Big Game Hunters-- Noninfinite Snakes Edition: Nole and Celas and Co vs Finite Ouroboros

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Pathaky
Arena Sergeant
Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Big Game Hunters-- Noninfinite Snakes Edition: Nole and Celas and Co vs Finite Ouroboros

Post by Pathaky »

x8
Finite Ouroboros
Level 96
Dragon, Spatial
HP- 19,500,000
MP- 19,500,000
STR- 75,000
AGI- 75,000
CON- 75,000
MIN- 75,000
SPI- 75,000
XP- 0
Defense- 45,000
Defense against Stat Damage- 4,500
Critical Chance- 120%
Resilience- 120%
To Hit- 220%
Dodge- 120%
Resistances and Immunities- Absorbs Spatial, Absorbs Time, 95% Base Element Resistance, Instant Death Immunity, 384% Minor Status Effect Resistance, 192% Moderate Status Effect Resistance, 45% Major Status Effect Resistance, Dragon Traits
Prime Attribute- Two Highest Stats
Constant Effects-
Dragon Which Consumes Itself- Possessor Absorbs Dragons, Constant Effect
Incomplete Infinity Circuit- Possessor regenerates 19,500,000 HP and 19,500,000 MP at the start of each round, Possessor is cured of all debuffs and negative status effects from sources below Level 99 at the start of each round, Possessor resurrects itself at the start of each round, Constant Effect
Boundless Travel- Possessor may, at the start or end of each round, enter any battlespace that is part of the same battle so long as no entity of Level 100 or greater in either the battlespace possessor is leaving or the battlespace possessor is entering objects, Constant Effect
Wurm Seemingly Without End- Possessor obtains +19,500,000 HP, +19,500,000 MP, +35,000 to all stats, and +90,000 to all of possessor's abilities Damage values at the start of each round as a buff that stacks 200 times, Constant Effect
Impossible Beast- Possessor gains +35,000 to all stats and is Immune to individuals below Level 60, Constant Effect
Abilities-
Consume- 110,000 Damage, Deals HP Drain, Physical or Time or Spatial or Astral, 0 MP
Overwhelming Magic- 95,000 Damage, 50% may unsummon target if target is below Level 100, 50% removes each buff on target that comes from a source below Level 100, 50% removes each buff or debuff with target as a source if target is below Level 100, Magic or Mystic, 0 MP
Eternal Roar- 90,000 Damage, Removes all buffs from sources below Level 95 from targets, This action repeats itself at the start of every round as an effect that cannot repeat this action more than once per round, 1 hit against 200,000, Spatial or Time or Sonic, 0 MP
Spacequake- 130,000 Damage, Caster may destroy one battlespace created by a source below Level 99 that is not the main battlespace of the battle, moving all individuals in it into the main battlespace, 500% inflicts Fatigued: Stun, Caster may move targets to the front row or the back row, 1 hit against 50,000,000, Spatial, 19,500,000 MP
Rift Gate- Caster may enter another battlespace in the same battle so long as no individual above Level 99 in either the battlespace caster is leaving or the battlespace caster is entering objects, Caster may summon up to 20 individuals below Level 80 from the Enemy List that are normally fightable for drops, Max 200 summoned, Spatial, 19,500,000 MP
Blaze of Glory- Target summon of caster gains +250,000 to all stats, gains an additional action immediately after this action, and is unsummoned at the end of the round, Glory, 19,500,000 MP
Allsmite- 250,000 Damage, 80% inflicts Smitten, 1 hit against each opponent, Universe or Glory & Mystic & Spatial, 78,000,000 MP
Drops-
960,000 Gold
96,000 XP
80% Droplet of Semiinfinity- (Item, Antiquity, Spatial & Time, 200,000,000 Gold)
10% Infinite Dragon's Sword- (Weapon, Sword, Glory & Spatial & Time, 300,000,000 Gold) +300,000 Melee Attack, +300,000 Magical Attack, +300,000 to all stats, Wielder is resurrected at the start of each round if killed by a source below Level 70, Wielder regenerates 3,000,000 HP and MP at the start of each round, Wielder is Immune to individuals below Level 40, Wielder must be Level 40 or greater
10% Ouroboros Mail- (Armor, Light Armor, Glory & Spatial & Time, 300,000,000 Gold) +300,000 Defense, +300,000 to all stats, 30% Dragon Resistance, Wielder is resurrected at the start of each round if killed by a source below Level 70, Wielder regenerates 3,000,000 HP and MP at the start of each round, Wielder is Immune to individuals below Level 40, Wielder must be Level 40 or greater
Nole Patricsson (Pathaky)
Level 79
Human, Technology
HP: 24,625
MP: 24,625
STR: 2,224 (21) [565 Bonus]
AGI: 958 (12) [10 Bonus]
CON: 958 (12) [10 Bonus]
MIN: 958 (12) [10 Bonus]
SPI: 1,607 (18) [185 Bonus]
XP- 17,282,294
XP Required- 25,820,000, Holy Imperial Seal of Triumph
Fame- 77

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
Possesses an Inherent Spell List- (Passive Ability, Attack) Possessor may cast spells on possessor's Inherent Spell List as though they were equipped
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:
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 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

Alchemist:
Alchemist- (Passive Ability, Alchemist) Potions heal an addition 1000 HP or MP per possessor level if they already heal those stats
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.
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.

