 Magical Attack when a Staff is equipped
Empower Staff- (Active Ability, Sage) Possessor may use an action to make it so that one Staff equipped by user gains +50 Melee Attack, +50 Magical Attack, +50 Defense, or +50 to any stat, stacks twice regardless of effects chosen
Staff Wielding I- (Passive Ability, Sage) +5 to all stats when a Staff is equipped
Staff Wielding II- (Passive Ability, Sage) +25 to all stats when a Staff is equipped, +25 Melee Attack and +25 Magical Attack when a Staff is equipped

-Scholar-
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Knowledge of History- (Passive Ability, Scholar) Possessor gains +400 MIN

-Scientist-
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Analytical- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 99
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Basic Programming Skills- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +40 to all stats
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Has Researched Common Technologies- (Passive Ability, Scientist) Possessor gains +100 MIN for each Upgrade, Bioaugmentation, Gadget, or Invention possessor has equipped, to a max of +1,000 MIN
Mathematical Knowledge- (Passive Ability, Scientist) +150 MIN that is counted as unmodified for capping purposes
Psychologist- (Passive Ability, Scientist) Possessor gains +200 MIN
Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Therapist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the end of each round
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage

-Shadow Blade-
Apprentice Knife Training- (Passive Ability, Shadow Blade) Possessor gains +50 Melee Attack and +25 Magical Attack if possessor has a Knife equipped, Possessor gains +20 to all stats if possessor has a Knife equipped
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Fling Knife- (Technique Ability, Shadow Blade) Possessor may use 'Fling Knife' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Knife equipped. Said action incorporates the Melee Attack bonus of one equipped Knife as though it were an equivalent Ranged Attack bonus instead.
Knife Wielding I- (Passive Ability, Shadow Blade) +5 to all stats when a Knife is equipped
Knife Wielding II- (Passive Ability, Shadow Blade) +25 to all stats when a Knife is equipped, +25 Melee Attack and +25 Magical Attack when a Knife is equipped

-Slayer-
And With This, I Will Burn You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Fire element may gain '5% inflicts Burning'
And With This, I Will Bury You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Earth element may gain '5% inflicts Entombed'
And With This, I Will Cast You Into Void!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Darkness element may gain '5% inflicts Voidstruck'
And With This, I Will Drown You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Water element may gain '5% inflicts Drowning'
And With This, I Will Strangle You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Air element may gain '5% inflicts Suffocation'
And With This, I Will Melt You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Acid element may gain '5% inflicts Dissolving'
And With This, I Will Freeze You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Ice element may gain '5% inflicts Frozen'
Any Object Is Deadly In My Hands- (Passive Ability, Slayer) Possessor may choose to count Antiquities equipped through possessor's Slayer abilities as weapons as Deadly Items
Apprentice Deadly Item Training- (Passive Ability, Slayer) This character gains +60 Melee Attack, +60 Ranged Attack, +60 Magical Attack, and +5% Critical when a Deadly Item is equipped.
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

-Smith-
Advanced Flameforging Technique- (Passive Ability, Smith) Possessor's spells that create items cost 25,000 less XP to cast if possessor is in a Zone of Fire, Possessor gains +3,000 STR if in a Zone of Fire, Artifice and Golomancy spells cost possessor 20,000 less MP if possessor is in a Zone of Fire
Ammocrafter- (Passive Ability, Smith) All equipped Ammo accessories give +20 Ranged Attack if possessor has a Gun equipped
Apprentice Smith Proficiency- (Passive Ability, Smith) This character gains +25 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +25 Defense for each Shield, Heavy Armor, or Light Armor is equipped. This character gains +25 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Armorer- (Passive Ability, Smith) All armors have their stat bonuses that they provide increased by +20
Axecrafter- (Passive Ability, Smith) All Axes give +20 CON
Basic Blacksmithing Training- (Passive Ability, Smith) Posessor gains +6 Melee Attack if a Sword, Hammer, Axe, Mace, Spear or Polearm is equipped by possessor. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped by possessor.
Basic Flameforging Technique- (Passive Ability, Smith) Possessor's spells that create items cost 2,500 less XP to cast if possessor is in a Zone of Fire, Possessor gains +300 SPI if in a Zone of Fire, Artifice and Golomancy spells cost possessor 2,000 less MP if possessor is in a Zone of Fire
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Bladesmith- (Passive Ability, Smith) +25 Melee Attack if a Sword, Knife, Bladecane, Polearm, Axe, Bailartix, or Scythe is equipped
Efficient Crafter- (Passive Ability, Smith) Possessor's spells and secret formulas that create items cost possessor 150 less XP to use
Experienced at Tempering- (Technique Ability, Smith) Possessor may use Experienced at Tempering in conjunction with a Melee or Magical Attack, so long as no other technique is used. If possessor hits a target with a Ice element attack that includes this technique that possessor hit with an Fire element attack the round prior, and said target is affected by a debuff that reduces its Defense by 50 that stacks 25 times
Gauntlet Crafting- (Passive Ability, Smith) Possessor gains +10 to all stats and +20 Defense for each Gauntlets equipped
Gunsmith- (Passive Ability, Smith) Each Gun equipped provides +40 Ranged Attack
Hammersmith- (Passive Ability, Smith) All Hammers equipped give +20 CON
Helmcrafter- (Passive Ability, Smith) +50 Defense and 5% Resilience if a Helm is equipped
Knowledge of Common Smithing Tricks- (Passive Ability, Smith) Possessor's Smith abilities cost 5,000 Gold and 500 XP less in terms of costs for providing items with Smithing Technique Enhancements
Knows About Smithing Unusual Materials- (Passive Ability, Smith) Possessor's equipped items that possesses at least one nonbase element have their stat bonuses increased by 300 points
Light Armor Crafter- (Passive Ability, Smith) +50 Defense if a Light Armor is equipped
Miner- (Passive Ability, Smith) +10 Defense against Earth, +40 Defense if the terrain or phantom terrain is Caverns, 20% Suffocation Resistance if an Aerial pet or summon is possessed by possessor in battle
Mr. Fix-It- (Passive Ability, Smith) Possessor may choose to expend an item named 'Magi-Seal Tape' in order to raise the chance possessor's 'Repair' or 'Speedy Repairs Stance' abilities working to 90%, with one expenditure affecting a single instance of said chance of working being determined
Reforge- (Active Ability, Smith) Possessor may spend an action, 5,000 Gold, and 500 XP to give an item worth below 5,000,000 Gold the Smithing Technique Enhancement 'Reforged'
Reforge (Attack Focus)- (Active Ability, Smith) Possessor may spend an action, 100,000 Gold, and 5,000 XP to give an item worth below 7,500,000 Gold the Smithing Technique Enhancement 'Reforged (Attack Focus)'
Reforge (Defense Focus)- (Active Ability, Smith) Possessor may spend an action, 100,000 Gold, and 5,000 XP to give an item worth below 7,500,000 Gold the Smithing Technique Enhancement 'Reforged (Defense Focus)'
Reforge (Fanciness Focus)- (Active Ability, Smith) Possessor may spend an action, 10,000,000 Gold, and 5,000 XP to give an item worth below 17,500,000 Gold the Smithing Technique Enhancement 'Reforged (Fanciness Focus)'
Reforge (Speed Focus)- (Active Ability, Smith) Possessor may spend an action, 200,000 Gold, and 10,000 XP to give an item worth below 12,500,000 Gold the Smithing Technique Enhancement 'Reforged (Attack Focus)'
Repair- (Passive Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment broken equipment that was broken by a non-unique source of lower level than possessor repaired at the end of a thread
Smith- (Passive Ability, Smith) Equipped armors provide +20 Defense per possessor level and equipped Weapons give +10 to each attack bonus they already possess per possessor level
Speedy Repairs Stance- (Stance Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment immediately repaired if it is broken by a non-unique source of lower level than possessor
Stonecarver- (Passive Ability, Smith) +200 Damage against Earth element Elementals to all attacks that deal damage, +20 STR if a Axe, Stone, or Mace is equipped
Trained Smelter- (Passive Ability, Smith) Each Light Armor or Heavy Armor equipped provides +20 Defense
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus
Woodcarver- (Passive Ability, Smith) +100 Damage against Plants to all attacks that deal damage, +20 STR if a Staff or Mace is equipped

-Soldreidrethanoi-
Apprentice Bailartix Training- (Passive Ability, Soldreidrethanoi) Possessor gains +50 Ranged Attack if possessor has a Bailartix equipped, Possessor gains +20 to all stats if possessor has a Bailartix equipped
Bailartix Wielding I- (Passive Ability, Soldreidrethanoi) +5 to all stats when a Bailartrix is equipped
Bailartix Wielding II- (Passive Ability, Soldreidrethanoi) +25 to all stats when a Bailartix is equipped, +50 Ranged Attack when a Bailartix is equipped
Basic Bailartix Training- (Passive Ability, Soldreidrethanoi) This character gains +6 Ranged Attack when a Bailartix is equipped.
Hunting Blade of Repitition- (Active Ability, Soldreidrethanoi) This character may use Hunting Blade of Repitition in conjunction with a Ranged Attack, so long as no other technique is used and a Bailartix is equipped. This attack repeats itself next turn, but any Bailartix involved in it cannot be used next turn for any other purpose.

-Sorceress-
Apprentice Wand Training- (Passive Ability, Sorceress) Possessor gains +50 Magical Attack if possessor has a Wand equipped, Possessor gains +20 to all stats if possessor has a Wand equipped
Basic Wand Training- (Passive Ability, Sorceress) This character gains +6 Magical Attack when a Wand is equipped
Painter- (Passive Ability, Sorceress) Items that possessor creates obtain a non-stacking buff that causes SPI bonuses they provide to be increased by 150 points
Wand Wielding I- (Passive Ability, Sorceress) +5 to all stats when a Wand is equipped
Wand Wielding II- (Passive Ability, Sorceress) +25 to all stats when a Wand is equipped, +50 Magical Attack when a Wand is equipped

-Swordsman-
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Deft Slash- (Technique Ability, Swordsman) Possessor may use 'Deft Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% To Hit.
Demon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Demons and gains +5% To Hit against Demons.
Devil-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Devils and gains +5% To Hit against Devils.
Dramatically Stand On Sword- (Passive Ability, Swordsman) Possessor gains a 5% chance of inflicting Charm: Impressed on opponents below Level 20 at the start of battle
Dud Slash- (Technique Ability, Swordsman) Possessor may use 'Dud Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Fast Strikes- (Active Ability, Swordsman) This character may use Fast Strikes in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains 2 hits against 1 for purposes of this attack, and this attack deals 1/2 damage.
Practiced Sword Swings- (Passive Ability, Swordsman) +1% To Hit while possessor has a Sword equipped
Swordsman- (Passive Ability, Swordsman) This character gains +700 Melee Attack and +50 to all stats when a Sword is equipped plus an additional +10 Melee Attack and +5 to all stats for each level character possesses.
Yell Loudly While Slashing- (Technique Ability, Swordsman) Possessor may use 'Yell Loudly While Slashing' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +30 Melee Attack.

-Thief-
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Focused Thief Arts Casting- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Thief Arts
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Thief Arts Casting I- (Passive Ability, Thief) Thief Arts spells cost possessor 20 less MP to cast
Thief Arts Casting II- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%

-Thunder Czar-
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Apprentice Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 500 points
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 5,000 points

-Wanderer-
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 10% Fatigued Resistance
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast

-Warrior-
Accurate in a Crisis- (Passive Ability, Warrior) Posessor gains +1% To Hit while in a Crisis Zone
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
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
Capable in a Crisis- (Passive Ability, Warrior) Posessor gains a Buff Slot while in a Crisis Zone
Commanding in a Crisis- (Passive Ability, Warrior) Posessor gains a Summon Slot while in a Crisis Zone
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Deadly in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Critical while in a Crisis Zone
Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Pure in a Crisis- (Passive Ability, Warrior) Posessor may cure itself of any one minor status effect from a source below Level 40 at the start of each round while in a Crisis Zone
Swift in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Dodge while in a Crisis Zone

-Misc-
Basic Alienist Knowledge- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Can Create Snowman-Animating Headwear- (Passive Ability, Clothier) If possessor is in a Zone of Ice, possessor may unequip a Hat to summon 1 Snowman from the Enemy List, with said Snowman being unsummoned if any individual equips said Hat, said Hat is destroyed, said Hat ceases to be an item, said Hat leaves the thread, or said Hat becomes a pet
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Covered in Golden Glitter- (Passive Ability, Transmuter) Possessor's Charm infliction chances are raised by 2%, Possessor's equipped items count as being worth a total of 5,000 Gold more if the total value of all of possessor's equipped items is checked
Detachable Hypno-Eyes- (Passive Ability, Mentalist) 45% may inflict Confusion, Charm, or Fatigued: Asleep, Possessor is Immune to Imparied: Blind from sources below Level 10
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Mirage Dragon Czar- (Passive Ability, Clearance) Possessor may fight the monster 'Mirage Dragon Czar' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle The Benjamins- (Passive Ability, Clearance) Possessor may fight the monster 'The Benjamins' for drops, This ability cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Artful Fire Bonus Potion"- (Passive Ability, Permanent Item Effect) Possesor gains +30 Ranged Attack, +2% Critical with Ranged Attack actions, and +5% To Hit with Ranged Attack actions, Cannot be used in combos
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Temporal Assassin- (Passive Ability, Gentleman Assassin) Possessor deals 60,000 additional Damage to individuals who count the current round's number as a different number than possessor does
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor
Well-Timed Plotter- (Passive Ability, Controller) Possessor may choose a round number at the start of battle, and, on the first round of said number in battle, gain +200 MIN as a non-stacking buff that lasts until the end of the round

-Other: High Judge-
Mindlink to the Cosmic Accordance- (Passive Ability, Other: High Judge) Possessor and possessor's allies gain Confusion Immunity and Insanity Immunity

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


Armour-
Armor of the Gold Leaf Throne's Knight- (Armor, Heavy Armor, Glory & Wealth, 400,000,000 Gold) +400,000 Defense, +40,000 Defense against Stat Damage, +400,000 CON, Wielder's Defense may not be pierced by individuals below Level 60 who are below wielder's Level, Wielder must be Level 40 or greater


Accessories-
Cloak of Nested Illusions- (Accessory, Cloak, Illusion, 215,000,000 Gold) +115,000 to all stats, Actions from individuals below Level 80 have a 20% chance of failing to target wielder if wielder so desires as a non-stacking effect, Wielder must be Level 40 or greater
Ring of Cosmic Birth- (Accessory, Ring, Life & Magic, 275,000,000 Gold) +2,750,000 HP as a non-stacking bonus, +2,750,000 MP as a non-stacking bonus, Wielder may spend an action to summon an Outsider, Planetary, or Astral Being below Level 95, Max 10 summoned, Wielder's summons regenerate 275,000 HP and MP at the start of each round as an effect that stacks 5 times, Wielder must be Level 40 or greater

Consumables-

Spells-

Pets-
Modified Stats wrote: "Lady Rosaline", Masterwork No. 53 of Artificer Velimir Fabrice (Aeromage)
Level 59
Clockwork, Light
HP: 3,250,750
MP: 2,824,000

STR: 2,370
AGI: 13,110
CON: 20,030
MIN: 2,960
SPI: 2,370




---------------------Defence---------------------

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

79% Dodge (From Caelum's Divine Domain)

+40,060 Defense
+40,000 Defense Against Stat Damage

Defense may not be pierced by individuals below Level 60 who are below wielder's Level


---------------------Offence---------------------

230% To Hit

130% Critical


+4,740 Melee Attack

Deals full Damage to the back row
Wielder's offensive actions may gain the element Technology


---------------------Healing---------------------


---------------------Start of Thread---------------------


---------------------Start of Battle---------------------


---------------------Start of Round---------------------

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

---------------------Start of Action---------------------


---------------------Passive Effects---------------------


---------------------Ally Bonuses---------------------


---------------------Pet, Summon and Transformation Bonuses---------------------


---------------------Zone and Terrain Effects---------------------
[/quote]
Dr. Maximilian Excelsior, aka DOCTOR MIRACLES (Aeromage)
Level 59
Human, Azoth
HP: 15,000
MP: 25,500
STR: 118 (2) (+100 Unmodified from Burly) (+10 from Basic Superpower)
AGI: 482 (8) (+10 from Basic Superpower)
CON: 600 (10) (+50 Unmodified from Burly) (+10 from Basic Superpower)
MIN: 1,020 (16) (+10 from Basic Superpower)
SPI: 2,510 (34) (+10 from Basic Superpower)
SAN: 295 (5) (+10 from Basic Superpower)
INF: 295 (5) (+10 from Basic Superpower)
RES: 295 (5) (+10 from Basic Superpower)
XP- #
XP Required- 820,000, Holy Imperial Seal of Power
Fame- 67
Gold- #


Devout Worshipper of The Deific Mecha-Vashna
Worshipper Benefits-
Divine Bride of Mecha-Vashna- Possesor gains +(1,000 * Possessor Level) SPI, gains the element Technology, and counts as having a name which includes 'Divine Bride of Mecha Vashna'; possessor's actions gain '(Possessor Level * 2)% May inflict Charm'; this effect does not stack with the 'Bestow Worshipper Benefits' Constant Effect of the unique pet 'The Deific Mecha Vashna', Worshipper Benefit


Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Overdrive
Mental Overdrive
Physical Overdrive
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Defend
Metacombine- (Active Ability, Attack) User uses three consumables in one turn. Only two of these, which are randomly determined, activate. All three consumables still lose charges.
Item-All- (Active Ability, Attack) Possessor uses one charge of an equipped consumable, targeting all valid targets for a single charge of said consumable on any one side of battle with it instead of targeting its normal number of targets.