Analyst of the Absolute:
Adept Truth Synchronization- (Passive Ability, Analyst of the Absolute) Amounts of Truth element Damage possessor deals are increased by 10,000 points, Truth 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 Truth element Spells, and may not be converted into other types of slots by individuals below Level 100
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
Basic Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to all stats if possessor is Truth element

Architect:
Accurate Tool Use- (Passive Ability, Architect) Possessor gains +1% To Hit when a Tool is equipped
Adept Tool Training- (Passive Ability, Architect) Tool weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Tool Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Tool.
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
Armor-Piercing Implementation- (Technique Ability, Architect) Possessor may use 'Armor-Piercing Implementation’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack pierces 200 Defense.
Arrange Decor- (Technique Ability, Architect) Possessor may use 'Arrange Decor' in conjunction with a 'Build' action so long as no other technique is used and possessor has a Tool equipped. Said action may attach a non-stacking buff to each of its targets that is either willing or (both lower Level than this action's performer and below Level 40) that gives its possessor a base element that is chosen at the time of this buff's application.
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.
Bloody Implementation- (Technique Ability, Architect) Possessor may use 'Bloody 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 +300 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Bleeding'.
Build- (Active Ability, Architect) Possessor may spend an action to conduct an attack that has Mind as its Prime Attribute, that uses Melee Attack bonus, that 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), that only affects Large Structures, that Heals.
Can-Opener- (Technique Ability, Architect) Possessor may use 'Can-Opener' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +100 Melee Attack and inflicts a debuff that provides -100 Defense that stacks 4 times.
Careful Scientific Sample-Drilling- (Passive Ability, Architect) Possessor may use 'Core Sampling' in conjuction with an 'Attack with Finesse' action.
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
Cluster Implementation- (Technique Ability, Architect) Possessor may use 'Cluster 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 +300 Melee Attack, becomes solely Technology element, and gains '15% inflicts Antimatter', deals 1/4 Damage, and gains ‘1 hit against 10’
Code Implementation- (Technique Ability, Architect) Possessor may use 'Code Implementation' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has an Tool equipped. Said attack gains +100 Melee Attack and becomes solely Technology element.
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
Core Sampling- (Technique Ability, Architect) Possessor may use 'Core Sampling' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Tool with 'Drill' in its name equipped. Said action gains +300 Melee Attack, Pierces 500 Defense, and scans its target's stats.
Dangerous Tool Use- (Passive Ability, Architect) Possessor gains +1% Critical when a Tool is equipped
Debilitating Implementation- (Technique Ability, Architect) Possessor may use 'Debilitating 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 Stat Drain.
Deft Implementation- (Technique Ability, Architect) Possessor may use 'Deft 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 +5% To Hit.
Deletion Implementation- (Technique Ability, Architect) Possessor may use 'Impact 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 +200 Melee Attack, becomes solely Technology element, and gains '15% inflicts Antimatter.
Dicing Implementation- (Technique Ability, Architect) Possessor may use 'Impact 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 +200 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded.
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
Dual Tool-Wielding- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has two Tools or a Tool that is a Weaponx2 equipped
Golem-Hunting Implementation- (Technique Ability, Architect) Possessor may use 'Golem-Hunting 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 +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Hard to Disarm With a Tool- (Passive Ability, Architect) Individuals below Level 20 may not unequip or steal possessor's equipped Tools without possessor's permission
Impact Implementation- (Technique Ability, Architect) Possessor may use 'Impact 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 +100 Melee Attack and becomes solely Physical element.
Impact Implementation- (Technique Ability, Architect) Possessor may use 'Impact 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 +100 Melee Attack and becomes solely Physical element.
Implementation Mastery- (Passive Ability, Architect) Technique Abilities from the Architect class whose name includes 'Implementation' 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.
Improved Painful Implementation- (Passive Ability, Architect) Possessor's 'Painful Implementation' technique has its chance of inflicting Pain increased to 30%
Install Zonal Properties- (Technique Ability, Architect) Possessor may use 'Install Zonal Properties' in conjunction with a 'Build' action so long as no other technique is used and possessor has a Tool equipped. Said action may attach a non-stacking buff to each of its targets that is either willing or (both lower Level than this action's performer and below Level 60) that causes its possessor's presence to count as the presence of a Zone of a base element chosen at the time of this buff's application.
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
Large Structure-Bane Implementation- (Technique Ability, Architect) Possessor may use 'Large Structure-Bane 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 +750 Melee Attack against Large Structures and gains +25% Critical against Large Structures.
Large Structure-Hunting Implementation- (Technique Ability, Architect) Possessor may use 'Large Structure-Hunting 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 +200 Melee Attack against Large Structures and gains +5% To Hit against Large Structures.
Machine-Bane Implementation- (Technique Ability, Architect) Possessor may use 'Machine-Bane 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 +750 Melee Attack against Machines and gains +25% Critical against Machines.
Machine-Hunting Implementation- (Technique Ability, Architect) Possessor may use 'Machine-Hunting 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 +200 Melee Attack against Machines and gains +5% To Hit against Machines.
Maiming Implementation- (Technique Ability, Architect) Possessor may use 'Maiming 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 +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded: Maimed'.
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
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
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.
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
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
Reinforce Walls- (Technique Ability, Architect) Possessor may use 'Reinforce Walls' in conjunction with a 'Build' action so long as no other technique is used and possessor has a Tool equipped. Said action gives its targets a buff that stacks 5 times that provides +200 Defense.
Robot-Bane Implementation- (Technique Ability, Architect) Possessor may use 'Robot-Bane 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 +750 Melee Attack against Robots and gains +25% Critical against Robots.
Robot-Hunting Implementation- (Technique Ability, Architect) Possessor may use 'Robot-Hunting 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 +200 Melee Attack against Robots and gains +5% To Hit against Robots.
Tool Wielding I- (Passive Ability, Architect) +5 to all stats when a Tool is equipped
Tool Wielding II- (Passive Ability, Architect) +25 to all stats when a Tool is equipped, +50 Melee Attack when a Tool is equipped
Tool Wielding III- (Passive Ability, Architect) Possessor gains +200 to all stats when a Tool is equipped and +200 Melee Attack when a Tool is equipped
Zero Implementation- (Technique Ability, Architect) Possessor may use 'Lightning 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 +500 Melee Attack, becomes solely Technology element, and gains '30% inflicts Antimatter'.

Artifice:
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 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 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 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 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'
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 10 less MP, XP, and Gold to cast
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:
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 possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Astral Magic spells cost possessor 10 less MP to cast
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
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
Improved Constellation Empowerment: Constitution- (Passive Ability, Astromancer) Non-stacking Constitution 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
Improved Constellation Empowerment: Strength- (Passive Ability, Astromancer) Non-stacking Strength increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect

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
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
Bardic Music Casting I- (Passive Ability, Bard) Bardic Music spells cost possessor 20 less MP to cast
Bardic Music Casting II- (Passive Ability, Bard) Bardic Music spells cost possessor 200 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.
Focused Bardic Music Casting- (Passive Ability, Bard) Bardic Music spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Bardic Music
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
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:
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
Can Speak to Frogs- (Passive Ability, Beastmaster) Possessor's Animal and Aquatic allies whose name includes 'Frog', 'Toad', or 'Tadpole' gain +200 MIN, to a max of 300,000 MIN

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
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Expert Fire Synchronization- (Passive Ability, Blazing Sultan) Fire element Damage dealt to possessor (not including healing) is halved, Fire 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 Fire element accessories, and may not be converted into other types of slot by individuals below Level 100
Unified Knowledge of Fire and Suns- (Passive Ability, Blazing Sultan) Possessor may count Blazing Sultan abilities possessor possesses as Sun Duke abilities (including for prerequisite purposes), Possessor may count Sun Duke abilities possessor possesses as Blazing Sultan abilities (including for prerequisite purposes)

Blessing:
Access Higher Self (Nole)- (Active Ability, Blessing)- Possessor may spend an action on 5 consecutive rounds during which possessor must have been a valid target for at least one possible enemy action to transform into Nole's Higher Self (Level 20 Version), removing all allies from battle upon doing so, Possessor may do so a max of once per thread, If Nole's Higher Self (Level 20 Version) is defeated, killed, detransformed from, or somehow removed from the thread, then all allies removed with this ability return to battle, Possessor automatically de-transforms from Nole's Higher Self (Level 20 Version) between battles, Any guild that possessor is a member of gains access to 1 copy of Nole's Higher Self (Level 20 Version) as a boss for its guild-run dungeons
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.
Nonbase Element Affinity- (Passive Ability, Blessing) Possessor's base stats increase by 1 if possessor is solely nonbase elements