-Abjurer-
Ablative Self-Screen- (Passive Ability, Abjurer) Up to 20 times per thread when possessor would acquire a debuff that reduces possessor's stats, possessor may choose for that instance of the debuff to reduce the amount it reduces each of possessor's by by 500, to a minimum of 0

-Alchemist-
Adept Alchemy Attunement- (Passive Ability, Alchemist) Alchemy spells cost possessor 10,000 less MP to cast, Alchemy spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Alchemy Spells, and may not be converted into other types of slots by individuals below Level 100
Alchemaestro of Infliction- (Passive Ability, Alchemist) Possessor ignores the Immunities to status effects of individuals below Level 40, Possessor's minor status effect infliction chances for status effects coming from Alchemy spells are increased by 20% as a non-stacking effect, Possessor's moderate status effect infliction chances for status effects coming from Alchemy spells are increased by 10% as a non-stacking effect
Alchemist- (Passive Ability, Alchemist) Potions heal an addition 1,000 HP or MP per possessor level if they already heal those stats
Alchemy Casting I- (Passive Ability, Alchemist) Alchemy spells cost possessor 20 less MP to cast
Alchemy Casting II- (Passive Ability, Alchemist) Alchemy spells cost possessor 200 less MP to cast
Apprentice Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells possessor casts cost 500 less Gold and 500 less XP
Basic Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells cost 10 less Gold and 10 less XP
Basic Study of Homunculus-Creation Principles- (Passive Ability, Alchemist) Possessor's Alchemy summons gain +25 to all stats, Possessor's Alchemy summons gain +25 additional points to all stats if Golems
Basic Understanding of Alchemical Substance-Transmutation- (Passive Ability, Alchemist) Possesor obtains 5,000 Temporary Gold at the start of each battle or RP thread
Dangerous Mixing- (Technique Ability, Alchemist) Possessor may use 'Dangerous Mixing' in conjunction with a 'Magical Attack' or 'Ranged Attack' action so long as possessor is casting an Alchemy spell as part of said action and no other technique is used. Said action gains +500 Ranged Attack, +500 Magical Attack, and 20% inflicts Dissolving.
♢Develop Brand-New Super Drug- (Active Ability, Alchemist) Possessor may spend an action to give a target +2 to a base stat of said action's user's choice as a non-stacking buff
Focused Alchemy Casting- (Passive Ability, Alchemist) Alchemy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Alchemy
Frothy Disasterist- (Passive Ability, Alchemist) Possessor's spells whose name includes 'Frothy Disaster' ignore Damage division caused by the spells themselves and gain +500 Magical Attack.
Genius of Poisons- (Passive Ability, Alchemist) Wielder may choose to have minor negative status effects that wielder inflicts that come from Alchemy spells instead be moderate negative status effects (retaining their names and text)
Has Added Agility-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 AGI
Has Added Constitution-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 CON
Has Added Mind-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 MIN
Has Added Speed-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Has Added Spirit-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 SPI
Has Added Strength-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 STR
Has Devised A Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +20 to all stats
Has Imbibed an Invisible Man Tonic- (Stance Ability, Alchemist) Possessor gains +50% Dodge, Possessor has a 15% chance of being afflicted with Insanity at the start of each round
Has Imbibed a Jeckell-and-Hyde Tonic- (Stance Ability, Alchemist) Possessor loses 5 Base MIN and SPI, Possessor gains 5 Base STR and CON, Possessor has a 60% chance of being afflicted with Confusion: Berserk at the start of each round
Has Imbibed a Viridian Gigas Tonic- (Stance Ability, Alchemist) Possessor gains +20,000 Melee Attack, Possessor is Immune to individuals below Level 20, Possessor gains 7 Base STR and CON, Possessor loses 5 Base MIN and SPI, Possessor has 100% chance of being inflicted with Confusion: Berserk at the start of each round
Improved Mad Mixer- (Passive Ability, Alchemist) Possessor may choose what effect possessor's 'Mad Mixer' ability applies instead of having one be randomly applied
Infuse Acid- (Technique Ability, Alchemist) Possessor may use Infuse Acid in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Acid element damage.
Infuse Air- (Technique Ability, Alchemist) Possessor may use Infuse Air in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Air element damage.
Infuse Earth- (Technique Ability, Alchemist) Possessor may use Infuse Earth in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Earth element damage.
Infuse Electrical- (Technique Ability, Alchemist) Possessor may use Infuse Electrical in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Electrical element damage.
Infuse Fire- (Technique Ability, Alchemist) Possessor may use Infuse Fire in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Fire element damage.
Infuse Ice- (Technique Ability, Alchemist) Possessor may use Infuse Ice in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Ice element damage.
Infuse Magic- (Technique Ability, Alchemist) Possessor may use Infuse Magic in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Magic element damage.
Infuse Water- (Technique Ability, Alchemist) Possessor may use Infuse Water in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Water element damage.
Learned How to Poison Rocks and Minerals- (Passive Ability, Alchemist) Possessor ignores the Immunities to status effects of individuals below Level 20, Possessor's minor status effect infliction chances for status effects coming from Alchemy spells are increased by 5% as a non-stacking effect
Lethal Mixer- (Passive Ability, Alchemist) +250 Damage, +10 Stat Damage, and +1% Infliction of Minor Status effects to Potions that possess the relevant bonuses
Mad Mixer- (Passive Ability, Alchemist) Possessor may, as part of an action that includes possessor casting an Alchemy spell, may choose to destroy two random Potions that possessor has equipped, and, if said potions are destroyed, possessor adds one of the following effects (chosen randomly) to said action: '100% inflicts a randomly determined positive or negative minor status effect', '+500 to a randomly determined stat as a buff that stacks 5 times', or '-500 to a randomly determined stat as a debuff that stacks 5 times'
Potion Bombing!- (Passive Ability, Alchemist) Possessor gains +(The value of possessor's most valuable equipped Potion/ 1,000, rounded up, to a max of 1,000) Ranged Attack if possessor has at least 1 Potion equipped
Potion Boost- (Passive Ability, Alchemist) Possessor's Alchemy spells whose name includes 'Potion' and possessor's Potion consumables that apply buffs to stats have said values increased by 50 points, to a max of 500 points across all stacked applications per individual.
Potion-Filled Pockets- (Passive Ability, Alchemist) Possessor may bring 10 unequipped Potion consumables or Alchemy spells if possessor has a Clothing or Light Armor equipped at the start of the thread.
♢Sublime Merchandise Synchronization: Sepherys- (Active Ability, Alchemist) Possessor's caps are considered 15% higher for purposes of equipped items whose name includes 'Sepherys' if at least half of possessor's equipped items have 'Sepherys' in the name

-Anarchomancer-
Anarchomancer- (Passive Ability, Anarchomancer) Whenever possessor casts a Chaos Magic spell that possesses a Magical Attack bonus, there is a 50% chance that it obtains an additional +(250 * Possessor Level) Magical Attack, Whenever possessor casts a Chaos Magic spell, there is a 50% chance that it costs 50% less MP (rounded up) (with it only being castable if it were castable without said discount factored in)
Apprentice Chaos Magic Attunement- (Passive Ability, Anarchomancer) Whenever possessor casts a Chaos Magic spells that possesses a Magical Attack bonus, there is a 50% chance that it obtains an additional +500 Magical Attack
Basic Chaos Magic Attunement- (Passive Ability, Anarchomancer) All Chaos Magic spells gain +50 Magical Attack 50% of the time
Chaos Magic Casting I- (Passive Ability, Anarchomancer) Chaos Magic spells cost possessor 20 less MP to cast
Chaos Magic Casting II- (Passive Ability, Anarchomancer) Chaos Magic spells cost possessor 200 less MP to cast
Random Agility- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 AGI (this is not a buff)
Random Constitution- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 CON (this is not a buff)
Random Mind- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 MIN (this is not a buff)
Random Offense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Melee Attack, Ranged Attack, or Magical Attack (the bonus type is determined randomly each time this chance is checked; this is not a buff)
Random Spirit- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 SPI (this is not a buff)
Random Strength- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 STR (this is not a buff)

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

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

-Artificer-
Apprentice Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 250 less MP, XP, and Gold to cast
Artificer- (Passive Ability, Artificer) Artifice spells cost possessor (50 * possessor Level) less MP, XP, and Gold to cast
Artificer's Enchanted Item Creation Discovery: Deal Acid Damage- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Acid Damage Effect Addition'
Artificer's Magical Item-Creation Procedure: Add Acid Element- (Passive Ability, Artificer) Whenever possessor creates a Magic Item Accessory or Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and add the element Acid to its elements, with this added element not being a buff and being part of the created item's text
Artifice Casting I- (Passive Ability, Artificer) Artifice spells cost possessor 20 less MP to cast
Artifice Casting II- (Passive Ability, Artificer) Artifice spells cost possessor 200 less MP to cast
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 10 less MP, XP, and Gold to cast
Build Artificer's Doodad- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Gadget Accessory or Magic-element Magic Item Accessory named '<Possessor's Name>'s Artificer's Doodad' with a Gold value of 500 and the text 'Possessor obtains +5 to all stats'
Build Artificer's Gizmo- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Invention Consumable or Magic-element Enchanted Item Consumable named '<Possessor's Name>'s Artificer's Gizmo' with a Gold value of 500, 1 Charge, and the text 'Target may obtain +5 or -5 to any one stat as an effect that stacks 5 times'
Skilled In Cheap Manufacturing Techniques- (Passive Ability, Artificier) Possessor may choose to have any Artifice spell that possessor casts cost 2,500 less Gold to cast, with any item created by it becoming temporary and being worth 10,000 less Gold than it otherwise would be, to a minimum of 1 Gold
Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by Level 1 individuals

-Assassin-
Accurate Throwing- (Passive Ability, Assassin) Possessor gains 110% To Hit when a Throwing Weapon is equipped.
Apprentice Throwing Weapon Training- (Passive Ability, Assassin) Possessor gains +50 Ranged Attack and +50 AGI when a Throwing Weapon is equipped.
Assassin- (Passive Ability, Assassin) Possessor gains +700 Ranged Attack and +250 AGI when a Throwing Weapon is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(10 x Possessor Level) AGI if a Throwing Weapon is equipped.
Basic Poisoner Training- (Passive Ability, Assassin) User gains +30 MP for each weapon coating equipped, user's attacks have a +1% chance of inflicting Poison if a Weapon Coating is equipped and they already had a chance of inflicting poison, all Weapon Coatings that do stat damage do an extra point, all damage foes suffer that is caused by Poison status effects inflicted by user is increased by 20 per round
Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.
Caustic Toss- (Technique Ability, Assassin) Possessor may use 'Caustic Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Throwing Weapon equipped. Said attack gains +100 Ranged Attack and becomes solely Acid element.
Dud Toss- (Technique Ability, Assassin) Possessor may use 'Dud Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Juggler- (Passive Ability, Assassin) Possessor gains +200 AGI as a non-stacking buff on rounds after rounds during which possessor has performed a 'Trade' action
Juggler's Distraction- (Passive Ability, Assassin) Possessor may use 'Juggler's Distraction' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack's targets, for the duration of said attack, suffer -10% Dodge.
Poisoned Weapon Use- (Passive Ability, Assassin) Possessor's attacks that deal damage deal 200 extra damage if possessor has a Weapon Coating equipped, all Weapon Coatings that possessor has equipped that deal stat damage do 3 extra points of each type they would otherwise deal, all Weapon Coatings possessor has equipped have a 1% chance inflicting Poison if possessor desires such
Skilled at Poison Application- (Passive Ability, Assassin) All attacks that have a chance of inflicting Poison gain a 3% chance if that chance is initally under 3%, all Weapon Coatings that do stat damage do 2 extra points

-Astromancer-
Apprentice Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, All Astral Magic spells cost possessor 50 less MP to cast
Astral Magic Casting I- (Passive Ability, Astromancer) Astral Magic spells cost possessor 20 less MP to cast
Astral Magic Casting II- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast
Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Astral Magic spells cost possessor 10 less MP to cast
Interstellar Navigator- (Passive Ability, Astromancer) Possessor and possessor's Vessel transformations gain +100 to each of their turn-order-determining stats for turn-order-determining purposes while the Terrain or Phantom Terrain is Space
Minor Space Acclimation- (Passive Ability, Astromancer) Possessor gains 5% Voidstruck Resistance, 5% Suffocation Resistance, 5% Frozen Resistance, and 1% Darkness Resistance
Moon-Nose Inversion- (Active Ability, Astromancer) Possessor may spend an action to set the Nose Status of a Nose-Bearing Moon Face to 'Inverted' if it is 'Non-Inverted' or to 'Non-Inverted' if it is 'Inverted'
Star Charter- (Passive Ability, Astromancer) Posessor gains +20 MIN while in a Zone of Darkness, a Zone of Light, or a Zone of Astral Magic or while possessor has at least one Empowered Constellation set

-Auramancer-
♢Magellan's Forcefield- (Passive Ability, Auramancer) Possessor gains an Magellan's Forcefield. It possesses (Possessor's Level * 1,000) HP. If possessor would be dealt Damage by a source that is not 20 or more Levels greater than possessor that is not a negative status effect or a debuff and the Magellan's Forcefield possesses at least 1 HP, the Damage is instead dealt to the Magellan's Forcefield. If an individual instance of Damage (from a single hit of an attack or a single other application) reduces the Magellan's Forcefield's HP to 0, remaining Damage does not carry over to possessor.
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor

-Bard-
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Heartthrob- (Passive Ability, Bard) Possessor's Charm infliction chances (not including those of its sub-status effects) are increased by 5%
Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Merry Caroling- (Passive Ability, Bard) Possessor's non-offensive actions that include Bardic Music spells buff stats for an additional 80 points (to a max of 1,000 additional points across all buffs per individual) and provide an additional 5,000 points of HP Healing if they Heal HP
Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast
Sexy Singing Voice- (Passive Ability, Bard) Charm infliction chances (including those of its sub-status effects) that are present on Bardic Music spells cast by possessor are raised by 5%
Sexy Voice- (Passive Ability, Bard) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Bardic Music spell
Sexy Wink- (Technique Ability, Bard) Possessor may use Sexy Wink in conjunction with a 'Magical Attack' or 'Cast a Spell' action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.

-Beastmaster-
Animal Calling I- (Passive Ability, Beastmaster) Possessor's Animal summons gain +20 to all stats
Animal Calling II- (Passive Ability, Beastmaster) Possessor's Animal summons gain +200 HP
Animal Calling III- (Passive Ability, Beastmaster) Possessor's Animal summons gain +500 MP
Animal Calling IV- (Passive Ability, Beastmaster) Possessor's Animal summons gain +2,000 HP and +4,000 MP
Animal Loyalty Training- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain 40% Charm Resistance
Animal Researcher- (Passive Ability, Beastmaster) Possessor counts as being 2 Levels higher for stat-scanning purposes against Animals, to a max of Level 40, Possessor's Animal pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Animals in this thread successfully
Animal Training I- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +20 to all stats
Animal Training II- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 to all stats
Animal Traits- (Passive Ability, Beastmaster) Possessor gains +1 to all stats so long as possessor is a Animal
Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Beastmaster- (Passive Ability, Beastmaster) User may forfeit one Accessory slot or Spell slot to gain a Pet slot, +50 HP and +10 to all stats of Animal pets and summons per possessor levels
Can Teach Wolves How to Farm- (Passive Ability, Beastmaster) Possessor's Animal pets and summons whose name includes 'Wolf' gain the ability:
Plant, Raise, and Harvest Crops- 1,500 Damage, Heals, 1 hit against 500, Earth, 1,000 MP
Form of Goat- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 CON
Glowing Red Nose- (Passive Ability, Beastmaster) Possessor may choose for possessor and any of possessor's allies to ignore effects attached to zones by sources below Level 20
GOATALYZE- (Active Ability, Beastmaster) Target allied Animal gains ' Goat' appended to the end of its name. If user targets a non-Animal, it gains Animal as a subtype and ' Goat' at the end of the name if it is 5 or more Levels lower than user.
Goat Essence- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose to count as being in the 'Form of Goat' stance when not in said stance
Good Dog- (Passive Ability, Beastmaster) Possessor cannot target possessor's allies with offensive actions if possessor is in 'Form of Dog' Stance
Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares
THE BLEATING- (Passive Ability, Beastmaster) Possessor's Confusion: Fear infliction chances are increased by the number of Animal allies possessor possesses whose name includes 'Goat', to a max of 200 of such allies

-Biomancer-
Apprentice Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 250 additional HP and MP and deal 50 more damage with each of their damage-dealing attacks
Basic Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 50 additional HP and MP and deal 10 more damage with each of their damage-dealing attacks
Biomancer- (Passive Ability, Biomancer) Possesor's Biomancy summons gain +(500 * Possessor Level) HP and MP and deal (100 * Possessor Level) additional Damage with their Damage-dealing attacks, Biomancy spells cast by possessor have their minor status effect infliction chances increased by +(Possessor Level)%
Biomancy Casting I- (Passive Ability, Biomancer) Biomancy spells cost possessor 20 less MP to cast
Biomancy Casting II- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast
Focused Biomancy Casting- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Biomancy
Mutagenic Spell- (Active Ability, Biomancer) Possessor may use Mutagenic Spell in conjunction with a Magical Attack, so long as a Biomancy spell is being cast as part of said attack. This attack may shift up to 40 points from one of a willing target's stats to another one of said target's stats, stacks 5 times across all versions of Mutagenic Spell
Talent in Bioaugmenting Agility- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Agility do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Constitution- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Constitution do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Mind- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Mind do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Strength- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Strength do so by 50 additional points, to a max of 500 additional points across all buffs on each individual

-Blazing Sultan-
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Basic Acceleration Within Fire's Dominion- (Passive Ability, Blazing Sultan) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Defense against Fire
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Control of Fire- (Passive Ability, Blazing Sultan) Possessor has a 20% chance of being able to cancel the actions of Fire element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Fire- (Passive Ability, Blazing Sultan) Possessor gains +1% To Hit against Fire element targets
Fire Manipulation- (Passive Ability, Blazing Sultan) Possessor may choose one of the following at the beginning of each round if Fire element: Create a Zone of Fire, Remove a Zone of Fire created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fire by either possessor or a source below Level 20, Add Fire to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fire element on a Fire element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fire, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fire, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fire element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fire to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fire, 5% Fire Resistance, or +50 Defense against Fire and 1% Fire Resistance until the end of the round as a non-stacking buff

-Blessing-
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Aldriel's Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combattable on the enemy list that is neither Elite nor a Boss.

-Botanist-
Apprentice Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Botanist- (Passive Ability, Botanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Plant pet only, This ability provides +50 HP and +10 to all stats of possessor's Plant pets and summons per Level of possessor
Exploit Plant's Weakness- (Technique Ability, Botanist) Possessor may use Exploit Plant's Weakness in conjunction with a Melee Attack, Ranged Attack, or Magical Attack action so long as no other technique is used. Said action treats the weaknesses of Plants below Level 20 that it targets as being double their normal value as an effect that does not stack with other multipliers of weaknesses
Herb Lore- (Passive Ability, Botanist) Possessor’s Medicine consumables that heal HP heal an additional 40 points.
Knowledge of Forest Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Forest
Knowledge of Jungle Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Jungle
Knowledge of Marsh Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Marsh
Plant Researcher- (Passive Ability, Botanist) Possessor counts as being 2 Levels higher for stat-scanning purposes against Plants, to a max of Level 40, Possessor's Plant pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Plants in this thread successfully
Researched Methods to Prevent the Exploitation of Plant Weaknesses- (Passive Ability, Botanist) Possessor's Plant pets and summons count as having no weaknesses to individuals below Level 20
Understands Basic Plant Augmentation Treatments- (Passive ABility, Botanist) Possessor's Plant pets and summons gain +50 to all stats

-Caliph of Corrosion-
Acid Manipulation- (Passive Ability, Caliph of Corrosion) Possessor may choose one of the following at the beginning of each round if Acid element: Create a Zone of Acid, Remove a Zone of Acid created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Acid by either possessor or a source below Level 20, Add Acid 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 Acid element on a Acid element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Acid, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Acid, 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 Acid element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Acid to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Acid, 5% Acid Resistance, or +50 Defense against Acid and 1% Acid Resistance until the end of the round as a non-stacking buff
Apprentice Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats for each Acid element item equipped, Possessor's Acid element pets and summons gain +250 to all stats
Apprentice Defenses Against Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +500 Defense against Acid
Basic Acceleration Within Acid's Dominion- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Acid
Basic Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 1% Acid Resistance
Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Basic Defenses Against Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 Defense against Acid
Basic Zonal Acclimation of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats while in a Zone of Acid
Caliph of Corrosion- (Passive Ability, Caliph of Corrosion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Acid Resistance, Possessor ignores Acid Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Control of Acid- (Passive Ability, Caliph of Corrosion) Possessor has a 20% chance of being able to cancel the actions of Acid element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +1% To Hit against Acid element targets

-Captain-
Apprentice Vessel User- (Passive Ability, Captain) All of possessor's Vessel transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Sky
Basic Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel Transformations gain 120% To Hit and 20% Dodge while the Terrain or Phantom Terrain is Space
Basic Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Space
Basic Vessel User- (Passive Ability, Captain)- All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Can Navigate Via the Stars- (Passive Ability, Captain) Possessor and possessor's allies gain 105% To Hit if possessor is in a Chronogeomantic Zone of Night or in both a Zone of Light and a Zone of Darkness
Hyperspace Navigation- (Passive Ability, Captain) Possessor and possessor's allies gain 30% Dodge and 130% To Hit if possessor is in a Vessel transformation and the terrain or phantom terrain is Hyperspace
Navigator- (Passive Ability, Captain) Possessor and possessor's allies gain 115% To Hit if possessor or any of possessor's allies is a Vessel (including a Vessel transformation)
Spaceship Pilot- (Passive Ability, Captain) Possessor's Vessel transformations gain +250 AGI while the terrain or phantom terrain is Space, Possessor's Vessel transformations gain +5% Dodge while the terrain or phantom terrain is space

-Champion of the Upper Realms-
Apprentice Champion of the Upper Realms Knowledge- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Champion of the Upper Realms Knowledge- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Deva Loyalty Instruction- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain 20% Charm Resistance
Champion of the Upper Realms- (Passive Ability, Champion of the Upper Realms) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Deva pet only, This ability provides +50 HP and +10 to all stats of possessor's Deva pets and summons per Level of possessor
Deva Calling I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +20 to all stats
Deva Calling II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +200 HP
Deva Calling III- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +500 MP
Deva Calling IV- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +2,000 HP and +4,000 MP
Deva Instruction I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +20 to all stats
Deva Instruction II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +100 to all stats
Deva Loyalty Instruction- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain 40% Charm Resistance

-Channeler-
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Improved Magic Retention- (Passive Ability, Channeler) Spells cost possessor 100 less MP to cast
Inclusion of INF- (Passive Ability, Channeler) Possessor gains +500 Defense against INF Damage. If possessor does not possess INF as a stat at the time of acquiring this ability, possessor gains INF as a stat with a Base value of 5.
Inclusion of RES- (Passive Ability, Channeler) Possessor gains +500 Defense against RES Damage. If possessor does not possess RES as a stat at the time of acquiring this ability, possessor gains RES as a stat with a Base value of 5.
Inclusion of SAN- (Passive Ability, Channeler) Possessor gains +500 Defense against SAN Damage. If possessor does not possess SAN as a stat at the time of acquiring this ability, possessor gains SAN as a stat with a Base value of 5.

-Chef-
Apprentice Chef Proficiency- (Passive Ability, Chef) Possessor gains +50 to all stats for each Food or Drink equipped, Possessor's Food and Drink consumables that heal HP or MP heal 5,000 more points of each type that they already heal
Atomic Vengeance Salsa Eyes- (Passive Ability, Chef) Possessor's actions that incorporate bonuses from the ability 'Salsa Eyes' may gain '60% inflicts Burning' and / or gain the element Atomic; The Ranged Attack bonus provided by possessor's 'Salsa Eyes' ability is increased by 2,000 points
Bartender- (Passive Ability, Chef) Drinks items possessor uses provide double normal HP and MP restoration, Drinks consumed by user have a 50% less chance of causing Drunkenness
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Chef- (Passive Ability, Chef) Food items that restore HP or MP that possessor uses restore double the normal amount
Consumed the Salsa of Power- (Passive Ability, Chef) Possessor gains +400 STR, +4,000 HP, +4,000 MP, 5% Food Resistance, and 10% Fire Resistance
Drink Mixer- (Active Ability, Chef) User uses one charge of one Drink consumable and two charges of one other Drink consumables; they must share a single target and only affect said target.
Evergarden Food Preservation Techniques- (Passive Ability, Chef) Effects attached to Zones that come from sources below Level 60 cannot destroy Food consumables equipped by possessor
Flamin' Hot Salsa Eyes- (Passive Ability, Chef) Possessor's actions that incorporate bonuses from the ability 'Salsa Eyes' may gain '30% inflicts Burning' and / or become solely Fire element
Food Critic- (Passive Ability, Chef) Possessor may choose for any Food consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to either heal 300 additional points of HP or MP (should it already provide said type or healing), to increase any one stat buff by 20 points as an effect that stacks 20 times across all applications of said ability on any one target individual, or to decrease any amount of HP or MP damage said consumable deals by 500 points or to decrease any one stat debuff said consumable inflicts by 60 points
Food Taster- (Passive Ability, Chef) Any Food consumable worth below 500,000 Gold that is used on one of possessor's allies that has been used earlier in a thread on possessor has a 50% chance of being unable to generate negative effects for said target or affect said target in a negative manner
Interdimensional Chef- (Passive Ability, Chef) Possessor's non-offensive actions involving Food consumables may target allies in other battlespaces
In-Your-Face Salsa Gaze- (Passive Ability, Chef) Possessor's 'Salsa Eyes' ability may also apply its bonuses to 'Point Blank' actions that possessor conducts
I Weep Tears Of Tasty Salsa- (Passive Ability, Chef) If possessor is afflicted with Confusion: Depression, possessor may, at the beginning of a round, choose to regenerate 30,000 HP and be cured of Confusion: Depression
Knowledge of Nutrition- (Passive Ability, Chef) Whenever a Food or Drink consumable used by possessor heals HP or MP, it heals an additional 300 points
Painfully Spicy Salsa Eyes- (Passive Ability, Chef) Possessor's actions that incorporate bonuses from the ability 'Salsa Eyes' may gain '30% inflicts Pain'
Peanut Spicemaster- (Passive Ability, Chef) When possessor uses a Food consumable that is both Fire element and Earth element, quantities of HP Healing and HP Regeneration that it deals are increased by 300,000 points and its chances of inflicting minor status effects are increased by 15%
Salsa Eyes- (Passive Ability, Chef) Possessor may choose for possessor's 'Ranged Attack' actions to count as including an additional Food consumable, if possessor does so, they gain +200 additional Ranged Attack
Salsa Gaze that Makes You Want to Dance the Salsa- (Passive Ability, Chef) Possessor's actions that incorporate bonuses from the ability 'Salsa Eyes' may inflict a debuff that stacks 3 times, that lasts until its possessor performs an action that includes a 'Dance' spell, and that provides -200 MIN
Sniper-Mode Salsa Gaze- (Passive Ability, Chef) Possessor's 'Salsa Eyes' ability may also apply its bonuses to 'Snipe' actions that possessor conducts
Spicy Salsa Eyes- (Passive Ability, Chef) Possessor's actions that incorporate bonuses from the ability 'Salsa Eyes' may gain '10% inflicts Burning' and / or '10% inflicts Pain'
Tasty Salsa Gaze- (Passive Ability, Chef) Possessor's actions that incorporate bonuses from the ability 'Salsa Eyes' may gain 'Heals HP'
Winter Holiday Drink Mixing- (Ability, Chef) Ice-element Drink consumables used by possessor that heal HP or MP have quantities of said healing increased by 500 points, Possessor may choose for Drink consumables that possessor uses that are Ice element that have a chance of inflicting Poison: Drunk to have that chance either raised or lowered by 5%

-Commander-
'Follow Me!' Stance- (Stance Ability, Commander) Whenever possessor performs a 'Switch Rows' action while in this stance, each of possessor's allies may move to the row that possessor entered if it is either the front row of the back row
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Basic Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Commander- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Jolly Laughter- (Passive Ability, Commander) Possessor may choose at the beginning of each round of battle to have a 40% chance of curing every individual (including opponents) in battle of Confusion: Depression
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies

-Commoner-
Basic Basic Synchronization- (Passive Ability, Other: Commoner) Possessor gains +25 to all stats if Basic element

-Conjuror-
Apprentice Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Conjuror- (Passive Ability, Conjuror) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Elemental pet only, This ability provides +50 HP and +10 to all stats of possessor's Elemental pets and summons per Level of possessor
Elemental Calling I- (Passive Ability, Conjuror) Possessor's Elemental summons gain +20 to all stats
Elemental Calling II- (Passive Ability, Conjuror) Possessor's Elemental summons gain +200 HP
Elemental Calling III- (Passive Ability, Conjuror) Possessor's Elemental summons gain +500 MP
Elemental Calling IV- (Passive Ability, Conjuror) Possessor's Elemental summons gain +2,000 HP and +4,000 MP
Elemental Communing I- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +20 to all stats
Elemental Communing II- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 to all stats
Offensive Elemental Communing I- (Passive Ability, Conjuror) Possessor's Elemental pets and summons have the Damage values of their abilities increased by 50 points
Offensive Elemental Communing II- (Passive Ability, Conjuror) Possessor's Elemental pets and summons have the Damage values of their abilities increased by 500 points

-Crafter-
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables, though not permanent consumables, character uses have a 1% chance of not expending a charge
Basic Enchanted Item Charge Preservation- (Passive Ability, Crafter) Enchanted Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Gatestone Charge Preservation- (Passive Ability, Crafter) Gatestone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Lethal Item Charge Preservation- (Passive Ability, Crafter) Lethal Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Libram Charge Preservation- (Passive Ability, Crafter) Libram Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Medicine Charge Preservation- (Passive Ability, Crafter) Medicine Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Potion Charge Preservation- (Passive Ability, Crafter) Potion Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Powder Charge Preservation- (Passive Ability, Crafter) Powder Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Scroll Charge Preservation- (Passive Ability, Crafter) Scroll Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Stored Spell Charge Preservation- (Passive Ability, Crafter) Stored Spell Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Summoning Stone Charge Preservation- (Passive Ability, Crafter) Summoning Stone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Trap Charge Preservation- (Passive Ability, Crafter) Trap Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points
Polar Elven Toymaking Skill- (Passive Ability, Crafter) Possessor's Golem, Clockwork, Robot, and Machine pets and summons gain +200 to all stats as a bonus that cannot increase their stats to above 1000% of their natural values, Temporary items created by possessor are considered to be worth 5,000 additional Gold

-Crusher-
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
Bolt Smash- (Technique Ability, Crusher) Possessor may use 'Bolt Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Electricity element.
Critical Smash- (Technique Ability, Crusher) Possessor may use 'Critical Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% Critical.
Crusher- (Passive Ability, Crusher) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Hammer equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Hammer equipped
Dizzying Smash- (Technique Ability, Crusher) Possessor may use 'Dizzying Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Confusion.
Flame Smash- (Technique Ability, Crusher) Possessor may use 'Flame Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Frost Smash- (Technique Ability, Crusher) Possessor may use 'Frost Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Hammer Wielding I- (Passive Ability, Crusher) +5 to all stats when a Hammer is equipped
Hammer Wielding II- (Passive Ability, Crusher) +25 to all stats when a Hammer is equipped, +50 Melee Attack when a Hammer is equipped
Impairing Smash- (Technique Ability, Crusher) Possessor may use 'Impairing Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Impaired.
Improved Paralytic Smash- (Passive Ability, Crusher) Possessor's 'Paralytic Smash' technique has its chance of inflicting Paralyzed increased to 30%
Paralytic Smash- (Technique Ability, Crusher) Possessor may use 'Paralytic Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Smash- (Active Ability, Crusher) This character may use Smash in conjunction with a Melee Attack, so long as no other technique is used and a hammer is equipped. This character gains +28 Melee Attack, and has an 8% chance of inflicting Stun.
Stone Smash- (Technique Ability, Crusher) Possessor may use 'Stone Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Earth element.

-Dancer-
Acrobatic Mastery- (Passive Ability, Dancer) Possessor gains 25% Dodge and +1% Dodge
Astounding Grace While Dodging- (Passive Ability, Dancer) Possessor's 'Fancy Dodging' has its infliction chance of Charm: Impressed raised to 60%
Basic Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 10 less MP to cast
Dance Casting I- (Passive Ability, Dancer) Dance spells cost possessor 20 less MP to cast
Dance Casting II- (Passive Ability, Dancer) Dance spells cost possessor 200 less MP to cast
Dancer- (Passive Ability, Dancer) All Dance spells cast by possessor with a per-round MP cost last (Possessor Level / 2, rounded up) rounds longer at no extra cost, All Dance spells cost possessor (50 * Possessor Level) less MP to cast
Fancy Dodging- (Passive Ability, Dancer) Up to 20 times per round, whenever possessor Dodges an attack, possessor may have a 20% chance of inflicting Charm: Impressed on any one target
Far Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Far-Reaching Dodge-Jumps- (Passive Ability, Dancer) Possessor gains +100 AGI and 20% Dodge, Whenever possessor Dodges an attack, possessor may move to the front row or to the back row
Fast Footwork- (Passive Ability, Dancer) Possessor gains +50 AGI and 10% Dodge
Good at Footwork- (Passive Ability, Dancer) Possessor gains 5% Dodge
Good at Jumping- (Passive Ability, Dancer) Possessor gains +50 AGI and 5% Dodge
Has Practiced Dancing with Partners- (Passive Ability, Dancer) Possessor gains +50 AGI if possessor has any allies who possess Dancer abilities
High Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Sexy Dance Moves- (Passive Ability, Dancer) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Dance spell
Swift Dodging- (Passive Ability, Dancer) Possessor gains +50 AGI and 15% Dodge

-Demonologist-
Apprentice Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Demon Binding Proficiency- (Passive Ability, Demonologist) Possessor's summoned Demons have a 3% lower chance of being uncontrolled, possessor's offensive actions that inflict Paralysis have a 1% greater chance of inflicting such on demons, to a max of 50%
Basic Demon Calling Amplification- (Passive Ability, Demonologist) Possessor's summoned Demons gain +50 to all stats
Basic Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Demon Calling I- (Passive Ability, Demonologist) Possessor's Demon summons gain +20 to all stats
Demon Calling II- (Passive Ability, Demonologist) Possessor's Demon summons gain +200 HP
Demon Calling III- (Passive Ability, Demonologist) Possessor's Demon summons gain +500 MP
Demon Calling IV- (Passive Ability, Demonologist) Possessor's Demon summons gain +2,000 HP and +4,000 MP
Demon Instruction I- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +20 to all stats
Demon Instruction II- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +100 to all stats
Demonologist- (Passive Ability, Demonologist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Demon pet only, This ability provides +50 HP and +10 to all stats of possessor's Demon pets and summons per Level of possessor

-Diplomat-
Apprentice Clothing Mastery- (Passive Ability, Diplomat) Possessor gains +25 Defense and +25 to all stats if possessor has a Clothing equipped
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Diplomat- (Passive Ability, Diplomat) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(200 + (20 * Possessor Level)) to all stats if possessor has a Clothing equipped
Make a Dramatic Entrance- (Passive Ability, Diplomat) Possessor has a 30% chance of inflicting Charm: Impressed on each opponent at the start of battle
Sexy- (Passive Ability, Diplomat) Possessor's actions may gain 15% inflicts Charm
Sexy Posing- (Stance Ability, Diplomat) Possessor's Charm infliction chances increase by +5%
Shiny Clothes- (Passive Ability, Diplomat) If possessor has a Clothing equipped, possessor gains 5% Light Resistance and +100 Defense against Light
Snappy Dresser- (Passive Ability, Diplomat) +50 Defense for each Clothing equipped
Snazzy Dresser- (Passive Ability, Diplomat) +20 to all stats for each Clothing equipped
Somehow Makes Loud Clothing Louder- (Passive Ability, Diplomat) Possessor gains +40 Magical Attack if possessor is wearing at least one Sonic element Clothing
Unaffected by Trends- (Passive Ability, Diplomat) Possessor's allies Clothes that are worth under 1,000,000 Gold cannot reduce possessor's stats or inflict negative status effects on possessor

-Divine Philosopher-
Absorb Azoth- (Passive Ability, Other: Divine Philosopher) Possessor Absorbs Azoth against sources below Level 20 if Level 20 or greater
Adept Azoth Synchronization- (Passive Ability, Other: Divine Philosopher) Amounts of Azoth element Damage possessor deals are increased by 10,000 points, Azoth 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 Azoth element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Azoth- (Passive Ability, Other: Divine Philosopher) Whenever possessor obtains Azoth element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Azoth Resistance- (Passive Ability, Other: Divine Philosopher) Possessor gains 5% Azoth Resistance
Apprentice Azoth Synchronization- (Passive Ability, Divine Philosopher) Possessor gains +50 to all stats for each Azoth element item equipped, Possessor's Azoth element pets and summons gain +250 to all stats
Apprentice Command of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's Azoth 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 Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +500 Defense against Azoth
Apprentice Understanding of the Heart of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's Azoth element allies gain +100 to all stats
Apprentice Weaponization of Azoth- (Passive Ability, Other: Divine Philosopher) Quantities of Azoth element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +500 to all stats while in a Zone of Azoth
Azoth Immunity- (Passive Ability, Other: Divine Philosopher) Possessor gains Azoth Immunity against sources below Level 20 if Level 20 or greater
Azoth Manipulation- (Passive Ability, Other: Divine Philosopher) Possessor may choose one of the following at the beginning of each round if Azoth element: Create a Zone of Azoth, Remove a Zone of Azoth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Azoth by either possessor or a source below Level 20, Add Azoth 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 Azoth element on a Azoth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Azoth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Azoth, 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 Azoth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Azoth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Azoth, 5% Azoth Resistance, or +50 Defense against Azoth and 1% Azoth Resistance until the end of the round as a non-stacking buff
Basic Acceleration Within Azoth's Dominion- (Passive Ability, Other: Divine Philosopher) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Azoth
Basic Affinity to Healing Via Azoth- (Passive Ability, Other: Divine Philosopher) Whenever possessor obtains Azoth element HP Healing or MP Healing, said amount is increased by 500 points
Basic Azoth Resistance- (Passive Ability, Other: Divine Philosopher) Possessor gains 1% Azoth Resistance
Basic Azoth Synchronization- (Passive Ability, Other: Divine Philosopher) Possessor gains +25 to all stats if Azoth element
Basic Command of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's Azoth element pets and summons gain +50 to all stats
Basic Defenses Against Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +50 Defense against Azoth
Basic Understanding of the Heart of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's Azoth element allies gain +10 to all stats
~Basic Unified Knowledge of Azoth and Concord Magic- (Passive Ability, Divine Philosopher) Possessor may count Divine Philosopher abilities possessor possesses as Agent of the Concord abilities (including for prerequisite purposes), Possessor may count Agent of the Concord abilities possessor possesses as Divine Philosopher abilities (including for prerequisite purposes) (Bound to Noix, does not count for prerequisite purposes in Divine Philosopher outside of Noix)
Basic Weaponization of Azoth- (Passive Ability, Other: Divine Philosopher) Quantities of Azoth element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +50 to all stats while in a Zone of Azoth
Catalyze Ineffable Curative- (Technique Ability, Divine Philosopher) Possessor may use ‘Catalyze Ineffable Curative’ in conjunction with any non-offensive 'Magical Attack' or 'Cast a Spell' action that is not Azoth element. Said action gains +10,000 additional Magical Attack, gains the element Azoth, may become solely Azoth element, and cures (a debuff and a minor or moderate negative status effect that come from sources that is not 10 or more Levels higher than this action's performer) from each of its targets.
Control of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor has a 20% chance of being able to cancel the actions of Azoth element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +500 Defense if possessor has any Azoth-element items equipped that provide a Defense bonus
Detect Azoth- (Passive Ability, Divine Philosopher) Possessor gains +1% To Hit against Azoth element targets
Divine Philosopher- (Passive Ability, Other: Divine Philosopher) Possessor ignores (1 * (Possessor Level/5), rounded down)% Azoth Resistance, Possessor ignores Azoth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Elemental Attack-Conversion: Azoth- (Technique Ability, Other: Divine Philosopher) Possessor may use 'Elemental Attack-Conversion: Azoth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Azoth element and no other technique is used. Said action becomes solely the element Azoth.
Emanate Azoth- (Passive Ability, Other: Divine Philosopher) Whenever possessor absorbs Damage that is Azoth element Damage, Possessor may choose to deal 10,000 Flat Azoth element Damage to up to 10 targets
Empowered By Azoth- (Passive Ability, Divine Philosopher) If possessor is Azoth 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 Azoth
Greater Weaponization of Azoth- (Passive Ability, Other: Divine Philosopher) Quantities of Azoth element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Azoth- (Passive Ability, Other: Divine Philosopher) Whenever possessor obtains Azoth element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Azoth Resistance- (Passive Ability, Other: Divine Philosopher) Possessor gains 10% Azoth Resistance
Improved Command of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's Azoth 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 Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +5,000 Defense against Azoth
Improved Defenses that Utilize Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +2,000 Defense if possessor has any Azoth-element items equipped that provide a Defense bonus
Improved Understanding of the Heart of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's Azoth element allies gain +250 to all stats
Improved Weaponization of Azoth- (Passive Ability, Other: Divine Philosopher) Quantities of Azoth element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +1,000 to all stats while in a Zone of Azoth
Improved Zonal Azoth Empowerment- (Passive Ability, Other: Divine Philosopher) Possessor gains +500 to all stats while in a Zone of Azoth, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Azoth
Meditative Assumption of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor may choose, at the beginning of a thread, to become solely Azoth element
Nonsynchronous Elemental Attack-Conversion: Azoth- (Passive Ability, Other: Divine Philosopher) Possessor may use the Technique 'Elemental Attack-Conversion: Azoth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Azoth element.
Nourish Azoth- (Passive Ability, Other: Divine Philosopher) Whenever possessor deals HP or MP healing to an Azoth element individual, possessor deals 300 additional points
Nourished By Azoth- (Passive Ability, Divine Philosopher) If possessor is Azoth element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Azoth
Partial Channeling of the Wrath of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor's 'Melee Attack', 'Magical Attack', and 'Ranged Attack' actions may gain 5% inflicts Dissolving: Universal Solvent
Partially Unfettered by the Bonds of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains 5% Dissolving: Universal Solvent Resistance
Soothing Azoth Emanation- (Passive Ability, Other: Divine Philosopher) Whenever possessor absorbs Damage that is Azoth element Damage, Possessor may choose to deal 10,000 Flat Azoth element HP Healing to up to 10 targets that are Azoth element
Stability Within Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains 25% minor negative status effect resistance while in a Zone of Azoth
Reflect Azoth- (Passive Ability, Other: Divine Philosopher) Possessor Reflects Azoth against sources below Level 20 if Level 20 or greater
Understanding of the Bonds of Azoth- (Passive Ability, Other: Divine Philosopher) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Azoth element individual
Zonal Azoth Control- (Passive Ability, Other: Divine Philosopher) Possessor may, at the start of each round, choose one Zone of Azoth 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

-Diviner-
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to scan target's stats
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Superior Vision- (Passive Ability, Diviner) Possessor gains 105% To Hit
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes

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

-Druglord-
Basic Druglord Proficiency- (Passive Ability, Other: Druglord) Possessor may purchase Drug consumable from the shop that are in stock for 1% less Gold (multiplicative)

-Ebon Chancellor-
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Apprentice Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense against Darkness
Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Control of Darkness- (Passive Ability, Ebon Chancellor) Possessor has a 20% chance of being able to cancel the actions of Darkness element individuals below Level 20, with things that would occur before and after said actions still occurring
Darkness Manipulation- (Passive Ability, Ebon Chancellor) Possessor may choose one of the following at the beginning of each round if Darkness element: Create a Zone of Darkness, Remove a Zone of Darkness created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Darkness by either possessor or a source below Level 20, Add Darkness to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Darkness element on a Darkness element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Darkness, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Darkness, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Darkness element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Darkness to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Darkness, 5% Darkness Resistance, or +50 Defense against Darkness and 1% Darkness Resistance until the end of the round as a non-stacking buff
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Detect Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +1% To Hit against Darkness element targets