Botanist:
Adept Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Plant summon, Possessor's unmodified stats increase by 200 points if possessor is an Plant
Advanced Plant Loyalty Communing- (Passive Ability, Botanist) Possessor's Plant pets and summons gain 60% Charm Resistance
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
Augment Photosynthesis- (Passive Ability, Botanist) Whenever possessor's Plant pets or summons regenerate HP or MP, they regenerate an additional 5,000 points
Aura of Reblossoming- (Stance Ability, Botanist) While possessor is in this stance, possessor's Plant pets and summons regenerate 50,000 HP at the start of each round
Automatic Plant Weakness Exploitation- (Passive Ability, Botanist) Possessor may treat the weaknesses of Plants below Level 20 as though they were double their normal values as an effect that does not stack with other effects that multiply weaknesses
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
Basic Plant Loyalty Communing- (Passive Ability, Botanist) Possessor's Plant pets and summons gain 20% Charm Resistance
Black Lotus Essence- (Passive Ability, Botanist) Possessor gains '100% inflicts Poison' while possessor is a Plant, Possessor gains +50,000 MP while possessor is a Plant
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
Cactus Spines- (Passive Ability, Botanist) If possessor is a Plant, possessor may deal 5,000 Flat Physical element Damage to any individual who conducts an offensive action targetting possessor at the end of each such action
Defensive Plant Communing I- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 Defense
Defensive Plant Communing II- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +250 Defense
Diminutive Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +800 AGI, +1% Dodge, -800 STR, and -800 CON
Evergardener- (Passive Ability, Botanist) Possessor's Plant pets obtain +50,000 to all stats if possessor is Level 40 or greater
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.
Familiarity with Cross-Habitat Plant Survival-Assurance Techniques- (Passive Ability, Botanist) If one of possessor's Plant pets or summons, as a part of its own abilities, gains positive effects from the terrain or phantom terrain being set to particular type of terrain or phantom terrain that has an associated square mile in stock in the Shop, possessor may choose to replace said terrain or phantom terrain with a different terrain or phantom terrain that has an associated square mile for sale in the Shop, with said selection being able to be made at the start of any round or at the start of any of possessor's actions.
Familiarity with Photosynthesis- (Passive Ability, Botanist) Whenever one of possessor's Plant pets or summons would regenerate HP or MP, it regenerates 50 points more.
Fine Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +2,000 AGI, +2% Dodge, -2,000 STR, and -2,000 CON.
Fortifying Nectar- (Passive Ability, Botanist) If possessor is a Plant, whenever possessor is targetted by an action that buffs possessor, possessor may choose to give said source a non-stacking buff that provides +6,000 HP and obtain a 30% chance of inflicting Stat Boost: CON Boost on said source.
Greater Mandrake Scream- (Passive Ability, Botanist) Possessor's 'Mandrake Scream' actions may gain '5% inflicts Instant Death'.
Hawthorne Toxin- (Passive Ability, Botanist) Instances of Poison that possessor inflicts while possessor is a Plant deal 50,000 additional Damage.
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
Little Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Mandrake Scream- (Active Ability, Botanist) If possessor is a Plant, possessor may spend an action to have a 100% chance of inflicting Paralyzed on up to 2,000 targets.
Minute Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +1,600 AGI, +2% Dodge, -1,600 STR, and -1,600 CON
Offensive Plant Communing I- (Passive Ability, Botanist) Possessor's Plant pets and summons have the Damage values of their abilities increased by 50 points
Offensive Plant Communing II- (Passive Ability, Botanist) Possessor's Plant pets and summons have the Damage values of their abilities increased by 500 points
Plant Calling I- (Passive Ability, Botanist) Possessor's Plant summons gain +20 to all stats
Plant Calling II- (Passive Ability, Botanist) Possessor's Plant summons gain +200 HP
Plant Calling III- (Passive Ability, Botanist) Possessor's Plant summons gain +500 MP
Plant Calling IV- (Passive Ability, Botanist) Possessor's Plant summons gain +2,000 HP and +4,000 MP
Plant Calling V- (Passive Ability, Botanist) Possessor's Plant summons may not be unsummoned by sources below Level 5
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
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
Plant Traits- (Passive Ability, Botanist) If Possessor is a Plant, Possessor's HP is multiplied by 1.5 as an effect that does not stack with other HP multiplying effects, Possessor's AGI is multiplied by .75, and Possessor gains immunity to Impaired. 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.
Produces Nectar- (Passive Ability, Botanist) If possessor is a Plant, whenever possessor is targetted by an action that buffs possessor, possessor may choose to heal the source of said buffing for 500 points of Flat Earth element HP Healing.
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
Small Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Small-Yet-Mighty Plant- (Passive Ability, Botanist) Possessor's 'Small Plant', 'Little Plant', 'Tiny Plant', 'Diminutive Plant', 'Minute Plant', and 'Fine Plant' abilites do not give possessor an Strength or Constitution penalty.
Speed-Focused Plant Communing I- (Passive Ability, Botanist) Possessor's Plant pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Plant Communing II- (Passive Ability, Botanist) Possessor's Plant pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Tiny Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
Understands Basic Plant Augmentation Treatments- (Passive ABility, Botanist) Possessor's Plant pets and summons gain +50 to all stats

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
Charming Deal- (Technique Ability, Dominator) Possessor may use 'Charming 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 Charm.
Deft Deal- (Technique Ability, Card Mystic) Possessor may use 'Deft 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 +5% To Hit.
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.
Solar Being-Hunting Deal- (Technique Ability, Card Mystic) Possessor may use 'Solar Being-Hunting 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 +200 Magical Attack and +200 Ranged Attack against Solar Beings and gains +5% To Hit against Solar Beings.