-Elementalist-
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Envoy of Air- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Air
Envoy of Earth- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Earth
Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Envoy of Water- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Water
Heart of Air- (Passive Ability, Elementalist) +10 Magical Attack for Air element Elemental Magic, 5% Air Resistance
Heart of Earth- (Passive Ability, Elementalist) +10 Magical Attack for Earth element Elemental Magic, 5% Earth Resistance
Heart of Fire- (Passive Ability, Elementalist) +10 Magical Attack for Fire element Elemental Magic, 5% Fire Resistance
Heart of Water- (Passive Ability, Elementalist) +10 Magical Attack for Water element Elemental Magic, 5% Water Resistance
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element

-Enchanter-
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Instrument Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Instruments cost 200 XP less when applying said enhancements to Instruments
Lethal Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Deadly Items cost 200 XP less when applying said enhancements to Deadly Items

-Engineer-
Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Invention Charge Preservation- (Passive Ability, Engineer) Invention Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Bioaugmentation Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Bioaugmentation possessor has equipped
Engineer- (Passive Ability, Engineer) Possessor gains +(50 * Possessor Level) to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Mad Assembly- (Passive Ability, Engineer) If possessor conducts a 'Metacombine' action and uses more than 1 Invention during it, the damage dealt by all such Inventions used by possessor as part of said action is increased by 25,000 points (for the first instance of Damage that each such Invention generates)
Mech Engineer- (Passive Ability, Engineer) Possessor's Mech transformations gain +200 to all stats
Mechanical Engineer- (Passive Ability, Engineer) Possessor's Machine pets and summons gain +200 to all stats
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Tinker- (Active Ability, Engineer) Character may change (10 x possessor level) points of bonus to any one stat provided by an Upgrade, Bioaugmentation, or Gadget to a bonus to any one other stat as an action, this may not be done before threads, this may only be done once per thread per item

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

-Flux Baron-
Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Fluxoid Armament Mastery- (Passive Ability, Flux Baron) +25 to Melee, Magical, and Ranged Attack and Defense bonuses granted by equipped Fluxoids
Flux Claws- (Passive Ability, Flux Baron) +50 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Fluxoid Wielder- (Passive Ability, Flux Baron) +20 to all Melee, Magical, and Ranged Attack and Defense bonuses provided by equipped Fluxoids, +15 to stat bonuses provided by equipped Fluxoids, +5 to stat damage granted by equipped Fluxoids
छKnowledge of the Athsi-Akara's First Syllable- (Active Ability, Flux Baron) Possessor may, if a Shapeshifter, once per thread, spend an action to Transform into a lower-Level Human, Humanoid, Deva, Animal, Cthonian, Aerial, Aquatic, or Monster that is below Level 40 that is normally fightable for drops on the Enemy List
Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter
Wereform: Weregoat- (Stance Ability, Flux Baron) Possessor, while in this stance, obtains +1 base STR and +2 base CON, Possessor gains the subtype Shapeshifter, If possessor would not possess the subtype Shapeshifter without this Stance taking effect, possessor has a 90% chance of being afflicted with Confusion: Berserk at the start of each round

-Friendship-
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
Got Pwnt by Doris the Mechanical Detective- (Passive Ability, Friendship) -5 Fame
Known In Nexus- (Passive Ability, Friendship) Possessor obtains +1 Fame
Popular Among Poplars- (Passive Ability, Friendship) Possessor gains +2 Fame, Possessor gains +1,000 to all stats as an uncapped bonus if possessor possesses at least two allies who are Plants or possess the ability 'Waitress'

-Gearwright-
Apprentice Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Clockwork Loyalty Programming- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain 20% Charm Resistance
Basic Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Clockwork Calling I- (Passive Ability, Gearwright) Possessor's Clockwork summons gain +20 to all stats
Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +20 to all stats
Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 to all stats
Gearcrafter- (Passive Ability, Gearwright) Possessor's Clockwork summons obtain +150 to all stats as a constantly-applied effect while possessor is present

-Geomancer-
Adept Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor 10,000 less MP to cast, Geomancy spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Attuned to Terrain: Beach - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Beach
Attuned to Terrain: Boneyard- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard
Attuned to Terrain: Bubble Cosmos - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Bubble Cosmos
Attuned to Terrain: Caverns - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns
Attuned to Terrain: Celestial City - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Celestial City
Attuned to Terrain: Cliffside - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cliffside
Attuned to Terrain: Cloudy Sky - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cloudy Sky
Attuned to Terrain: Conifer Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Conifer Forest
Attuned to Terrain: Crystal Isles - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Crystal Isles
Attuned to Terrain: Dark Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dark Forest
Attuned to Terrain: Desert- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert
Attuned to Terrain: Divine Domain - (Passive Ability, Geomancer) Possessor gains +10,000 to all stats if the terrain or phantom terrain is Divine Domain
Attuned to Terrain: Dry Riverbed - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dry Riverbed
Attuned to Terrain: Ethereal Mists - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Ethereal Mists
Attuned to Terrain: Farmland - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Farmland
Attuned to Terrain: Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Forest
Attuned to Terrain: Frozen Waste - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Frozen Waste
Attuned to Terrain: Glacier - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Glacier
Attuned to Terrain: Graveyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Graveyard
Attuned to Terrain: Hills - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Hills
Attuned to Terrain: Jungle - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Jungle
Attuned to Terrain: Junkyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Junkyard
Attuned to Terrain: Lake - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Lake
Attuned to Terrain: Land of Mist and Poison - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Land of Mist and Poison
Attuned to Terrain: Marsh - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Marsh
Attuned to Terrain: Meadow - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Meadow
Attuned to Terrain: Mesa - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mesa
Attuned to Terrain: Mindscape - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Mindscape
Attuned to Terrain: Mountains- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mountains
Attuned to Terrain: Mushroom Forest- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mushroom Forest
Attuned to Terrain: Ocean - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Ocean
Attuned to Terrain: Open Plains - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Open Plains
Attuned to Terrain: Primordial Soup - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Primordial Soup
Attuned to Terrain: Primordial Void - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Primordial Void
Attuned to Terrain: Sea of Madness - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Sea of Madness
Attuned to Terrain: Space - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Space
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Establish Planar Phantom Terrain Links- (Passive Ability, Geomancer) Possessor gains +500 SPI
Expert Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Improved Terrain Attunement: Desert: Cloaked in Mirage- (Passive Ability, Geomancer) Possessor gains 30% Dodge if the terrain or phantom terrain is Desert
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Beach- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Beach
Phantom Terrain Link Established: Boneyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Boneyard
Phantom Terrain Link Established: Bubble Cosmos- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Bubble Cosmos
Phantom Terrain Link Established: Caverns- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Caverns
Phantom Terrain Link Established: Celestial City- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Celestial City
Phantom Terrain Link Established: Cliffside- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cliffside
Phantom Terrain Link Established: Cloudy Sky- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cloudy Sky
Phantom Terrain Link Established: Conifer Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Conifer Forest
Phantom Terrain Link Established: Crystal Isles- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Crystal Isles
Phantom Terrain Link Established: Dark Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dark Forest
Phantom Terrain Link Established: Desert- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Desert
Phantom Terrain Link Established: Divine Domain- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Divine Domain
Phantom Terrain Link Established: Dry Riverbed- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dry Riverbed
Phantom Terrain Link Established: Ethereal Mists- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ethereal Mists
Phantom Terrain Link Established: Farmland- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Farmland
Phantom Terrain Link Established: Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Forest
Phantom Terrain Link Established: Frozen Waste- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Frozen Waste
Phantom Terrain Link Established: Glacier- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Glacier
Phantom Terrain Link Established: Graveyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Graveyard
Phantom Terrain Link Established: Hills- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Hills
Phantom Terrain Link Established: Jungle- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Jungle
Phantom Terrain Link Established: Junkyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Junkyard
Phantom Terrain Link Established: Lake- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Lake
Phantom Terrain Link Established: Land of Mist and Poison- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Land of Mist and Poison
Phantom Terrain Link Established: Marsh- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Marsh
Phantom Terrain Link Established: Meadow- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Meadow
Phantom Terrain Link Established: Mesa- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mesa
Phantom Terrain Link Established: Mindscape- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mindscape
Phantom Terrain Link Established: Mountains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mountains
Phantom Terrain Link Established: Mushroom Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mushroom Forest
Phantom Terrain Link Established: Ocean- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ocean
Phantom Terrain Link Established: Open Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Open Plains
Phantom Terrain Link Established: Primordial Soup- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Primordial Soup
Phantom Terrain Link Established: Primordial Void- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Primordial Void
Phantom Terrain Link Established: Sea of Madness- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Sea of Madness
Phantom Terrain Link Established: Space- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Space
Strengthened Zonal Link: Zone of Acid- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Acid’' ability may create a Zone of Acid even if other zones are present
Strengthened Zonal Link: Zone of Darkness- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Darkness' ability may create a Zone of Darkness even if other zones are present
Strengthened Zonal Link: Zone of Fire- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Fire' ability may create a Zone of Fire even if other zones are present
Strengthened Zonal Link: Zone of Moon- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Moon’' ability may create a Zone of Moon even if other zones are present
Terrain Mastery- (Passive Ability, Geomancer) Abilities from the Geomancer class whose name includes 'Phantom Terrain Link Established', 'Attuned to Terrain', and 'Improved Terrain Attunement' cost possessor 1 less week (to a minimum of 1), 200,000 less Gold (to a minimum of 0), and 3 fewer Square Mile items of each type required (that are worth under 500,000,000 Gold each, to a minimum of 0), to learn from ability shops.
Zonal Link Established: Zone of Acid- (Passive Ability, Geomancer) Possessor may create a Zone of Acid at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Air- (Passive Ability, Geomancer) Possessor may create a Zone of Air at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Darkness- (Passive Ability, Geomancer) Possessor may create a Zone of Darkness at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Earth- (Passive Ability, Geomancer) Possessor may create a Zone of Earth at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Electrical- (Passive Ability, Geomancer) Possessor may create a Zone of Electrical at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Fire- (Passive Ability, Geomancer) Possessor may create a Zone of Fire at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Ice- (Passive Ability, Geomancer) Possessor may create a Zone of Ice at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Light- (Passive Ability, Geomancer) Possessor may create a Zone of Light at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Magic- (Passive Ability, Geomancer) Possessor may create a Zone of Magic at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Moon- (Passive Ability, Geomancer) Possessor may create a Zone of Moon at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Psychic- (Passive Ability, Geomancer) Possessor may create a Zone of Psychic at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Truth- (Passive Ability, Geomancer) Possessor may create a Zone of Truth at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of War- (Passive Ability, Geomancer) Possessor may create a Zone of War at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Water- (Passive Ability, Geomancer) Possessor may create a Zone of Water at the beginning of battle if no other Zones are present

-Healer-
Accredited Physician- (Passive Ability, Healer) Possessor gains +500 MIN, Possessor counts as possessing 5 additional Healer abilities, Possessor deals 50,000 additional HP Healing
Apprentice Healer Attunement- (Passive Ability, Healer) All Healer Magic Spells cost possessor and possessor's allies 20 less MP to cast
Apprentice Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 50 less MP to cast, Possessor's actions that Heal HP heal an additional 500 points
Auto-Healing- (Passive Ability, Healer) Possessor and each of possessor's allies may be healed for 5,000 points of Light-element HP Healing at the start of every round
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster Agility- (Technique Ability, Healer) Possessor may use Bolster Agility in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 AGI which stacks to a max of (20 x Possessor Level) AGI.
Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 CON which stacks to a max of (20 x Possessor Level) CON.
Bolster Defense- (Technique Ability, Healer) Possessor may use Bolster Defense in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Defense which stacks to a max of (20 x Possessor Level) Defense.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Bolster Strength- (Technique Ability, Healer) Possessor may use Bolster Strength in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 STR which stacks to a max of (20 x Possessor Level) STR.
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
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
Greater Healing- (Passive Ability, Healer) Wehanever possessor would Heal HP, possessor Heals an additional 2,500 points
Greater Stat Damage Healing- (Passive Ability, Healer) Whenever possessor would Heal Stat Damage, possessor heals an additional 250 points of each type
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast,
Healer's Stat Protection- (Passive Ability, Healer) Possessor's allies gain +200 Defense against Stat Damage
Improved Curing of Minor Status Effects- (Passive Ability, Healer) Whenever possessor would have a chance of curing a minor status-effect (not counting natural per-round auto-recovery chances), said chance is raised by 5%
Improved Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 500 points
Improved Stat Damage Healing- (Passive Ability, Healer) Whenever possessor would Heal Stat Damage, possessor heals an additional 50 points of each type
Lunacy Induction: Cow-Focused Variant- (Active Ability, Healer) Possessor may spend an action to give a PC target of lower Level who has lower base MIN the ability 'Crippling Cow-Petting Addiction', Has RP Effects
MANLY SHIRTLESS DOCTOR MODE- (Passive Ability, Healer) Possessor gains +500 STR and +500 CON if possessor has one Armorx.5 equipped whose name includes 'Pants' and does not have any other Armor equipped, Possessor deals 50,000 additional points of HP Healing if possessor has one Armorx.5 equipped whose name includes 'Pants' and does not have any other Armor equipped
Organ Rearranger- (Passive Ability, Healer) Possessor's 'Rearragne Organs' ability may effect unwilling individuals up to Level 60, Possessor's 'Rearrange Organs' ability gains the ability to provide +1,000 or -1,000 CON as a selectable option
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
Specialist in Cow-Related Addiction Therapy- (Passive Ability, Healer) Possessor may spend a week in the shop to remove a Curse ability from a willing other PC provided said Curse is the ability 'Crippling Cow-Petting Addiction' from the ability shop, Has RP Effects
The Doctor Can't Get Sick!- (Passive Ability, Healer) Possessor may, up to 10 times per thread while in a Healer Stance, at the start of possessor's first action every round, choose to auto-recover from any one minor status effect inflicted by a source below Level 60; this may be used any number of times (up to its maximum) on different effects before said action
The Doctor Can't Stay Sick!- (Passive Ability, Healer) When possessor is in a Healer Stance, possessor's per-round auto-recovery chances for minor status effects are increased by 40%

-Illusionist-
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Delude Self About Health Conditions- (Passive Ability, Illusionist) Possessor has a 50% chance per effect of suffering no negative effects from minor negative status effects from sources below Level 10
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Fake Stat Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent
Honeyed Words- (Passive Ability, Illusionist) Possessor's Magical Attack actions may gain 15% inflicts Charm if possessor's stats have not been scanned by an opponent

-Logistical Archfarmer-
Basic Logistical Archfarmer Proficiency- (Passive Ability, Other: Logistical Archfarmer) Possessor may choose to obtain up to 5 Food or Drink items that are in stock in the Shop that are worth 500,000 Gold or less each day

-Lunar Trickster-
Apprentice Moon Synchronization- (Passive Ability, Lunar Trickster) Possessor gains +50 to all stats for each Moon element item equipped, Possessor's Moon element pets and summons gain +250 to all stats
Apprentice Weaponization of Moon- (Passive Ability, Lunar Trickster) Quantities of Moon element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Moon's Dominion- (Passive Ability, Lunar Trickster) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Moon
Basic Moon Synchronization- (Passive Ability, Other: Lunar Trickster) Possessor gains +25 to all stats if possessor is Moon element
Basic Weaponization of Moon- (Passive Ability, Lunar Trickster) Quantities of Moon element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Moon- (Passive Ability, Lunar Trickster) Possessor gains +50 to all stats while in a Zone of Moon
Blaze Which Burns Away All Veils and Pretensions- (Technique Ability, Lunar Trickster) Possessor may use 'Blaze Which Burns Away All Veils and Pretensions' in conjunction with a 'Magical Attack' action so long as no other technique is used as part of said action and either said action or possessor is Moon element. Said action has all instances of Burning (not including its sub-status effects) it inflicts have their effect changed to 'Possessor loses 1-4 (determined randomly) individual instances of buffs at the start of each round and, for each such buff removed, possessor takes an amount of Fire element MP damage equal to 5% of possessor's Max MP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Fire'.
Control of Moon- (Passive Ability, Lunar Trickster) Possessor has a 20% chance of being able to cancel the actions of Moon element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: Moon- (Technique Ability, Lunar Trickster) Possessor may use 'Elemental Attack-Conversion: Moon' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Moon element and no other technique is used. Said action becomes solely the element Moon.
Improved Weaponization of Moon- (Passive Ability, Lunar Trickster) Quantities of Moon element Damage dealt by possessor are increased by 5,000 points
Lunar Trickster- (Passive Ability, Lunar Trickster) Possessor ignores (1 * (Possessor Level/5), rounded down)% Moon Resistance, Possessor ignores Moon Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Moon Manipulation- (Passive Ability, Lunar Trickster) Possessor may choose one of the following at the beginning of each round if Moon element: Create a Zone of Moon, Remove a Zone of Moon created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Moon by either possessor or a source below Level 20, Add Moon 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 Moon element on a Moon element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Moon, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Moon, 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 Moon element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Moon to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Moon, 5% Moon Resistance, or +50 Defense against Moon and 1% Moon Resistance until the end of the round as a non-stacking buff
Poison-Mind Courtier's Kiss- (Technique Ability, Lunar Trickster) Possessor may use 'Poison-Mind Courtier's Kiss' in conjunction with a 'Melee Attack' or 'Magical Attack' action so long as no other technique is used as part of said action and either said action or possessor is Moon element. Said action has all instances of Charm (not including its sub-status effects) it inflicts have their effect changed to 'Possessor is dealt (inflictor's Level) * 100 Moon element MIN Damage at the start of each round; possessor is afflicted with Poison whenever possessor obtains a MIN-increasing buff'.

-Mad Scientist-
Basic Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Chemical Resistance- (Passive Ability, Mad Scientist) Possessor gains 5% Poison Resistance, 5% Acid Resistance, and 5% Resistance to damage from Poison
Electrical Invigoration- (Technique Ability, Mad Scientist) Possessor may use Electrical Invigoration in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used. Said attack only includes attack bonuses from Electrical element sources, cannot inflict status effects, and only affects allies. Said attack first deals an amount of HP damage multiplied by a value between .05 and 3.25, with all increments of .05 being equally possible. Said attack then deals an amount of HP healing multiplied by a value between .45 and 2.15, with all increments of .05 being equally possible. Said HP healing is doubled against Bio-Horrors. Amounts of damage and healing inflicted by this technique may be increased by a maximum of 100,000 points due to this technique's multipliers.
Electrical Revitalization- (Passive Ability, Mad Scientist) Possessor's Electrical Invigoration ability may deal MP damage and healing instead of HP damage and healing.
Formus Forehead- (Passive Ability, Mad Scientist) Individuals who are an element whose name includes 'Experimental Element) obtain -15% Critical against possessor
Improved Electrical Invigoration- (Passive Ability, Mad Scientist) Possessor's Electrical Invigoration's damage dealt becomes multiplied by a value between .05 and 2.75 should possessor desire such upon the use of said ability. Possessor's Electrical Invigoration's healing dealt becomes multiplied by a value between .75 and 2.15 should possessor desire such upon the use of said ability.
Surprise Backup Liver- (Passive Ability, Mad Scientist) Once per thread, before or after any action, possessor may choose to be cured of Poison: Drunk
Vital Current Mastery- (Passive Ability, Mad Scientist) Possessor's Electrical Invigoration ability may deal MP damage and healing in addition to HP damage and healing.

-Magewright-
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Magically Charge Tome- (Technique Ability, Magewright) Possessor may use 'Magically Charge Tome' in conjunction with a 'Cast a Spell' action so long as a Tome is equipped and no other technique is used. Said action gives a non-stacking buff (including both not stacking on the same item or across items) to a Tome equipped by its performer that gives its possessing Tome the element Magic and '+15 Magical Attack', with said Magical Attack bonus being an additional bonus if said item already possesses such a bonus.
Ringkeeper- (Passive Ability, Magewright) Possessor may equip 1 additional Ring (to a max of 10 Accessories being equipped from all sources)
Tomecast Spell- (Technique Ability, Magewright) Possessor may use 'Tomecast Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Tome is equipped and no other technique is used as part of said action. Spells cast as part of said action that share an element with at least one Tome equipped by said action's performer cost 500 less MP to cast.
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Trinket Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Trinket possessor has equipped

-Master of Monsters-
Apprentice Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Master of Monsters- (Passive Ability, Master of Monsters) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Monster pet only, This ability provides +50 HP and +10 to all stats of possessor's Monster pets and summons per Level of possessor
Monster Calling I- (Passive Ability, Master of Monsters) Possessor's Monster summons gain +20 to all stats
Monster Calling II- (Passive Ability, Master of Monsters) Possessor's Monster summons gain +200 HP
Monster Calling III- (Passive Ability, Master of Monsters) Possessor's Monster summons gain +500 MP
Monster Calling IV- (Passive Ability, Master of Monsters) Possessor's Monster summons gain +2,000 HP and +4,000 MP
Monster Training I- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +20 to all stats
Monster Training II- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +100 to all stats
Monster Traits- (Passive Ability, Master of Monsters) Possessor gains +1 to all stats so long as possessor is an Monster

-Mechanist-
Apprentice Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Machine Loyalty Programming- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain 20% Charm Resistance
Basic Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +50 Defense
Defensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +250 Defense
Light-Up Butt- (Passive Ability, Mechanist) To Hit penalties applied to possessor by effects attached to Zones of Darkness from sources below Level 60 are reduced by 5%
Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +20 to all stats
Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 to all stats
Mechanist- (Passive Ability, Mechanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Machine pet only, This ability provides +50 HP and +10 to all stats of possessor's Machine pets and summons per Level of possessor
Offensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons have the Damage values of their abilities increased by 50 points
Offensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons have the Damage values of their abilities increased by 500 points

-Mech Jockey-
Apprentice Mech User- (Passive Ability, Mech Jockey) All of possessor's Mech transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Basic Mech User- (Passive Ability, Mech Jockey)- All Mech transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Basic Mechanized Weaponry Training- (Passive Ability, Mech Jockey) +500 damage to all damage-dealing Mech attacks for possessor's Mech transformations
Biometrically Lock Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations may not be stolen by individuals below Level 40
Customize Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +100 to all stats
Mech Jockey- (Passive Ability, Mech Jockey) All of possesser's Mech transformations gain +(25* Possessor Level) to all stats and +(100 * Possessor Level) to the Damage values of their abilities
Mech Pilot- (Passive Ability, Mech Jockey)- All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Mech' in the name
Mech Weaponry Training- (Passive Ability, Mech Jockey)- The Damage values of all abilities possessed by possessor's Mech transformations are increased by 250 points
My Soul Burns Bright! My Mech Shoots HARDER!- (Passive Ability, Mech Jockey) Possessor's Mech transformations deal 12,000 additional Damage if possessor's detransformed self possesses any SPI-increasing positive status effects or buffs
This Mech Fights On Through The Power Of My Soul- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +5,000 HP, regenerate 2,000 HP at the start of each round and have a 15% chance of automatically resurrecting themselves when killed if killed by a source below Level 20 that is lower Level than possessor's detransformed self
Basic Spiritual Mech Empowerment- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain (possessor's de-transformed SPI / 10, Max 60) to all stats

-Mentalist-
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Basic Electrokinesis Powers- (Passive Ability, Mentalist) Possessor's Electrical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
High Self-Confidence- (Passive Ability, Mentalist) Possessor gains 20% Confusion: Depression Resistance
Improved Electrokinesis Powers- (Passive Ability, Mentalist) Electrical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Improved Psychometry Powers- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +50, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance

-Merchant-
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Careful About Money When Bears Are Around- (Passive Ability, Merchant) Possessor gains +500,000 Defense against Gold Damage when in the same battlespace as an individual whose name includes 'bear'.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Consumable Salesman- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Consumables
Econoist- (Passive Ability, Merchant) Possessor may not be prevented from spending or trading Gold by entities below Level 35
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
Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
Trader- (Passive Ability, Merchant) Possessor gains +200 to all stats as a non-stacking buff that lasts until the end of the round whenever an item is traded to or from possessor (not counting the stealing of items or the creation of items)
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Transformation Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Transformations

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

-Monk-
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic 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.
Contortionist- (Passive Ability, Monk) Possessor gains +1% Dodge against individuals below Level 45
Flexible- (Passive Ability, Monk) Possessor gains +200 AGI and +2% Dodge against individuals below Level 60
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
HAUNTED KNEE-BASH- (Technique Ability, Monk) Possessor may use 'HAUNTED KNEE-BASH' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor casts an Unarmed Technique spell as part of said action. Said action gains +3,500 Melee Attack and summons a Ghost from the Enemy List that becomes solely Physical element as a buff that is placed upon it at the time of summoning; Max 10 summoned.
Interdimensional Basketball Skills- (Active/Passive Ability, Monk) Possessor may spend an action to trade an item to an entity in any battlespace, Possessor gains +15% To Hit
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON

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

-Musician-
Ability to Play Zone-Altering Ocarina Songs- (Active Ability, Musician) Possessor may spend an action to create a Zone of any base element if possessor has an Instrument with 'Ocarina' in its name equipped, Possessor may spend an action to destroy any Zone created by a source below Level 20 if possessor has an instrument with 'Ocarina' in its name equipped, Possessor may spend an action to change the element of any Zone that is of any single base element into any other single base element if it was created by possessor or any individual below Level 20
Adept Instrument Training- (Passive Ability, Musician) Instrument weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Instrument weapons equipped by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding an Instrument
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Can Make Sound Carry Well- (Passive Ability, Musican) Possessor's 'Magical Attack' actions have a 20% chance of dealing full Damage to individuals below Level 10 in the back row
Can Play the Accordian- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Accordian' in its name equipped
Can Play the Bagpipes- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bagpipes' in its name equipped
Can Play the Banjo- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Banjo' in its name equipped
Can Play the Bassoon- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bassoon' in its name equipped
Can Play the Bell- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bell' in its name equipped
Can Play the Bongos- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bongo' in its name equipped
Can Play the Castanets- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Castanet' in its name equipped
Can Play the Clarinet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Clarinet' in its name equipped
Can Play the Cymbals- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Cymbal' in its name equipped
Can Play the Drum- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Drum' in its name equipped
Can Play the Fife- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Fife' in its name equipped
Can Play the Flute- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Flute' in its name equipped
Can Play the Gong- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Gong' in its name equipped
Can Play the Guitar- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Guitar' in its name equipped
Can Play the Harmonica- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Harmonica' in its name equipped
Can Play the Harp- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Harp' in its name equipped
Can Play the Horn- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Horn' in its name equipped
Can Play the Jug- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Jug' in its name equipped
Can Play the Kazoo- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Kazoo' in its name equipped
Can Play the Keyboard- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Keyboard' in its name equipped
Can Play the Lute- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Lute' in its name equipped
Can Play the Mandolin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Mandolin' in its name equipped
Can Play the Maracas- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Maraca' in its name equipped
Can Play the Oboe- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Oboe' in its name equipped
Can Play the Ocarina- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Ocarina' in its name equipped
Can Play the Organ- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Organ' in its name equipped
Can Play the Piano- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piano' in its name equipped
Can Play the Piccolo- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piccolo' in its name equipped
Can Play the Recorder- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Recorder' in its name equipped
Can Play the Saxaphone- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Saxaphone' in its name equipped
Can Play the Sitar- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Sitar' in its name equipped
Can Play the Trombone- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trombone' in its name equipped
Can Play the Trumpet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trumpet' in its name equipped
Can Play the Tuba- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Tuba' in its name equipped
Can Play the Turntable- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Turntable' in its name equipped
Can Play the Ukulele- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Ukulele' in its name equipped
Can Play the Viola- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Viola' in its name equipped
Can Play the Violin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Violin' in its name equipped
Can Play the Zither- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Zither' in its name equipped
Charming Note- (Technique Ability, Musician) Possessor may use 'Charming Note' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Instrument equipped. Said attack gains a 20% chance of inflicting Charm.
Debilitating Note- (Technique Ability, Musician) Possessor may use 'Debilitating Note' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Instrument equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Dizzying Note- (Technique Ability, Musician) Possessor may use 'Dizzying Note' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Instrument equipped. Said attack gains a 20% chance of inflicting Confusion.
Impairing Note- (Technique Ability, Musician) Possessor may use 'Impairing Note' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Instrument equipped. Said attack gains a 20% chance of inflicting Impaired.
Improved Debilitating Note- (Passive Ability, Musician) Possessor's 'Debilitating Note' technique has its chance of inflicting Stat Drain increased to 30%
Lazy Note- (Technique Ability, Musician) Possessor may use 'Lazy Note' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Instrument equipped. Said attack gains a 20% chance of inflicting Fatigued.
Musician- (Passive Ability, Musician) Possessor gains +(50 * Possessor Level) Magical Attack if possessor has an Instrument equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Instrument equipped
Proper Instrument Tuning- (Passive Ability, Musician) Possessor may remove any number of debuffs from Instrument items that possessor is carrying that come from sources below Level 10 at the beginning of each round

-Ninja-
Apprentice Ninjutsu Attunement- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Ninjutsu spells that buff caster's stats do so by 50 more points per such stat
Basic Ninja Combat Training- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Melee Attack bonus gain +10 additional Melee Attack, and all Ninjutsu spells possessor casts that possess a Ranged Attack bonus gain +10 additional Ranged Attack, Possessor gains +50 AGI
Basic Ninjutsu Attunement- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Ninjutsu spells that buff caster's stats do so by 5 more points per such stat
Blurred While Running- (Passive Ability, Ninja) Possessor gains +200 AGI, Possessor gains +5% Dodge against sources below Level 60 as a non-stacking bonus on rounds during which possessor has performed a 'Shift Rows' action
Fast Ninjutsu- (Passive Ability, Ninja) Possessor may declare that possessor will cast a 'Ninjutsu' spell as part of possessor's first action of the round at the start of a round, If possessor does so, possessor must perform such an action as possessor's first action of the round, with all actions of possessor's where such is not possible being skipped until either said action is performed or the end of the round occurs, with things that would occur before and after said skipped actions still occurring, with possessor obtaining a non-stacking buff that provides +400 to possessor's turn-order-determining stat sum for turn-order-determining purposes during any round during which possessor makes such a declaration
From the Shadows- (Stance Ability, Ninja) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +60 Melee Attack
Ninja- (Passive Ability, Ninja) All Ninjutsu spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Ninjutsu spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Ninja Cleaning- (Passive Ability, Ninja) At the start of each round, if possessor is in a Ninja stance, possessor may remove one stacked instanced of a debuff from a source below Level 30 from any one individual
Ninja Wall Run- (Passive Ability, Ninja) Possessor gains +100 AGI, Possessor pierces 500 Defense of Large Structures, Possessor may deal full Damage to targets below Level 20 that are in the back row
Ninjutsu Casting I- (Passive Ability, Ninja) Ninjutsu spells cost possessor 20 less MP to cast
Ninjutsu Casting II- (Passive Ability, Ninja) Ninjutsu spells cost possessor 200 less MP to cast
Shadow Wind Stance- (Stance Ability, Ninja) +10% Dodge
Smoke Trick Training- (Passive Ability, Ninja) Dodge buffs granted by Ninjutsu spells give possessor an additional +1% Dodge against sources below Level 20 as an effect that stacks 5 times
Trick Body Swap- (Passive Ability, Ninja) Once per round, when possessor is the target of an offensive action with a lower-Level source that is below Level 20, possessor may, with a 20% chance of success, choose to change the target of said action to a willing ally


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

-Paladin-
Apprentice Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Holy Magic spells that buff stats do so by 50 more points per such stat
Basic Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Holy Magic spells that buff stats do so by 5 more points per such stat
Lay on Hands- (Active Ability, Paladin) Possessor may spend an action to heal a target for 50 HP per possessor Level a number of times per thread equal to possessor's Level
Paladin's Grace- (Passive Ability, Paladin) Possessor gains +50 AGI, 15% Paralysis Resistance, and 5% Dodge if possessor has at least 3 Holy Magic spells equipped, this AGI bonus is increased to +150 if any foes are Demons, Daemons, Devils, Darkspawn, or Undead
Poison-Neutralizing Touch- (Passive Ability, Paladin) 15% Poison Resistance, Possessor's Lay on Hands ability cures Poison
Pure Self- (Passive Ability, Paladin) Possessor has a 5% chance at the start of every round per minor status effect possessor is afflicted with to have said minor status effect cured immediately
Purifying Art- (Passive Ability, Paladin) Possessor's Lay on Hands ability has a 5% chance of curing any one minor status effect on use, Possessor's Holy Magic spells that have a chance of curing minor status effects have a 10% greater chance of doing so
Redeeming Touch- (Passive Ability, Paladin) 15% Hexed Resistance, +20 SPI, Possessor's Lay on Hands ability cures Hexed
Restorative Touch- (Passive Ability, Paladin) 15% Stat Drain Resistance, Possessor's Lay on Hands ability cures Stat Drain and heals 50 points of stat damage from any combination of stats
Sparkling Soul- (Passive Ability, Paladin) Possessor gains +5,000 SPI, Possessor gains Hexed Immunity, Possessor, as an RP effect, feels compassionate and kind

-Pattern Admixturist-
Basic Pattern Admixturist Proficiency- (Passive Ability, Other: Pattern Admixturist) Possessor's equipped items that share an element with possessor have their stat bonuses increased by 50 points

-Priest-
Adept Divine Magic Attunement- (Passive Ability, Priest) Divine Magic spells cost possessor 10,000 less MP to cast, Divine Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Divine Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Basic Channeling of Divine Mercy- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack and Heal bonus gain +50 additional Magical Attack for purposes of non-offensive actions
Basic Channeling of Divine Wrath- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Bolster Worshipper Benefits- (Passive Ability, Priest) Possessor gains +40 to any stat out of STR, AGI, CON, MIN, and SPI that possessor's Worshipper Benefits give possessor a bonus to
Bearer of Holy Relics- (Passive Ability, Priest) Possessor gains +20 to all stats and Divine Magic spells cost possessor 500 MP less when possessor has a Holy Symbol or an item that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Bearer of Religious Vestments- (Passive Ability, Priest) Possessor gains +80 to all stats and Divine Magic spells cost possessor 400 MP less to cast when possessor has an Armor that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Bless Holy Water- (Passive Ability, Priest) Possessor's Water-element 'Magical Attack' actions gain +50 Magical Attack
Blessed Aura- (Passive Ability, Priest) If possessor is in a Priest stance, possessor and possessor's allies regenerate 5,000 HP and 5,000 MP per round, Possessor must have a Patron Deity for this ability to take effect
Buzzard Smiter- (Technique Ability, Priest) Possessor may use 'Buzzard Smiter' in conjunction with a 'Magical Attack' action if no other technique is used and possessor casts a Divine Magic spell as part of said action. Said action gains +900 Magical Attack, may gain '30% inflicts Awestruck' and may gain '30% inflicts Awestruck: Sealed on Aerials'
Can Create Zones of Divinely Blessed Sanctuary- (Passive Ability, Priest) Poessessor may, when possessor conducts an 'Establish Sacred Geomantic Zone' action attach an effect to the Zone that is naturally created by said ability that gives devout worshippers of said deity +500 Defense while in said Zone as a non-stacking buff that does not stack across different deities or zones
Channel Divine Magic through Holy Symbol- (Passive Ability, Priest) Possessor gains +50 Magical Attack and +50 SPI if possessor has a Holy Symbol equipped
Cloistered Monk- (Passive Ability, Priest) Possessor gains +1,000 to all stats if all of possessor's allies who are not possessor's pets or summons share possessor's Patron Deity or possess either the ability 'Nun' or the ability 'Cloistered Monk'
Confess Sins- (Active Ability, Priest) Up to three times per thread, possessor may spend an action to remove a debuff that possessor applied to one of possessor's allies, Possessor must have a Patron Deity to perform said action
Divine Magic Casting I- (Passive Ability, Priest) Divine Magic spells cost possessor 20 less MP to cast
Divine Magic Casting II- (Passive Ability, Priest) Divine Magic spells cost possessor 200 less MP to cast
Divine Touch to Heal the Faithful- (Passive Ability, Priest) Whenever possessor heals the HP of an individual who shares a Patron Deity with possessor, possessor heals 1,000 additional points of HP
Empowered by Signs of Faith- (Passive Ability, Priest) Possessor gains +200 to all stats while under the effect of an Empowered Sign of Faith, Possessor may possess one buff classified as an Empowered Sign of Faith at a time
Establish Sacred Geomantic Zone- (Active Ability, Priest) Possessor may, if possessor possesses at least 1 Patron Deity, spend an action to create a Zone that is Sacred To <Any one of possessor's Patron Deities> and attach an effect to said Zone that gives devout worshippers of said deity +500 to all stats while in said Zone as a non-stacking buff that does not stack across different deities or zones
Evangelist- (Passive Ability, Priest) Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity
Focused Divine Magic Casting- (Passive Ability, Priest) Divine Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Divine Magic
Group Prayer Leader- (Passive Ability, Priest) Whenever possessor conducts a 'Prayer' action, for the remainder of the round as a non-stacking effect, possessor's allies who conduct 'Prayer' actions have said actions heal an additional 500 HP and an additional 500 MP
Holy Channeling- (Passive Ability, Priest) Divine Magic spells gain +25 Magical Attack and cost 20 less MP if they do not share their caster's element or 50 less MP if they do, Possessor must be a devout follower of some deity for this ability to take effect
Holy Cleanser- (Passive Ability, Priest) Possessor obtains +200 Melee Attack, +200 Ranged Attack, and +200 Magical Attack if possessor has a Divine Magic spell equipped
Holy Strike- (Technique Ability, Priest) Possessor may use 'Holy Strike' in conjunction with a 'Magical Attack' action if no other technique is used and possessor casts a Divine Magic spell as part of said action. Said action gains +300 Magical Attack, may gain '30% inflicts Awestruck' and may gain '30% inflicts Awestruck: Sealed on Demons, Devils, Daemons, Darkspawn, Horrors, and Undead'
Holy Symbol Maker- (Passive Ability, Priest) Possessor gains +20 to all stats for each Holy Symbol possessor has equipped
Improved Divine Healing Magic- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack and Heal bonus gain +250 additional Magical Attack for purposes of non-offensive actions
Liturgist- (Passive Ability, Priest) Possessor may give +50 to the stats of up to 5 targets, This bonus increases to +200 if possessor shares status as being a Devout Worshipper of at least one deity with said individuals, Possessor is able to allocate or re-allocate the targets of this effect at the start of battle and at the start of every round
Manna From the Heavens- (Passive Ability, Priest) At the start of each round, possessor may create up to 5 Temporary Food consumables that are in-stock in the shop and are worth under 100,000 Gold, with said items vanishing at the end of the round; Said items may immediately be given to either possessor or any of possessor's willing allies
Minor Aura of Divine Protection- (Passive Ability, Priest) Possessor gains +50 Defense if possessor has at least 5 Divine Magic spells equipped
Minorly Blessed by a Deity- (Passive Ability, Priest) 5% Hexed Resistance, Possessor has a 20% chance of inflicting Hexed: Ill Fortune on any individual who kills possessor immediately upon death, Possessor must be a devout follower of some deity for this ability to take effect
Nun- (Passive Ability, Priest) Possessor gains +1,000 to all stats if all of possessor's allies who are not possessor's pets or summons share possessor's Patron Deity or possess either the ability 'Nun' or the ability 'Cloistered Monk'
Observer of Holy Relics- (Passive Ability, Priest) Possessor gains +50 to all stats when possessor has a Holy Symbol or an item that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Perform Funeral Rites- (Active Ability, Priest) Possessor may spend an action and make it so that a target's ally's corpse cannot be destroyed, transformed, or resurrected by individuals below Level 40 without possessor's permission
Polytheist- (Passive Ability, Priest) Possessor's Level is considered to be 1 Level higher, to a max of poessor's Level or 99, whichever is lower, for purposes of Worshipper Benefits for each of possessor's Patron Deities as an effect that is not divided by the normal divisor that possessor's Level is divided by for purposes of Pantheon Worshipper Benefits if possessor is a Devout Worshipper of a Pantheon
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Prayer for the Blessing of a Singular Deity- (Passive Ability, Priest) Possessor's 'Pray' actions may, if possessor is a worshipper of a pantheon, switch possessor to be a devout worshipper of any of the pantheon's individual deities for the duration of the thread; Possessor may not purchase new worshipper benefits while under this effect
Preacher- (Passive Ability, Priest) Possessor's allies who share at least 1 Patron Deity with possessor gain +100 to all stats
Preacher's Stance- (Stance Ability, Priest) Possessor's allies who share a patron deity with possessor gain +100 to all stats, Possessor must be a devout follower of some deity for this ability to take effect
Priestly Bling Mastery- (Passive Ability, Priest) Possessor gains +50 to all stats if possessor has at least 5 Holy Symbols equipped
Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect
Pronounce Marriage- (Active Ability, Priest) Caster may spend an action to give two willing targets a non-stacking buff that links their HP values and that links their MP values provided that neither of those values for either individual is linked to any value of any other individual, Any effect that could unsummon either individual if said individual were a non-unique summon may instead delink this value
♢Prophesied Savior- (Passive Ability, Priest) The first time possessor enters a battlespace, possessor's allies in that battlespace are dealt (Possessor's Level * 10,000) Flat Light element HP Healing and are cured of one debuff from a source below possessor's Level
Resist Temptation- (Passive Ability, Priest) 5% Confusion Resistance, 20% Charm Resistance
Robed Cleric- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack bonus gain +200 additional Magical Attack if possessor has a Robe equipped
Sanction Forced Marriage- (Passive Ability, Priest) Possessor may perform 'Pronounce Marriage' actions that target unwilling individuals who are 20 or more Levels below possessor
Sermon-Tied Spell- (Technique Ability, Priest) Possessor may use Sermon-Tied Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Divine Magic spell is cast as part of said action. Possessor gains +50 Magical Attack for purposes of said action if possessor is either using a spell that requires possessor to have one of possessor's patron deities or if possessor is targeting a fellow worshipper of one of possessor's patron deities with said action.
Servant of a Favored Sort- (Passive Ability, Priest) If possessor has a Patron Deity and possesses the <Class Name, Tier 3> ability for any of said deity's listed Preferred Classes, possessor, as a non-stacking bonus, gains +5,000 HP, +5,000 MP, and +200 to all stats
Walk on Water- (Passive Ability, Priest) Effects attached to terrain or phantom terrain that is Ocean, River, Lake, Sea, or Pond that come from sources below Level 60 may not inflict Drowning or Suffocation on possessor