Channeler:
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 Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
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 Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
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
Channeling Casting I- (Passive Ability, Channeler) Channeling spells cost possessor 20 less MP to cast
Channeling Casting II- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
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
Focused Channeling Casting- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Channeling
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 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

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
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
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 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

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- (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
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
'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
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
♢Mind of the Demon General- (Passive Ability, Commander) Once per round, when an entity below possessor's Level with lower MIN than possessor would counter one of possessor's actions, including preemptively, possessor may gain an additional action to make a preemptive counter to said counter
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
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast

Controller:
♢Great Healing Force- (Technique Ability, Controller) Possessor may use 'Great Healing Force' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor has a Force equipped. Said action gains +(100* Possessor Level) Magical Attack and 'Heals'.
♢Holy Power Externalized- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level * (5 - the number of negative status effects possessor is afflicted with, minimum 0)) Magical Attack while wielding a Force, Possessor's 'Melee Attack', 'Magical Attack', and 'Ranged Attack' actions may count as including the casting of an additional Divine Magic spell if possessor has a Force equipped

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

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
Sexy- (Passive Ability, Diplomat) Possessor's actions may gain 15% inflicts Charm
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
Snappy Dresser- (Passive Ability, Diplomat) +50 Defense 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 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
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
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
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
Dungeon Sonar- (Passive Ability, Diviner) If in a Random Dungeon, possessor may, up to once per room, decide to know the contents of the next room provided no Enemy listed on an encounter table for the zone of that random dungeon that possessor is in is of greater Level than possessor or greater than Level 60
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
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
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
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
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:
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 Geomantic Druidic Arts- (Passive Ability, Druid) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
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
Gardener- (Passive Ability, Druid) Possessor's Plant allies gain +200 to all stats as a non-stacking bonus
Grass-Growing Footsteps- (Passive Ability, Druid) Whenever possessor performs a Switch Rows action, possessor's Plant allies are healed for 5,000 points of Earth-element HP Healing
Hear the Voices of the Forest- (Passive Ability, Druid) +2% Dodge and +2% to Hit if the terrain or phantom terrain is some sort of Forest, Jungle, or Rainforest
Improve Sap Stickiness- (Passive Ability, Druid) Possessor's Druid Magic spells and Plant allies have their Paralyzed: Sticky infliction chances increased by 15%
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 itsel

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

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
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
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
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
Good at Cleaning- (Passive Ability, Enchanter) Possessor regenerates 15 MP whenever possessor removes a debuff from a source below Level 20 from an ally
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: 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: 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: Water- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Water to a spell instead of Magic