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

-Ravager-
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Axe Wielding I- (Passive Ability, Ravager) +5 to all stats when a Axe is equipped
Axe Wielding II- (Passive Ability, Ravager) +25 to all stats when a Axe is equipped, +50 Melee Attack when a Axe is equipped
Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Font of Rage- (Active Ability, Ravager) Possessor may inflict Berserk on self an additional 5 times per thread
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
Seething Fury- (Active Ability, Ravager) Possessor may treat Confusion: Enraged as being Confusion: Berserk for purposes of Ravager Abilities

-Ritualist-
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
♢Arriving to the Sound of Ritual Song- (Passive Ability, Ritualist) The first time possessor enters a battlespace, possessor counts as having been casting all Ritual Magic spells for (Possessor's Level/5, rounded up) rounds for purposes of multi-action casting requirements for a number of rounds equal to (Possessor's Level/5, rounded up), applying this effect to a max of once per spell across all instances of that spell
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Ritual Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
Craft Ritual Circles from Blood- (Passive Ability, Ritualist) Possessor may pay 100 HP when casting a Ritual Magic spell that creates a Circle Effect to have said spell cost 100 less MP, Ritual Magic spells that create Circle Effects cost possessor 100 less MP on rounds after rounds during which at least 2,000 HP worth of Damage was taken from attacks across all individuals in the battle that possessor is currently present in
Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast
Ritual Summoning through Blood Circles- (Passive Ability, Ritualist) All of possessor's Ritual Magic summons that are summoned while possessor possesses a Ritual Magic Circle Effect that benefitted from the MP-cost-reduction of possessor's 'Craft Ritual Circles from Blood' ability gain +50 to all stats

-Roboticist-
Apprentice Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
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.
Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +20 to all stats

-Scholar-
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Dud Passage- (Technique Ability, Scholar) Possessor may use 'Dud Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Scholar equipped. Said attack gains -1,000 Magical Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Explosive Calligraphy- (Active Ability, Scholar) Possessor may spend an action to obtain a buff that stacks 20 times that allows its possessor to optionally deal 250,000 Flat Fire element Damage to an entity that attacks its possessor (after said attack) or that scans its possessor's stats (at the end of said scan)
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Has Read About Watchmaking- (Passive Ability, Scholar) Possessor obtains +25 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Watch', 'Clock', or 'Timepiece' equipped
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Dimensions- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 500 less MP to cast
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Scholar of History- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if at least 25 battles have previously happened within the thread
Student of Histories- (Passive Ability, Scholar) Possessor obtains +50 MIN if at least 15 rounds have passed in battle and possessor has a Book equipped
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN


-Scientist-
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Analytical- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 99
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells gain +10 Magical Attack and cost 10 less MP
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Knowledge of Chemicals- (Passive Ability, Scientist) Possessor gains +100 MIN, Potions used by possessor that Heal HP or MP do so for an additional 1,000 points
Psychiatrist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the start of each round
Psychologist- (Passive Ability, Scientist) Possessor gains +200 MIN
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
Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Therapist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the end of each round
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage


-Shadow Blade-
Aerial-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Aerial-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Aerials and gains +5% To Hit against Aerials.
Apprentice Knife Training- (Passive Ability, Shadow Blade) Possessor gains +50 Melee Attack and +25 Magical Attack if possessor has a Knife equipped, Possessor gains +20 to all stats if possessor has a Knife equipped
Armor-Piercing Stab- (Technique Ability, Shadow Blade) Possessor may use 'Armor-Piercing Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack pierces 200 Defense.
Backstab (2)- (Technique Ability, Shadow Blade) Possessor may use Backstab(2) in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +45 Melee Attack, Backstab has no effect if used after target has taken an action unless its user is in its target's row formation.
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Bloodletter- (Technique Ability, Shadow Blade) Possessor may use Bloodletter in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +10 Melee Attack and a 5% chance of inflicting Wounded: Bleeding
Bolt Stab- (Technique Ability, Shadow Blade) Possessor may use 'Bolt Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Knife equipped. Said attack gains +100 Melee Attack and becomes solely Electricity element.
Dud Stab- (Technique Ability, Shadow Blade) Possessor may use 'Dud Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Shadow Blade- (Passive Ability, Shadow Blade) Possessor gains +(500 + 10 * Possessor Level) Melee Attack, +(250 + 5 * Possessor Level) Magical Attack, and +(100 + 10 * Possessor Level) AGI when possessor has a Knife equipped
Shadow Stab- (Technique Ability, Shadow Blade) Possessor may use 'Shadow Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Knife equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.


-Slayer-
And With This, I Will Burn You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Fire element may gain '5% inflicts Burning'
And With This, I Will Bury You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Earth element may gain '5% inflicts Entombed'
And With This, I Will Cast You Into Void!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Darkness element may gain '5% inflicts Voidstruck'
And With This, I Will Drown You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Water element may gain '5% inflicts Drowning'
And With This, I Will Strangle You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Air element may gain '5% inflicts Suffocation'
And With This, I Will Melt You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Acid element may gain '5% inflicts Dissolving'
And With This, I Will Freeze You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Ice element may gain '5% inflicts Frozen'
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
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
Spirit-Focused Improvisation- (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 may provide a Spirit bonus equal to its value divided by 1,000, to a max of +1,000 SPI


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


-Soldreidrethanoi-
Bailartix Wielding I- (Passive Ability, Soldreidrethanoi) +5 to all stats when a Bailartrix is equipped
Basic Bailartix Training- (Passive Ability, Soldreidrethanoi) This character gains +6 Ranged Attack when a Bailartix is equipped
Hunting Blade of Repitition- (Active Ability, Soldreidrethanoi) This character may use Hunting Blade of Repitition in conjunction with a Ranged Attack, so long as no other technique is used and a Bailartix is equipped. This attack repeats itself next turn, but any Bailartix involved in it cannot be used next turn for any other purpose.


-Summoner-
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Basic Summoner-Screening Techniques- (Passive Ability, Summoner) Possessor gains +50 Defense if possessor possesses any summons
Basic Summon Essence-Linking- (Passive Ability, Summoner) Possessor gains +50 to all stats if possessor has any summons, Possessor's summons gain +50 to all stats
Basic Summon MP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 MP
Basic Summon MP Conservation Augmentation- (Passive Ability, Summoner) All of possessor's summons' abilities cost them 100 less MP to cast
Basic Summon Resilience Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Resilience
Basic Summon Spirit Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 SPI
Basic Summon Strength Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 STR
Basic Summon To Hit Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% To Hit
Knowledge of Basic Techniques in Summoning Acid-Element Entities- (Passive Ability, Summoner) Possessor's Acid-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Air-Element Entities- (Passive Ability, Summoner) Possessor's Air-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Earth-Element Entities- (Passive Ability, Summoner) Possessor's Earth-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Electrical-Element Entities- (Passive Ability, Summoner) Possessor's Electrical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Energy-Element Entities- (Passive Ability, Summoner) Possessor's Energy-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Hope-Element Entities- (Passive Ability, Summoner) Possessor's Hope-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Ice-Element Entities- (Passive Ability, Summoner) Possessor's Ice-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Light-Element Entities- (Passive Ability, Summoner) Possessor's Light-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Magic-Element Entities- (Passive Ability, Summoner) Possessor's Magic-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Physical-Element Entities- (Passive Ability, Summoner) Possessor's Physical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Psychic-Element Entities- (Passive Ability, Summoner) Possessor's Psychic-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Technology-Element Entities- (Passive Ability, Summoner) Possessor's Technology-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Water-Element Entities- (Passive Ability, Summoner) Possessor's Water-element summons gain +100 to all stats
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Summoner of Beasts Unheard- (Passive Ability, Summoner) Possessor's summons of nonbase subtypes gain +2,000 to all stats as a non-stacking buff at the time of their summoning


-Thief-
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Item Theivery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Spry- (Passive Ability, Thief) +300 AGI and +4% Dodge
Steal- (Active Ability, Thief) Possessor may spend an action and select a target. Possessor has a percent chance equal to (Poessessor's Level - Target's Level) of stealing a random item from said target's list of drops if said target would normally be able to provide drops, with said target no longer providing drops as it otherwise would. This ability may only steal one item per target per thread. This ability may not steal items from targets that are not normally fightable for drops on the enemy list. This ability may not steal items from targets that are higher level than its possessor or user. This ability may not steal items from targets that are Level 20 or greater.
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Thief Arts Casting I- (Passive Ability, Thief) Thief Arts spells cost possessor 20 less MP to cast
Thief Arts Casting II- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%


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


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


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


-Vermin Master-
Basic Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Vermin Master- (Passive Ability, Vermin Master) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Insect pet only, This ability provides +50 HP and +10 to all stats of possessor's Insect pets and summons per Level of possessor


-Viscous Lord-
Goo Body- (Passive Ability, Viscous Lord) Possessor gains 20% Physical Resistance and the subtype Ooze
♢Grandmother of All Oozes- (Active Ability, Viscous Lord) If possessor is an Ooze, possessor cannot be negatively affected by Oozes that are possessor's summons (or deeper down the generation-tree of summons of possessor).
♢Primordial Self-Division- (Active Ability, Viscous Lord) If possessor is an Ooze, possessor may spend an action to summon a copy of itself that possesses all buffs and positive status effects possessed by possessor, but no debuffs or negative status effect; this copy does not possess gear when created and is not considered Unique. Max 1 summoned.
♢Retaliatory Oozewave- (Active Ability, Viscous Lord) If possessor is an Ooze, when possessor takes at least 1 Damage from an attack after Defense is applied, possessor may summon up to 5 Oozes that are 5 or more Levels lower than possessor and are normally fightable for drops on the Enemy List (Max 50 summoned) and may choose to have a (Possessor Level *5)% chance of inflicting Poison on the attacker
Summon Tasty Oozes- (Passive Ability, Viscous Lord) Possessor may choose for Oozes that possessor summons to gain a non-stacking buff that causes entities that deal HP Drain to its possessor or kill its possessor to regenerate 50,000 HP (to a max of 10 times per round) and to have quantities of HP Healing its possessor deals increased by 50,000 points
♢Supreme Ooze-Budding- (Passive Ability, Viscous Lord) At the start of each round, possessor may summon Oozes whose total HP is equal to or less than possessor's current HP, provided said Oozes are of equal Level to or lower Level than possessor and are normally fightable for drops on the Enemy List, Max (200 * Possessor Level) summoned
Apprentice Viscous Lord Knowledge- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +3,000 HP, +3,000 MP, and +100 to all stats
Basic Viscous Lord Knowledge- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Offensive Ooze Training I- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons have the Damage values of their abilities increased by 50 points
Offensive Ooze Training II- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons have the Damage values of their abilities increased by 500 points
Ooze Calling I- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +20 to all stats
Ooze Calling II- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +200 HP
Ooze Calling III- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +500 MP
Ooze Calling IV- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +2,000 HP and +4,000 MP
Ooze Traits- (Passive Ability, Viscous Lord) If Possessor is an Ooze, possessor's HP is multiplied by 1.25 as an effect that does not stack with other HP multiplying effects, Possessor's Defense is multiplied by .75, and Possessor gains immunity to Impaired, Pain, Fatigue, and 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.
Viscous Lord- (Passive Ability, Viscous Lord) User may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain an Ooze only, +250 HP and +50 to all stats of Ooze pets and summons per (possessor level / 2, rounded down)


-Walker from Beyond-
Abstract Jivein' I- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain +20 to all stats
Abstract Jivein' II- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain +100 to all stats
Abstract Traits- (Passive Ability, Walker from Beyond) If possessor is an Abstract, possessor's HP is multiplied by 10 as an effect that does not stack with other HP multiplying effects, possessor's Defense Against Stat Damage is multiplied by 10 as an effect that does not stack with other Defense Against Stat Damage multiplying effects, possessor's attack bonuses are multiplied by .5, and possessor's listed Damage values are multiplied by .5, with possessor also gaining Immunity to 3 randomly chosen minor or moderate status 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.
Apprentice Walker from Beyond Knowledge- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Base Abstract Synchronicity- (Passive Ability, Walker From Beyond) Possessor may treat Abstract as a base subtype
Basic Walker from Beyond Knowledge- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Essence of the Dead Walrus- (Passive Ability, Walker From Beyond) Possessor gains +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, and +70 to all stats if possessor is an Abstract
Gold-Streaked Essence of the Dead Walrus- (Passive Ability, Walker From Beyond) Possessor gains +7,000 Melee Attack, +7,000 Ranged Attack, +7,000 Magical Attack, and +7,000 to all stats if possessor is an Abstract
One Weird Dude- (Passive Ability, Walker From Beyond) Possessor may treat Abstract as a Tier 2 subtype
Platinum-Streaked Essence of the Dead Walrus- (Passive Ability, Walker From Beyond) Possessor gains +17,000 Melee Attack, +17,000 Ranged Attack, +17,000 Magical Attack, and +17,000 to all stats if possessor is an Abstract
Silver-Streaked Essence of the Dead Walrus- (Passive Ability, Walker From Beyond) Possessor gains +700 Melee Attack, +700 Ranged Attack, +700 Magical Attack, and +700 to all stats if possessor is an Abstract
Very Blessing- (Passive Ability, Walker from Beyond) If possessor is an Abstract, possessor obtains +250,000 HP and +2,000 to all stats
Wacky Hit- (Technique Ability, Walker from Beyond) Possessor may use 'Wacky Hit' in conjunction with a 'Melee Attack', 'Ranged Attack' or 'Magical Attack' action. Said action causes a roll to be made on the Uncle Steve's Wacky Sword table.
Walker from Beyond- (Passive Ability, Walker from Beyond) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Abstract pet only, This ability provides +250 HP and +60 to all stats of possessor's Abstract pets and summons per Level of possessor


-Wanderer-
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Establish Dimensional Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fast Traveller- (Passive Ability, Wander) Possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle in Random Quests
Hero of An Epic Journey In Another Life- (Passive Ability, Wanderer) Possessor gains +2 Fame and +5% Dodge against individuals whose name includes 'Bull', 'Thunderbird', 'Humbaba', 'Lion', 'Scorpion', or 'Giant'.
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Went On an Odyssey- (Passive Ability, Wanderer) Possessor gains +5% Dodge against individuals whose name includes 'City', 'Cyclops', 'Scylla', 'Charybdis', or 'Witch'


-Warmaster-
Apprentice War Synchronization- (Passive Ability, Warmaster) Possessor gains +50 to all stats for each War element item equipped, Possessor's War element pets and summons gain +250 to all stats
Apprentice Weaponization of War- (Passive Ability, Warmaster) Quantities of War element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within War's Dominion- (Passive Ability, Warmaster) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of War
Basic War Synchronization- (Passive Ability, Warmaster) Possessor gains +25 to all stats if possessor is War element
Basic Weaponization of War- (Passive Ability, Warmaster) Quantities of War element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of War- (Passive Ability, Warmaster) Possessor gains +50 to all stats while in a Zone of War
Control of War- (Passive Ability, Warmaster) Possessor has a 20% chance of being able to cancel the actions of War element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: War- (Technique Ability, Warmaster) Possessor may use 'Elemental Attack-Conversion: War' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is War element and no other technique is used. Said action becomes solely the element War.
Improved Weaponization of War- (Passive Ability, Warmaster) Quantities of War element Damage dealt by possessor are increased by 5,000 points
War Manipulation- (Passive Ability, Warmaster) Possessor may choose one of the following at the beginning of each round if War element: Create a Zone of War, Remove a Zone of War created by either possessor or a source below Level 20, Remove an effect attached to a Zone of War by either possessor or a source below Level 20, Add War to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is War element on a War element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of War, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of War, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a War element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add War to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against War, 5% War Resistance, or +50 Defense against War and 1% War Resistance until the end of the round as a non-stacking buff


-Weirdworker-
Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Magic Being Loyalty Programming- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain 20% Charm Resistance
Basic Magiconstruct Weaving- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +2,000 HP as a non-stacking buff when summoned
Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Craft Luminous Magiconstructs- (Passive Ability, Weirdworker) When possessor summons a Magic Being, possessor may attach an buff of it that stacks up to three times that causes its presence to count as the presence of a Zone of Light, Energy, or Hope (chosen at the time of the effect's creation)
Craft Volatile Magiconstructs- (Passive Ability, Weirdworker) When possessor summons a Magic Being, possessor may attach a non-stacking buff to it that causes it to have a 15% chance of being afflicted with Instant Death at the start of each round, that increases its abilities Damage values by 500 points, and that causes it to deal 5,000 Flat Magic & Energy element Damage to 5 randomly selected targets in the same battlespace when it dies
Magic Being Calling I- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +20 to all stats
Magic Being Calling II- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +200 HP
Magic Being Loyalty Programming- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain 40% Charm Resistance
Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +20 to all stats
Weirdworker- (Passive Ability, Weirdworker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Magic Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Magic Being pets and summons per Level of possessor


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


-Wizard-
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Can Cast Spells While In Close Combat- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the front row
Defensive Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the back row
Formula-Based Casting- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of' cost possessor 500 less MP to cast
Formula Specialization: Formula of Air- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Air:' cost possessor 500 less MP to cast
Formula Specialization: Formula of Earth- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Earth:' cost possessor 500 less MP to cast
Formula Specialization: Formula of Fire- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Fire:' cost possessor 500 less MP to cast
Formula Specialization: Formula of Water- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Water:' cost possessor 500 less MP to cast
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Possesses a Sliver of Veurmel's Magic- (Passive Ability, Wizard) Possessor gains +5,000 MP
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack


-Other: Elemental Researcher-
Apprentice Affinity to Healing Via Formus- (Passive Ability, Other: Elemental Researcher) Whenever possessor obtains Formus element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Formus Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +50 to all stats for each Formus element item equipped, Possessor's Formus element pets and summons gain +250 to all stats
Basic Acceleration Within Formus's Dominion- (Passive Ability, Other: Elemental Researcher) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Formus
Basic Affinity to Healing Via Formus- (Passive Ability, Other: Elemental Researcher) Whenever possessor obtains Formus element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Formus- (Passive Ability, Other: Elemental Researcher) Possessor's Formus element pets and summons gain +50 to all stats
Basic Formus Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +25 to all stats if possessor is Formus element
Basic Understanding of the Heart of Formus- (Passive Ability, Other: Elemental Researcher) Possessor's Formus element allies gain +10 to all stats
Basic Theoretical Element Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +25 to all stats if possessor is an element that has 'Theoretical Element' in its name
Basic Zonal Acclimation of Formus- (Passive Ability, Other: Elemental Researcher) Possessor gains +50 to all stats while in a Zone of Formus
Comprehension of Horrid Elements Yet Unseen- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against SAN, INF, and RES Damage.
Control of Formus- (Passive Ability, Other: Elemental Researcher) Possessor has a 20% chance of being able to cancel the actions of Formus element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Researcher- (Passive Ability, Other: Elemental Researcher) Possessor ignores (1 * (Possessor Level/5), rounded down)% Formus Resistance, Possessor ignores Formus Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Formus Manipulation- (Passive Ability, Other: Elemental Researcher) Possessor may choose one of the following at the beginning of each round if Formus element: Create a Zone of Formus, Remove a Zone of Formus created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Formus by either possessor or a source below Level 20, Add Formus 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 Formus element on a Formus element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Formus, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Formus, 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 Formus element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Formus to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Formus, 5% Formus Resistance, or +50 Defense against Formus and 1% Formus Resistance until the end of the round as a non-stacking buff