Eternal Champion:
Absorb Hope- (Passive Ability, Eternal Champion) Possessor Absorbs Hope against sources below Level 20 if Level 20 or greater
Adept Hope Synchronization- (Passive Ability, Eternal Champion) Amounts of Hope element Damage possessor deals are increased by 10,000 points, Hope 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 Hope element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Hope- (Passive Ability, Eternal Champion) Whenever possessor obtains Hope element HP Healing or MP Healing, said amount is increased by 1,000 points
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 Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +500 Defense against Hope
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 Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +100 to all stats
Apprentice Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +500 to all stats while in a Zone of Hope
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 Affinity to Healing Via Hope- (Passive Ability, Eternal Champion) Whenever possessor obtains Hope element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +50 to all stats
Basic Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +50 Defense against Hope
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Basic Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +10 to all stats
Basic Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats while in a Zone of Hope
Call Forth the Living Hope- (Active Ability, Eternal Champion) Possessor may spend an action to summon 5 Elementals that are Hope element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
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
Defenses that Utilize Hope- (Passive Ability, Eternal Champion) Possessor gains +500 Defense if possessor has any Hope-element items equipped that provide a Defense bonus
Detect Hope- (Passive Ability, Eternal Champion) Possessor gains +1% To Hit against Hope element targets
Emanate Hope- (Passive Ability, Eternal Champion) Whenever possessor absorbs Damage that is Hope element Damage, Possessor may choose to deal 10,000 Flat Hope element Damage to up to 10 targets
Empowered By Hope- (Passive Ability, Eternal Champion) If possessor is Hope 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 Hope
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
Expert Hope Synchronization- (Passive Ability, Eternal Champion) Hope element Damage dealt to possessor (not including healing) is halved, Hope 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 Hope element accessories, and may not be converted into other types of slot by individuals below Level 100
Hope Immunity- (Passive Ability, Eternal Champion) Possessor gains Hope Immunity against sources below Level 20 if Level 20 or greater
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 Affinity to Healing Via Hope- (Passive Ability, Eternal Champion) Whenever possessor obtains Hope element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope 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 Hope- (Passive Ability, Eternal Champion) Possessor gains +5,000 Defense against Hope
Improved Hope Elemental Emanation- (Passive Ability, Eternal Champion) Possessor's 'Call Forth the Living Hope' ability may summon entities up to Level 20
Improved Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 10% Hope Resistance
Improved Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +250 to all stats
Improved Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +1,000 to all stats while in a Zone of Hope
Improved Zonal Hope Empowerment- (Passive Ability, Eternal Champion) Possessor gains +500 to all stats while in a Zone of Hope, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Hope
Nourish Hope- (Passive Ability, Eternal Champion) Whenever possessor deals HP or MP healing to an Hope element individual, possessor deals 300 additional points
Nourished By Hope- (Passive Ability, Eternal Champion) If possessor is Hope element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Hope
Nullify Hope- (Passive Ability, Eternal Champion) Possessor may remove the element Hope from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Hope-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Hope-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Hope 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 Hope- (Passive Ability, Eternal Champion) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Partially Unfettered by the Bonds of Hope- (Passive Ability, Eternal Champion) Possessor gains 5% Overwhelmed Resistance
Predict the Flow of Hope- (Passive Ability, Eternal Champion) Possessor gains +5% Dodge against Hope element individuals
Ratified Knowledge of the Firmament, As Viewed Through the Lens of Hope- (Passive Ability, Eternal Champion) Possessor may treat Hope as a base element
Reconsume Hope Elemental Spawn- (Passive Ability, Eternal Champion) Possessor may, at the start of any round, unsummon one of possessor's Hope element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Reflect Hope- (Passive Ability, Eternal Champion) Possessor Reflects Hope against sources below Level 20 if Level 20 or greater
Soothing Hope Emanation- (Passive Ability, Eternal Champion) Whenever possessor absorbs Damage that is Hope element Damage, Possessor may choose to deal 10,000 Flat Hope element HP Healing to up to 10 targets that are Hope element
Unified Knowledge of Light and Hope- (Passive Ability, Eternal Champion) Possessor may count Eternal Champion abilities possessor possesses as Radiant Hierophant abilities (including for prerequisite purposes), Possessor may count Radiant Hierophant abilities possessor possesses as Eternal Champion abilities (including for prerequisite purposes)
Zonal Hope Control- (Passive Ability, Eternal Champion) Possessor may, at the start of each round, choose one Zone of Hope 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


Geomancer:
Accustomed to Cold- (Passive Ability, Geomancer) 1% Ice Resistance
Accustomed to Heat- (Passive Ability, Geomancer) 1% Fire Resistance
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: Bubble Cosmos - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Bubble Cosmos
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: Concordant City - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Concordant City
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: 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: Domain of Elemental Air - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Domain of Elemental Air
Attuned to Terrain: Domain of Elemental Earth - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Domain of Elemental Earth
Attuned to Terrain: Domain of Elemental Water - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Domain of Elemental Water
Attuned to Terrain: Domain of Void - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Domain of Void
Attuned to Terrain: Elysian Wilds - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Elysian Wilds
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: Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Forest
Attuned to Terrain: Heavenly Fields - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Heavenly Fields
Attuned to Terrain: Imperial Heavens - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Imperial Heavens
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: 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: Silent Hallways - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Silent Hallways
Attuned to Terrain: Spirit Realm - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Spirit Realm
Attuned to Terrain: Storehouse of Wonders - (Passive Ability, Geomancer) Possessor gains +10,000 to all stats if the terrain or phantom terrain is Storehouse of Wonders
Attuned to Terrain: Sunforge - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Sunforge
Attuned to Terrain: World Tree - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is World Tree
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 Plains - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Open Plains
Attuned to Terrain: Swamp - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Swamp
Attuned to Terrain: Tropical Island - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Tropical Island
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
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 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
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
Geomancy Casting I- (Passive Ability, Geomancer) Geomancy spells cost possessor 20 less MP to cast
Geomancy Casting II- (Passive Ability, Geomancer) Geomancy spells cost possessor 200 less MP to cast
Improved Terrain Attunement: Desert: Cloaked in Mirage- (Passive Ability, Geomancer) Possessor gains 30% Dodge if the terrain or phantom terrain is Desert
Improved Terrain Attunement: Mountains: Strength of the Mountains- (Passive Ability, Geomancer) Possessor gains +400 STR and +200 CON, if the terrain or phantom terrain is Mountains
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: Alien Domain- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Alien Domain
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: Bubble Cosmos- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Bubble Cosmos
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: Concordant City- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Concordant City
Phantom Terrain Link Established: Cosmic Junkyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cosmic Junkyard
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: Crystal Isles- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Crystal Isles
Phantom Terrain Link Established: Dark Realm- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dark Realm
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: Domain of Balance- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Balance
Phantom Terrain Link Established: Domain of Elemental Air- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Elemental Air
Phantom Terrain Link Established: Domain of Elemental Earth- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Elemental Earth
Phantom Terrain Link Established: Domain of Elemental Fire- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Elemental Fire
Phantom Terrain Link Established: Domain of Elemental Water- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Elemental Water
Phantom Terrain Link Established: Domain of Void Cages- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Void Cages
Phantom Terrain Link Established: Dreamland- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dreamland
Phantom Terrain Link Established: Elysian Wilds- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Elysian Wilds
Phantom Terrain Link Established: Endless Desert- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Endless Desert
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: Faerie Kingdom- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Faerie Kingdom
Phantom Terrain Link Established: Fell City- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Fell City
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: Gear Cosmos- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Gearwork Cosmos
Phantom Terrain Link Established: Grid Domain- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Grid Domain
Phantom Terrain Link Established: Heavenly Fields- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Heavenly Fields
Phantom Terrain Link Established: Hellscape- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Hellscape
Phantom Terrain Link Established: Hive-Realm- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Hive-Realm
Phantom Terrain Link Established: Imperial Heavens- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Imperial Heavens
Phantom Terrain Link Established: Land of the Dead- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Land of the Dead
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: Land of Seasons- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Land of Seasons
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: Mindscape- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mindscape
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: 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 Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Open Plains
Phantom Terrain Link Established: Plane of Living Flesh- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Plane of Living Flesh
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: Shadow Kingdom- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Shadow KIngdom
Phantom Terrain Link Established: Silent Hallways- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Silent Hallways
Phantom Terrain Link Established: Spirit Realm- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Spirit Realm
Phantom Terrain Link Established: Storehouse of Wonders- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Storehouse of Wonders
Phantom Terrain Link Established: Sunforge- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Sunforge
Phantom Terrain Link Established: Swamp- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Swamp
Phantom Terrain Link Established: Tropical Island- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Tropical Island
Phantom Terrain Link Established: Twisting Nightmare- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Twisting Nightmare
Phantom Terrain Link Established: Untamed Wilds- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Untamed Wilds
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
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.

General:
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons gain +20 to all stats
Human Traits- (Passive Ability, General) Possessor gains +1 to all stats so long as possessor is a Human

Gunner:
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.
Dual Gun-Wielding- (Passive Ability, Gunner) Possessor gains +50 Ranged Attack if possessor has two Guns or a Gun that is a Weaponx2 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
Quick Draw- (Passive Ability, Gunner) This character gains 30 AGI on the first round of combat for each Gun equipped
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.
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
Shoot Their Eye Out!- (Technique Ability, Gunner) Possessor may use 'Shoot Their Eye Out!' in conjunction with a 'Ranged Attack' action or 'Snipe' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +50 Ranged Attack and '30% inflicts Impaired: Blind'.
Sniping Shot- (Technique Ability, Gunner) Possessor may use 'Sniping Shot' in conjunction with a 'Ranged Attack' action or 'Snipe' action, so long as no other technique is used, possessor is in the back row, and possessor has a Gun equipped. Said attack gains +100 Ranged Attack and +5% To Hit.