-Other: Enlightened Sensei-
Apprentice Command of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Ki Synchronization- (Passive Ability, Enlightened Sensei) Possessor gains +50 to all stats for each Ki element item equipped, Possessor's Ki element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element allies gain +100 to all stats
Basic Command of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element pets and summons gain +50 to all stats
Basic Ki Synchronization- (Passive Ability, Other: Enlightened Sensei) Possessor gains +25 to all stats if Ki element
Basic Understanding of the Heart of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element allies gain +10 to all stats
Control of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor has a 20% chance of being able to cancel the actions of Ki element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Ki- (Passive Ability, Enlightened Sensei) Possessor gains +1% To Hit against Ki element targets
Enlightened Sensei- (Passive Ability, Other: Enlightened Sensei) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ki Resistance, Possessor ignores Ki Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Command of Ki- (Passive Ability, Other: Enlightened Sensei) Possessor's Ki element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Ki Manipulation- (Passive Ability, Other: Enlightened Sensei) Possessor may choose one of the following at the beginning of each round if Ki element: Create a Zone of Ki, Remove a Zone of Ki created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ki by either possessor or a source below Level 20, Add Ki 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 Ki element on a Ki element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ki, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ki, 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 Ki element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ki to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ki, 5% Ki Resistance, or +50 Defense against Ki and 1% Ki Resistance until the end of the round as a non-stacking buff


-Other: Flamingo Disco Legend Man-
Apprentice Command of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor's Tacky element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Tacky Synchronization- (Passive Ability, Flamingo Disco Legend Man) Possessor gains +50 to all stats for each Tacky element item equipped, Possessor's Tacky element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor's Tacky element allies gain +100 to all stats
Apprentice Weaponization of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Quantities of Tacky element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains +500 to all stats while in a Zone of Tacky
Basic Acceleration Within Tacky's Dominion- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Tacky
Basic Command of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor's Tacky element pets and summons gain +50 to all stats
Basic Tacky Synchronization- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains +25 to all stats if possessor is Tacky element
Basic Understanding of the Heart of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor's Tacky element allies gain +10 to all stats
Basic Zonal Acclimation of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains +50 to all stats while in a Zone of Tacky
Basic Weaponization of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Quantities of Tacky element Damage dealt by possessor are increased by 50 points
Disco Legend Stance- (Stance Ability, Other: Flamingo Disco Legend Man) Possessor gains the element Tacky, possessor gains +300 SPI, and possessor's Impaired: Blind infliction chances are increased by 30%
Flamingo Disco Legend Man- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor ignores (1 * (Possessor Level/5), rounded down)% Tacky Resistance, Possessor ignores Tacky Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Glowy Plaid Footprints- (Passive Ability, Other: Flamingo Disco Legend Man) If possessor is Tacky element, whenever possessor conducts a 'Switch Rows' action, possessor may attach an effect that causes Tacky element individuals to gain +2% Dodge and +2% To Hit to a zone, with said effect stacking 5 times per zone and 5 times across all zones
Improved Weaponization of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Quantities of Tacky element Damage dealt by possessor are increased by 5,000 points
Meditative Assumption of Tacky- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor may choose, at the beginning of a thread, to become solely Tacky element
Rhinestone Soul- (Passive Ability, Other: Flamingo Disco Legend Man) Possessor gains +200 uncapped SPI if possessor is Tacky element
Sparkletastic Motion- (Passive Ability, Other: Flamingo Disco Legend Man) Whenever possessor switches rows, up to 3 times per round, possessor may choose to have a 60% chance of inflicting Imparied: Blind or Impaired: Blind: Constant Glare on up to 20 opponents
The Flamingo Bob- (Technique Ability, Other: Flamingo Disco Legend Man) Possessor may use 'The Flamingo Bob' in conjunction with a 'Magical Attack', 'Overdrive', 'Grand Spell', or 'Cast a Spell' action so long as possessor is Tacky element, said action involves the casting of a Dance spell, and no other technique is used. Said action gains the element Tacky, gains +200 additional Magical Attack, has all of its minor and moderate status effect infliction chances raised by 30%, and counts as coming from a source whose name is solely 'Bob'
This YELLING Means I Am SPEAKING FOREIGN- (Passive Ability, Other: Flamingo Disco Legend Man) Sources below Level 20 may not prevent possessor from applying debuffs or giving other individuals actions
Tourist of Everywhere- (Passive Ability, Other: Flamingo Disco Legend Man) If possessor is Tacky element and has a Tacky-element armor equipped, possessor gains +500 Defense against effects attached to Zones


Other: Not-Beekeeper
Apprentice Not Bees Synchronization- (Passive Ability, Other: Not-Beekeeper) Possessor gains +500 Defense against Insects whose name includes 'Bee'
Basic Not Bees Synchronization- (Passive Ability, Other: Not-Beekeeper) Possessor deals 25 additional Damage to Insects whose name includes 'Bee'
Bee-Deleting Gaze- (Passive Ability, Other: Not-Beekeeper) At the start of each round, if possessor is Not Bees element, possessor has a 15% chance of inflicting Instant Death and Vanished on each Insect below Level 40 in possessor's battlespace whose name includes 'Bee'
Diluted Assumption of Not Bees- (Passive Ability, Other: Not-Beekeeper) Possessor may reduce the quantities of extra Damage dealt to possessor because possessor is Not Bees element by 15%, with this effect only reducing said extra Damage and being unable to reduce other Damage quantities or portions of Damage quantities even if increased
Doesn't Die If Its Butt Is Torn Off- (Passive Ability, Other: Not-Beekeeper) If possessor is Not Bees element, possessor cannot inflict Wounded on itself and suffers no Damage from instances of Wounded that do not come from sources of Level 60 or greater
Elemental Attack-Conversion: Not Bees- (Technique Ability, Not-Beekeeper) Possessor may use 'Elemental Attack-Conversion: Not Bees' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Not Bees element and no other technique is used. Said action becomes solely the element Not Bees.
Grab Thing that Isn't a Bee- (Active Ability, Other: Not-Beekeeper) Possessor, if Not Bees element, may spend an action to gain control of target non-unique summon that is not an Insect and whose name does not include 'Bee'
Immune to Bee Stings- (Passive Ability, Other: Not-Beekeeper) If possessor is Not Bees element, possessor gains Poison Immunity against Insects
Just Says No to Bees- (Passive Ability, Other: Not-Beekeeper) Possessor gains Poison: Somehow Got High on Bees Immunity, Possessor Reflects the actions of entities below Level 40 that inflict Poison: Somehow Got High on Bees
Knows The Least-Favorite Letter Doesn't Count- (Passive Ability, Other: Not-Beekeeper) If counting the number of letters in something, possessor does not count the letter 'B' (including 'b')
Man Amidst the Bees Who is Not the Trees that are Not the Bees- (Passive Ability, Other: Not-Beekeper) If possessor is Not Bees element, possessor may choose to count as solely possessing the subtype Human and/or solely possessing the elements Not Bees and Basic
Mask Not-Beekeeping Self- (Passive Ability, Monk) Possessor may, at the beginning of any thread, choose to lose all Not-Beekeeper abilities for the duration of the thread, with this loss not being a buff or debuff and removing the abilities from the thread entirely
Meditate to Harmonize the Soul with the Buzz of the Hive and Chill Out to Stop Hatin' on those Bees- (Technique Ability, Monk) Possessor may use 'Meditate to Harmonize the Soul with the Hive and Chill Out to Stop Hatin' on those Bees' in conjunction with a 'Meditate' action so long as no other technique is used. Said action gives its performer a buff that removes the text of any number of its performer's Not-Beekeeper abilities.
Meditative Assumption of Not Bees- (Passive Ability, Not-Beekeeper) Possessor may choose, at the beginning of a thread, to become solely Not Bees element
Never Down for Honey- (Passive Ability, Other: Not-Beekeeper) Possessor ignores the effects of Consumables whose name includes Honey unless they are used by sources 20 or more Levels greater than possessor, they are used by sources of Level 60 or greater, or they are worth over 100,000,000 Gold
Nonsynchronous Elemental Attack-Conversion: Not Bees- (Passive Ability, Not-Beekeeper) Possessor may use the Technique 'Elemental Attack-Conversion: Not Bees' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Not Bees element.
Not-Beekeeper- (Passive Ability, Other: Not-Beekeeper) Possessor cannot equip Insects whose name includes 'Bee' as pets, Possessor's non-Insect pets gain +5,000 to all stats as a constantly applied effect
Nullify Not Bees- (Passive Ability, Not-Beekeeper) Possessor may remove the element Not Bees from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Not Bees-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Not Bees-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Not Bees from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Reggy-Steggy Assumption of Not Bees- (Passive Ability, Other: Not-Beekeeper) If possessor is not an Insect, possessor is additionally the element Not Bees
Slambammin' Assumption of Not Bees- (Stance Ability, Other: Not-Beekeeper) Possessor loses the subtype Insect, cannot gain the subtype Insect, and gains the element Not Bees
Slambammin' Assumption of Not Bees: Fully Loaded- (Passive Ability, Other: Not-Beekeeper) If possessor is Not Bees element, possessor gains all base subtypes that are not Insect; Possessor may not be a passenger in Insects


-Other: Paragon of Resolve-
A Will Great Enough to Protect the Weak- (Passive Ability, Other: Paragon of Resolve) If possessor is Psychic, Hope, or Will element, whenever one of possessor's Psychic, Hope or Will element summons would be afflicted with a negative status effect, it may choose to use possessor's Resistances/Immunities/Reflections/Absorptions in place of its own to determine if said status effect infliction is successful (but not in regards to other things that come from the same attack, action, or other source as said status effect infliction)
Apprentice Will Synchronization- (Passive Ability, Paragon of Resolve) Possessor gains +50 to all stats for each Will element item equipped, Possessor's Will element pets and summons gain +250 to all stats
Basic Defenses Against Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +50 Defense against Will
Basic Weaponization of Will- (Passive Ability, Other: Paragon of Resolve) Quantities of Will element Damage dealt by possessor are increased by 50 points
Basic Will Synchronization- (Passive Ability, Other: Paragon of Resolve) Possessor gains +25 to all stats if Will element
Control of Will- (Passive Ability, Other: Paragon of Resolve) Possessor has a 20% chance of being able to cancel the actions of Will element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Will- (Passive Ability, Other: Paragon of Resolve) Possessor gains +500 Defense if possessor has any Will-element items equipped that provide a Defense bonus
Improved Weaponization of Will- (Passive Ability, Other: Paragon of Resolve) Quantities of Will element Damage dealt by possessor are increased by 5,000 points
Paragon of Resolve- (Passive Ability, Other: Paragon of Resolve) Possessor ignores (1 * (Possessor Level/5), rounded down)% Will Resistance, Possessor ignores Will Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Will Manipulation- (Passive Ability, Other: Paragon of Resolve) Possessor may choose one of the following at the beginning of each round if Will element: Create a Zone of Will, Remove a Zone of Will created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Will by either possessor or a source below Level 20, Add Will 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 Will element on a Will element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Will, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Will, 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 Will element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Will to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Will, 5% Will Resistance, or +50 Defense against Will and 1% Will Resistance until the end of the round as a non-stacking buff
Will-Powered Infliction-Block- (Passive Ability, Other: Paragon of Resolve) If possessor does not possess any MIN or SPI Damage, possessor changes automatic instances of status effect infliction phrased as 'inflicts <status effect name>' with no percentile infliction chance that would be inflicted on possessor that come from sources below Level 60 into 100% infliction chances of said effects for said instances of infliction


-Other: Progenitor of Species-
Absorb Evolution- (Passive Ability, Other: Progenitor of Species) Possessor Absorbs Evolution against sources below Level 20 if Level 20 or greater
Adaptable Body- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, possessor gains 5% Resistance to actions from sources below Level 60 that are present on the enemy list that are normally fightable for drops that possessor has already been targeted with during the current thread (including copies of an identical ability on a different enemy)
Adept Evolution Synchronization- (Passive Ability, Other: Progenitor of Species) Amounts of Evolution element Damage possessor deals are increased by 10,000 points, Evolution 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 Evolution element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Command of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Evolution Resistance- (Passive Ability, Other: Progenitor of Species) Possessor gains 5% Evolution Resistance
Apprentice Evolution Synchronization- (Passive Ability, Progenitor of Species) Possessor gains +50 to all stats for each Evolution element item equipped, Possessor's Evolution element pets and summons gain +250 to all stats
Apprentice Weaponization of Evolution- (Passive Ability, Other: Progenitor of Species) Quantities of Evolution element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +500 to all stats while in a Zone of Evolution
Basic Command of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution element pets and summons gain +50 to all stats
Basic Defenses Against Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +50 Defense against Evolution
Basic Evolution Resistance- (Passive Ability, Other: Progenitor of Species) Possessor gains 1% Evolution Resistance
Basic Evolution Synchronization- (Passive Ability, Other: Progenitor of Species) Possessor gains +25 to all stats if Evolution element"
Basic Evolutionary Biomancy- (Passive Ability, Other: Progenitor of Species) Evolution element Biomancy spells cast by possessor that apply buffs that raise stats have all such buffs increased by 50 points as an effect that stacks a max of 30 times across all applications per individual
Basic Understanding of the Heart of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution element allies gain +10 to all stats
Basic Weaponization of Evolution- (Passive Ability, Other: Progenitor of Species) Quantities of Evolution element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +50 to all stats while in a Zone of Evolution
Control of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor has a 20% chance of being able to cancel the actions of Evolution element individuals below Level 20, with things that would occur before and after said actions still occurring
Declare Evolutionary Dead-End- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, once per round, when an individual (or group of identical individuals) below Level 60 that is non-unique is summoned, possessor may choose for that individual (or all members of said group of individuals) to obtain a non-stacking debuff that makes it unable to summon
Defenses that Utilize Evolution - (Passive Ability, Other: Progenitor of Species) Possessor gains +500 Defense if possessor has any Evolution -element items equipped that provide a Defense bonus
Devolution Ray- (Technique Ability, Other: Progenitor of Species) Possessor may use 'Devolution Ray' in conjunction with a 'Ranged Attack', 'Ranged Overdrive', 'Snipe', or 'Magical Attack' action if possessor is Evolution element and no other technique is used. Said action removes one buff applied to its targets that are summons that comes from a source below Level 80 that is below caster's Level that was applied to said summon at the time of its summoning
Elemental Attack-Conversion: Evolution- (Technique Ability, Other: Progenitor of Species) Possessor may use 'Elemental Attack-Conversion: Evolution' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Evolution element and no other technique is used. Said action becomes solely the element Evolution.
Emanate Evolution- (Passive Ability, Progenitor of Species) Whenever possessor absorbs Damage that is Evolution element Damage, Possessor may choose to deal 10,000 Flat Evolution element Damage to up to 10 targets
Evolution Immunity- (Passive Ability, Other: Progenitor of Species) Possessor gains Evolution Immunity against sources below Level 20 if Level 20 or greater
Evolution Manipulation- (Passive Ability, Other: Progenitor of Species) Possessor may choose one of the following at the beginning of each round if Evolution element: Create a Zone of Evolution, Remove a Zone of Evolution created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Evolution by either possessor or a source below Level 20, Add Evolution 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 Evolution element on a Evolution element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Evolution, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Evolution, 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 Evolution element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Evolution to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Evolution, 5% Evolution Resistance, or +50 Defense against Evolution and 1% Evolution Resistance until the end of the round as a non-stacking buff
Evolutionary Stasis Field- (Passive Ability, Reality Arranger) If possessor is Evolution element, possessor's opponents below Level 60 may not place buffs on their summons at the time of their summoning without possessor's approval
Evolutionary Wisdom- (Passive Ability, Other: Progenitor of Species) Possessor gains +50,000 MP if possessor is Evolution element
Fossil-Record-Obscuring Summoning Art- (Passive Ability, Other: Progenitor of Species) Possessor's summons and their descendants with different summon- generation-numbers (for example, possessor's summons' summons and possessor's summons' summons' summons' summons) cannot be unsummoned by the same action by individuals below Level 60
Guide Evolution- (Active Ability, Other: Progenitor of Species) Possessor may spend an action to cause a target to obtain either +500 to all stats at the start of the round five rounds after said effect is applied as an effect that stacks 5 times or -500 to all stats at the start of the round five rounds after said effect is applied as an effect that stacks
Guided Evolution: Acid Spittle- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains (+5,000 Damage Dealt, target's offensive actions that cost 0 MP may become solely Acid element, and target's offensive Acid element actions may gain '1 hit against 5') at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Guided Evolution: Armored Shell- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains +500 Defense at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Guided Evolution: Quills- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains ('possessor may deal 15,000 Flat Physical element Damage to any individual that conducts an offensive action that targets possessor at the end of each such action') at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Guided Evolution: Razor Claws- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains (+500 Damage Dealt and target's offensive Physical element actions may gain '60% inflicts Wounded') at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Guided Evolution: Resilient Frame- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains +5% Resilience at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Improved Adaptable Body- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, possessor gains 10% Resistance to actions from sources below Level 60 that are present on the enemy list that are normally fightable for drops that possessor has already been targeted with during the current thread (including copies of an identical ability on a different enemy)
Improved Command of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution 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 Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +5,000 Defense against Evolution
Improved Defenses that Utilize Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +2,000 Defense if possessor has any Evolution-element items equipped that provide a Defense bonus
Improved Evolution Resistance- (Passive Ability, Other: Progenitor of Species) Possessor gains 10% Evolution Resistance
Improved Understanding of the Heart of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor's Evolution element allies gain +250 to all stats
Improved Weaponization of Evolution- (Passive Ability, Other: Progenitor of Species) Quantities of Evolution element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +1,000 to all stats while in a Zone of Evolution
Inherited Habitat-Adaptation Technique- (Passive Ability, Other: Progenitor of Species) Possessor's summons (and future generations of their desecendant summons) gain +500 to all stats if in a Terrain or Phantom Terrain of the same type as one present at the time of their summoning
Lamarckian Wisdom- (Passive Ability, Other: Progenitor of Species) Whenever possessor or one of possessor's summons (or their descendant-summons) summons, said summon's Natural st
Meditative Assumption of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor may choose, at the beginning of a thread, to become solely Evolution element
Missing-Link-Skipping Summoning Art- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element and would summon a non-unique entity that is normally fightable on the enemy list for drops, possessor may instead summon any type of non-unique entity that is normally fightable on the enemy list for drops that said first entity could summon (with this ability not being able to skip more than 1 generation of summons)
Nonsynchronous Elemental Attack-Conversion: Evolution- (Passive Ability, Other: Progenitor of Species) Possessor may use the Technique 'Elemental Attack-Conversion: Evolution' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Evolution element.
Predict the Flow of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +5% Dodge against Evolution element individuals
Progenitor of Species- (Passive Ability, Other: Progenitor of Species) Possessor ignores (1 * (Possessor Level/5), rounded down)% Evolution Resistance, Possessor ignores Evolution Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Reflect Evolution- (Passive Ability, Other: Progenitor of Species) Possessor Reflects Evolution against sources below Level 20 if Level 20 or greater
Reshape Evolution- (Passive Ability, Other: Progenitor of Species) At the start of each round and of each of possessor's actions, possessor may choose to cause summoned individuals who are either below Level 60 and not 20 or more Levels greater than possessor or who are willing to have all points of one stat granted by buffs placed on said individual at the time of its summoning to be converted into points of a different stat (to a max of 30,000 points converted)
Unexpected Evolutionary Shift- (Passive Ability, Other: Progenitor of Species) If possessor is Evolution element, the summons of possessor's summons that are of the same type of enemy as said summons may gain any one single stat as their natural Prime Attribute when summoned


-Other: Smiling Drifter-
Meditative Assumption of Whimsy- (Passive Ability, Other: Smiling Drifter) Possessor may choose, at the beginning of a thread, to become solely Whimsy element


-Other: Superhero-
Apprentice Super Power Attunement- (Passive Ability, Other: Superhero) Possessor gains +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes if possessor's highest stat is greater than the value possessed for that same stat by every individual opponent of possessor; possessor's allies gain +25% Resistance to Confusion and Confusion's sub-status effects as a non-stacking bonus while possessor is obtaining this bonus to turn-order-determining stats, provided that possessor is not 10 or more Levels lower than possessor's highest-Level opponent
Armored An Unusual Amount By Spandex- (Passive Ability, Superhero) Possessor gains +5,000 Defense if any of possessor's equipped Armors have 'Spandex' or 'Hero' in their name
Basic Super Power Attunement- (Passive Ability, Other: Superhero) All Super Power spells possessor casts that possess a Magical Attack bonus gain +50 Magical Attack, All Super Power spells possessor casts that possess a Melee Attack bonus gain +50 Melee Attack, All Super Power spells possessor casts that possess a Ranged Attack bonus gain +50 Ranged Attack, All Super Power spells cost possessor 50 less MP to cast, Possessor gains +10 to all unmodified stats
Energy Projection- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) Magical Attack
Focused Super Power Casting- (Passive Ability, Other: Superhero) Super Power spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Super Power
Invisible Super-Samurai- (Passive Ability, Other: Superhero) Possessor's actions cannot be countered by individuals below Level 80 who are below possessor's Level if they involve possessor casting a Sword Arts spell
Sorrow-Powered Super-Strength- (Passive Ability, Superhero) Possessor, as a buff that stacks 10 times, gains +500 STR at the start of each round that possessor is in the same battle as an individual afflicted with Confusion: Depression
Superior Intellect- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) MIN
Super Power Casting I- (Passive Ability, Other: Superhero) Super Power spells cost possessor 20 less MP to cast
Super Power Casting II- (Passive Ability, Other: Superhero) Super Power spells cost possessor 200 less MP to cast
Superhero- (Passive Ability, Other: Superhero) Possessor gains +500 unmodified STR, +500 unmodified CON, +500 unmodified AGI, +500 unmodified MIN, and +500 unmodified SPI


-Other: Xaos Xomptroller-
Absorb Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor Absorbs Chaos against sources below Level 20 if Level 20 or greater
Adept Chaos Synchronization- (Passive Ability, Other: Xaos Xomptroller) Amounts of Chaos element Damage possessor deals are increased by 10,000 points, Chaos 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 Chaos element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Chaos- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor obtains Chaos element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Chaos Resistance- (Passive Ability, Other: Xaos Xomptroller) Possessor gains 5% Chaos Resistance
Apprentice Command of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos 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 Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +500 Defense against Chaos
Apprentice Understanding of the Heart of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos element allies gain +100 to all stats
Apprentice Weaponization of Chaos- (Passive Ability, Other: Xaos Xomptroller) Quantities of Chaos element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +500 to all stats while in a Zone of Chaos
Basic Acceleration Within Chaos's Dominion- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Chaos
Basic Affinity to Healing Via Chaos- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor obtains Chaos element HP Healing or MP Healing, said amount is increased by 500 points
Basic Chaos Resistance- (Passive Ability, Other: Xaos Xomptroller) Possessor gains 1% Chaos Resistance
Basic Chaos Synchronization- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +25 to all stats if possessor is Chaos element
Basic Command of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos element pets and summons gain +50 to all stats
Basic Defenses Against Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +50 Defense against Chaos
Basic Understanding of the Heart of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos element allies gain +10 to all stats
Basic Weaponization of Chaos- (Passive Ability, Other: Xaos Xomptroller) Quantities of Chaos element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +50 to all stats while in a Zone of Chaos
Call Forth the Living Chaos- (Active Ability, Other: Xaos Xomptroller) Possessor may spend an action to summon 5 Elementals that are Chaos element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Chaos Immunity- (Passive Ability, Other: Xaos Xomptroller) Possessor gains Chaos Immunity against sources below Level 20 if Level 20 or greater
Chaos Manipulation- (Passive Ability, Other: Xaos Xomptroller) Possessor may choose one of the following at the beginning of each round if Chaos element: Create a Zone of Chaos, Remove a Zone of Chaos created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Chaos by either possessor or a source below Level 20, Add Chaos 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 Chaos element on a Chaos element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Chaos, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Chaos, 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 Chaos element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Chaos to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Chaos, 5% Chaos Resistance, or +50 Defense against Chaos and 1% Chaos Resistance until the end of the round as a non-stacking buff
Control of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor has a 20% chance of being able to cancel the actions of Chaos element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +500 Defense if possessor has any Chaos-element items equipped that provide a Defense bonus
Detect Chaos- (Passive Ability, Xaos Xomptroller) Possessor gains +1% To Hit against Chaos element targets
Elemental Attack-Conversion: Chaos- (Technique Ability, Other: Xaos Xomptroller) Possessor may use 'Elemental Attack-Conversion: Chaos' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Chaos element and no other technique is used. Said action becomes solely the element Chaos.
Emanate Chaos- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor absorbs Damage that is Chaos element Damage, Possessor may choose to deal 10,000 Flat Chaos element Damage to up to 10 targets
Empowered By Chaos- (Passive Ability, Xaos Xomptroller) If possessor is Chaos 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 Chaos
Greater Weaponization of Chaos- (Passive Ability, Other: Xaos Xomptroller) Quantities of Chaos element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Chaos- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor obtains Chaos element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Chaos Elemental Emanation- (Passive Ability, Other: Xaos Xomptroller) Possessor's 'Call Forth the Living Chaos' ability may summon entities up to Level 20
Improved Chaos Resistance- (Passive Ability, Other: Xaos Xomptroller) Possessor gains 10% Chaos Resistance
Improved Command of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos 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 Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +5,000 Defense against Chaos
Improved Defenses that Utilize Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +2,000 Defense if possessor has any Chaos-element items equipped that provide a Defense bonus
Improved Understanding of the Heart of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor's Chaos element allies gain +250 to all stats
Improved Weaponization of Chaos- (Passive Ability, Other: Xaos Xomptroller) Quantities of Chaos element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +1,000 to all stats while in a Zone of Chaos
Improved Zonal Chaos Empowerment- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +500 to all stats while in a Zone of Chaos, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Chaos
Nonsynchronous Elemental Attack-Conversion: Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor may use the Technique 'Elemental Attack-Conversion: Chaos' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Chaos element.
Nourish Chaos- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor deals HP or MP healing to an Chaos element individual, possessor deals 300 additional points
Nourished By Chaos- (Passive Ability, Xaos Xomptroller) If possessor is Chaos element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Chaos
Predict the Flow of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +5% Dodge against Chaos element individuals
Prosperous Venting of Excess Chaos- (Passive Ability, Other: Xaos Xomptroller) If possessor is Chaos element and performs an 'Elemental Attack' action that is solely Chaos element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Reflect Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor Reflects Chaos against sources below Level 20 if Level 20 or greater
Soothing Chaos Emanation- (Passive Ability, Other: Xaos Xomptroller) Whenever possessor absorbs Damage that is Chaos element Damage, Possessor may choose to deal 10,000 Flat Chaos element HP Healing to up to 10 targets that are Chaos element
Stability Within Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains 25% minor negative status effect resistance while in a Zone of Chaos
Understanding of the Bonds of Chaos- (Passive Ability, Other: Xaos Xomptroller) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Chaos element individual
Uplifted By Chaos- (Passive Ability, Xaos Xomptroller) If possessor is Chaos element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Chaos
Xaos Xomptroller- (Passive Ability, Other: Xaos Xomptroller) Possessor ignores (1 * (Possessor Level/5), rounded down)% Chaos Resistance, Possessor ignores Chaos Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Zonal Chaos Control- (Passive Ability, Other: Xaos Xomptroller) Possessor may, at the start of each round, choose one Zone of Chaos 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


-Misc-
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
~Basic Concord Magic Attunement- (Passive Ability, Bound Other: Agent of the Concord) All Concord Magic spells possessor casts that possess a Magical Attack, Melee Attack, or Ranged Attack bonus gain +10,000 additional Magical Attack, Melee Attack, or Ranged Attack; All Concord Magic spells cost possessor 10,000 less MP to cast (Bound to Noix)
Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Basic Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Burly- (Passive Ability, Gigas Knight) +100 unmodified STR, +50 unmodified CON
Can Create Snowman-Animating Headwear- (Passive Ability, Clothier) If possessor is in a Zone of Ice, possessor may unequip a Hat to summon 1 Snowman from the Enemy List, with said Snowman being unsummoned if any individual equips said Hat, said Hat is destroyed, said Hat ceases to be an item, said Hat leaves the thread, or said Hat becomes a pet
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Claps REALLY Fast- (Passive Ability, Combatant) Possessor's actions that can inflict minor positive status effects cannot be countered by entities below Level 40
Eyebrows that Vibrate Fast to Intimidate Bugs- (Passive Ability, Warrior) Possessor gains '60% inflicts Confusion: Fear' against Insects that are not afflicted with Impaired: Blind
Forehead-Deploying Grandcannon- (Passive Ability, Gunner) Possessor gains +80,000 Ranged Attack and counts as having an additional Gun equipped
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Mirage Dragon Czar- (Passive Ability, Clearance) Possessor may fight the monster 'Mirage Dragon Czar' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle The Benjamins- (Passive Ability, Clearance) Possessor may fight the monster 'The Benjamins' for drops, This ability cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Golden Comb of Luck"- (Passive Ability, Permanent Item Effect) +1% Critical
Has Consumed 1 of the Permanent Consumable "Pattern of Glory"- (Passive Ability, Permanent Item Effect) Possessor gains 1 Bonus Week per month
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Merchant of Affections- (Passive Ability, Other: World Merchant) Possessor may, at the end of each round, either choose to transfer the sourcing of a single instance of Charm (but not its sub-status effects) that possessor is the source of from possessor to a willing ally of possessor or to transfer the sourcing of a single instance of Charm (but not its sub-status effects) that possessor is the source of from a willing ally of possessor to possessor
Plastic Flamingo Appreciator- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons that are also Golems are afflicted with Invigorated: High Morale at the start of the first round of battle
The Pimp's Cane Brooks No Disobedience From Hos- (Passive Ability, Sage) Once per round, possessor, if wielding a Staff, may conduct a 'Melee Attack' action as a preemptive counter against the source of an action that would have a chance of inflicting Charm on possessor; if said counter deals Damage, said action may not inflict Charm
Wintry Sleighmastery- (Passive Ability, Driver) Possessor's Vehicle transformations whose name includes 'Sleigh' or 'Sled' gain +500 AGI as a bonus that cannot increase their stats to above 1000% of thier natural values while in a Zone of Ice
छWish Specialization: Mystic Architecture- (Passive Ability, Weirdworker) Large Structures summoned that possessor summons using a spell whose name includes 'Wish' obtain, at the time of their summoning, a non-stacking buff that provides +2,000,000 HP and +100,000 Defense and that lets its possessor inflict a random minor positive status effect on a chosen ally at the start of each round

-Curse-
Enraged by Windmills- (Passive Ability, Curse) Possessor is afflicted with Confusion: Enraged at the start of any round that any of possessor's opponents' names includes 'Windmill'
0/2000 battles

Weapons-
2 Reality-Cutter Sword- (Weapon, Sword, Illusion, 180,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +180,000 CON, +180,000 SPI, 130% Critical, 230% To Hit, Wielder may create a Zone of Illusion at the start of each round, Possessor may deal 1,800,000 Flat Illusion element Damage to one opponent at the start of each round, Wielder's 'Melee Attack' actions may unsummon targets that are not Illusion element and are not Illusion Magic summons that are below Level 60, Wielder's 'Melee Attack' actions may remove one non-'Illusion Magic' buff that did not come from an Illusion element action or source that came from a source that is below Level 60 from each of their targets, Wielder must be Level 40 or greater


Armour-
Armor of the Gold Leaf Throne's Knight- (Armor, Heavy Armor, Glory & Wealth, 400,000,000 Gold) +400,000 Defense, +40,000 Defense against Stat Damage, +400,000 CON, Wielder's Defense may not be pierced by individuals below Level 60 who are below wielder's Level, Wielder must be Level 40 or greater


Accessories-
Cloak of Nested Illusions- (Accessory, Cloak, Illusion, 215,000,000 Gold) +115,000 to all stats, Actions from individuals below Level 80 have a 20% chance of failing to target wielder if wielder so desires as a non-stacking effect, Wielder must be Level 40 or greater
Ring of Cosmic Birth- (Accessory, Ring, Life & Magic, 275,000,000 Gold) +2,750,000 HP as a non-stacking bonus, +2,750,000 MP as a non-stacking bonus, Wielder may spend an action to summon an Outsider, Planetary, or Astral Being below Level 95, Max 10 summoned, Wielder's summons regenerate 275,000 HP and MP at the start of each round as an effect that stacks 5 times, Wielder must be Level 40 or greater
Modified Stats wrote: Dr. Maximilian Excelsior, aka DOCTOR MIRACLES (Aeromage)
Level 59
Human, Azoth
HP: 15,000
MP: 25,500
STR: 1,180 (Capped)
AGI: 4,820 (Capped)
CON: 6,000 (Capped)
MIN: 10,200
SPI: 25,100
SAN: 2,950
INF: 2,950
RES: 2,950




---------------------Defence---------------------

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

79% Dodge (From Caelum's Divine Domain)

+40,060 Defense
+40,000 Defense Against Stat Damage

Defense may not be pierced by individuals below Level 60 who are below wielder's Level


---------------------Offence---------------------

230% To Hit

130% Critical


+4,740 Melee Attack

Deals full Damage to the back row
Wielder's 'Melee Attack' actions may unsummon targets that are not Illusion element and are not Illusion Magic summons that are below Level 60
Wielder's 'Melee Attack' actions may remove one non-'Illusion Magic' buff that did not come from an Illusion element action or source that came from a source that is below Level 60 from each of their targets


---------------------Healing---------------------


---------------------Start of Thread---------------------


---------------------Start of Battle---------------------


---------------------Start of Round---------------------

(2x) May create a Zone of Illusion at the start of each round
(2x) May deal 1,800,000 Flat Illusion element Damage to one opponent at the start of each round


---------------------Start of Action---------------------


---------------------Passive Effects---------------------


---------------------Ally Bonuses---------------------


---------------------Pet, Summon and Transformation Bonuses---------------------


---------------------Zone and Terrain Effects---------------------

The Fight Itself

Quick and dirty statblocks everyone who isn't Volatilis (only taking into account the required gear, because that's the only thing that's going to have any bearing on this)
(Rings from the Doctor and Viren. Extra rings created via shop-combo here. Cloaks from Caelum, Armor from Volatilis, Hypercleavers and Reality-Cutter Swords from Caelum.)


Volatilis is immune to Hexed and Paralysis via Fame-abilities.
It enters with Large Structure Traits active, in the back row. Everyone else is up front.


Start-of-Rounds go off. Not everyone is faster than the Planetary, so its Endless War deals 160,000 Flat Damage to everyone. Volatilis easily tanks it. Everyone else gets various flavours of dented, but because they're all wearing Rings of Cosmic Birth, they have an extra 2,750,000 HP to play with and thus can take it.

Also at the start of the round, everyone's Spacetime Hypercleavers and Reality-Cutter Swords activate, each dealing 1,800,000 Flat Time and Illusion damage, respectively.
With the Planetary's Defense factored in, that becomes 1,745,000 damage per instance.
With 8 Spacetime Hypercleavers and 3 Reality-Cutter Swords equipped across all members of this merry band, that results in 19,195,000 damage- enough to kill the Planetary outright.

The Planetary gets a death attack.

Of its options, none of its damaging attacks can dent Volatilis- not even Ragnorok can deal damage to the island with its absurd Defense and Resilience. If Status Effects somehow end up getting ruled as applying before Damage, it can counter this by using:

Grid Screen- Caster takes 1,800,000 less Damage from the next attack targeting it that comes from a source below Level 99, does not stack, may be used once a round as a preemptive counter to an attack targeting its possessor, Magic or Technology, 1,000,000 MP

As a pre-emptive counter, reducing the incoming damage (and good lord, there are so few damage-reduction effects out there) to 0, protecting its 1 remaining HP.
None of its buffs or debuffs will help it.
The only option it has is to Call Divine Servants, summoning up 20 Valkyries.

The party takes their actions.

Volatilis unleashes a Timestream-Breaking Riftpunch, targeting all of the Valkyries via its Crimson Nova-enhanced Demonically-Possessed Karaoke Machine. It cannot miss, due to its Planetary Fate-Loom and the Valkyries' sub-80 Level status.
It hits a whole load of their resistances, but the point is that none of the elements involved are Air- they are not Immune to it.

The Timestream-Breaking Riftpunch's sub-80-unsummoning effect hits, removing the Valkyries from the battle.

This is therefore a win!

Assuming the mod agrees, I'll take 5 matches for today.
User avatar
Aeromage
Arena Lieutenant
Posts: 1084
Joined: Wed May 27, 2020 10:54 pm
Location: Right here.

Re: Team Volatilis vs Planetary of War

Post by Aeromage »

Let's do a cash-out here to see if I got enough resources from this! Six fighters, all on 95% drops.
User avatar
The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Team Volatilis vs Planetary of War

Post by The Nottest of Daves »

7,785,000 XP
90% Gold Drops results in 81,000,000 Gold
95% Treasure Drops results in 86 Treasure Rolls

No Godseed: War
4 Ragnarok- (Spell, Other: Catastrophe Magic, Destruction & Fate & Fire & Ice & Electrical & Physical & War, 640,000 MP, 160,000,000 Gold) +320,000 Magical Attack, 60% inflicts Devastated, deals 1/2 Damage, 1 hit against 4,000,000, 95% this action hits all allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, Caster must by Level 40 or greater
18 Planetary of War's Armor- (Armor, Heavy Armor, War, 190,000,000 Gold) +190,000 Defense, +1,900,000 HP as a non-stacking bonus, +190,000 STR, +190,000 CON, +190,000 Melee Attack, 40% War Resistance, 40% Destruction Resistance, Divine Magic, War Magic, and Catastrophe Magic spells cost wielder 300,000 less MP to cast, 160% Resilience, Wielder must be Level 40 or greater
15 Planetary of War's Sword- (Weapon, Sword, War & Destruction, 190,000,000 Gold) +190,000 Melee Attack, +1,900,000 HP as a non-stacking bonus, +190,000 STR, +190,000 CON, 160% Critical, 260% To Hit, Wielder's allies gain +8,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater
49 Holy Symbol of a Planetary of War- (Accessory, Holy Symbol, Fire & Physical, 60,000 Gold) +50 STR, +50 Melee Attack, +50 Magical Attack, +50 Ranged Attack
User avatar
The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Team Volatilis vs Planetary of War

Post by The Nottest of Daves »

+2,595,000 XP
+26,000,000 Gold

27 Treasure Rolls

No Godseed: War
Other drops adjudicated later.

Treasure Rolls
1
3
5
23
24
26
27
27
29
31
33
44
46
47
50
51
54
55
64
81
88
90
91
92
93
99
99
User avatar
Aeromage
Arena Lieutenant
Posts: 1084
Joined: Wed May 27, 2020 10:54 pm
Location: Right here.

Re: Team Volatilis vs Planetary of War

Post by Aeromage »

Working off the rolls, there, the full total is:

10,380,000 XP (this goes to Viren)
107,000,000 Gold (this also goes to Viren)

9 Ragnarok- (Spell, Other: Catastrophe Magic, Destruction & Fate & Fire & Ice & Electrical & Physical & War, 640,000 MP, 160,000,000 Gold) +320,000 Magical Attack, 60% inflicts Devastated, deals 1/2 Damage, 1 hit against 4,000,000, 95% this action hits all allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, Caster must by Level 40 or greater
21 Planetary of War's Armor- (Armor, Heavy Armor, War, 190,000,000 Gold) +190,000 Defense, +1,900,000 HP as a non-stacking bonus, +190,000 STR, +190,000 CON, +190,000 Melee Attack, 40% War Resistance, 40% Destruction Resistance, Divine Magic, War Magic, and Catastrophe Magic spells cost wielder 300,000 less MP to cast, 160% Resilience, Wielder must be Level 40 or greater
19 Planetary of War's Sword- (Weapon, Sword, War & Destruction, 190,000,000 Gold) +190,000 Melee Attack, +1,900,000 HP as a non-stacking bonus, +190,000 STR, +190,000 CON, 160% Critical, 260% To Hit, Wielder's allies gain +8,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater
64 Holy Symbol of a Planetary of War- (Accessory, Holy Symbol, Fire & Physical, 60,000 Gold) +50 STR, +50 Melee Attack, +50 Magical Attack, +50 Ranged Attack

Viren gets the Holy Symbols.
Rosaline gets the Planetary of War's Swords and Planetary of War's Armors. (Minus the four armours used in the contest)
A Ragnarok goes to Viren and Tolva each, and the rest go to Volatilis.
Locked