Healer:
Adept Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 10,000 less MP to cast, Helaer 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 Healer Magic Spells, and may not be converted into other types of slots by individuals below Level 100
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
Assemble A Medical Team- (Passive Ability, Healer) Once per thread when possessor gains an action from possessor's 'Emergency Healing Procedure' ability, possessor may choose any number of willing allies who possess the ability 'Healer' or the ability 'Doctor' and give each of them an action after said action that may only be used to perform a non-offensive action that targets only individuals who were targeted by said action
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 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 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 Treat Ruin Syndrome- (Passive Ability, Doctor) Whenever possessor would kill an Agony element individual that is not 20 or more Levels greater than possessor, possessor may instead leave it at 1 HP, remove all of its Agony-element abilities, and change its element to Life.
Diagnosis Master- (Passive Ability, Healer) Possessor is aware of the full text of all debuffs on individauls in the same battle as possessor that come from sources below Level 80 who are not 20 or more Levels greater than possessor
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.
Doctor Nole's Custom Treatment- (Technique Ability, Healer) Possessor may use 'Doctor Nole's Custom Treatment' as part of a non-offensive 'Magical Attack' or 'Attack with Finesse' action that involves possessor casting a Healer Magic spell. Said action heals an additional 250,000 HP if it would otherwise heal HP and cures any one debuff from a source below Level 80 than is not 20 or more Levels greater than said action's performer.
Emergency Healing Procedure- (Passive Ability, Healer) Once per thread when possessor acquires a buff from possessor's 'Sound a Critical Medical Alert' ability, possessor may choose to immediately gain an action that may only be used to perform a non-offensive action that targets only individuals who said buff would naturally boost possessor's HP Healing towards
♢Establish Field of Resurrective Light- (Active Ability, Healer) Possessor may spend an action to attach an effect to a Zone of Light that does not stack across zones or on the same Zone that resurrects an individual who died while in said Zone due to a source of lower Level than said effect's creator at the start of each round
Exorcismal Surgery- (Technique Ability, Healer) Possessor may use 'Exorcismal Surgery' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action that is non-offensive or that targets an individual who is considered a transformation due to an action involving an ability named 'Possess' or Constant Effect named 'Auto-Possess' so long as said action does not involve any other technique, so long as possessor possesses the ability Doctor, and so long as possessor has a Void or Light element Sword or Knife equipped. Said action de-transforms any instance of transformation present on its target coming from an ability named 'Possess' or Constant Effect named 'Auto-Possess' that comes from a source below Level 80 that is not 20 or more Levels greater than said action's caster. Said action also unmarks its target as being Haunted providing said marking comes from a source that is either below Level 80 and 20 Levels below said action's caster.
Extended Critical Medical Alert- (Passive Ability, Healer) Buffs created by possessor's 'Sound a Critical Medical Alert' ability last until the end of battle
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
Improved Stat Damage Healing- (Passive Ability, Healer) Whenever possessor would Heal Stat Damage, possessor heals an additional 50 points of each type
Paramedic Stance- (Stance Ability, Healer) Possessor may, whenever an ally is affected by an offensive action but not killed by it, immediately heal said individual for (500 x possessor level (to a max of level 80)) HP, this is done at a cost of 1% of possessor's max MP each time possessor uses this ability, Possessor gains +500 AGI for turn-order-determining purposes if AGI is one of possessor's turn-order-determining stats while an ally is injured.
Plague Cure- (Technique Ability, Doctor) Possessor may use 'Plague Cure' in conjunction with a 'Magical Attack' action that is non-offensive so long as no other technique is used, so long as possessor is Level 40 or greater, and so long as possessor casts a Healer Magic spell as part of said action. Said action gains '5% cures Plague'.
Reality Surgery- (Technique Ability, Healer) Possessor may use 'Reality Surgery' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as possessor possesses the ability Doctor and has a Void element Sword or Knife equipped. Said action gains +3,500 Melee Attack and '15% inflicts Vanished'
Restorative Stance- (Stance 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 while possessor is in this stance, Possessor may not take offensive actions while in this stance
Salvation-Preserving Resurrection Warding- (Passive Ability, Healer) Once per thread, when possessor resurrects an individual, possessor may choose to place a buff on said individual that makes said individual unable to take Damage, obtain debuffs, or obtain negative status effects from sources of equal Level to or lower Level than possessor
Sound a Critical Medical Alert- (Passive Ability, Healer) Once per round when one of possessor's allies is reduced to below 15% of its Max HP, has more than 50% of its non-Stat-Damage-counting value of any stat worth of Stat Damage in said stat, is afflicted with a major negative status effect, or is afflicted with a debuff from an equal or higher Level source, possessor may choose to obtain a buff that lasts until the end of the round, does not stack, raises the Level of sources of debuffs that can be removed with debuff-removing effects that are restricted in the Level of source they can effect debuffs from that possessor targets said individual with by 1 Level, to a Max of Level 80, raises the Level of sources of status effects that can be removed with status effects-removing effects that are restricted in the Level of source they can effect debuffs from that possessor targets said individual with by 1 Level, to a Max of Level 80, Increases the amount of HP Healing possessor deals to said individual by 50,000 points, and increases the amount of stat point healing possessor deals to said individual by 500 points
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 Great Healer- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +(100 * Possessor Level) additional Magical Attack, non-unique individuals below possessor's Level who are below Level 100 cannot cause Damage to be counted as unhealable by possessor
Treat Element-Melting- (Technique Ability, Healer) Possessor may use 'Treat Element-Melting' in conjunction with a 'Heal', 'Treat', 'Magical Attack', or 'Melee Attack' action that involves possessor casting a Healer Magic spell, is not offensive, and does not involve any other technique. Said action may change its target's element from 'Melted' to any one base element and may change the element of any of said target's items from 'Melted' to any one base element
Triage Stance- (Stance Ability, Doctor) While in this stance, possessor is aware of how much Damage is present on each of possessor's allies, even if possessor would normally be denied said information.

Heavenly Protector:
♢And the Glorious Vastness Between- (Passive Ability, Heavenly Protector) If possessor is an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, and an entity moves from one battlespace to another in a battle that contains possessor, possessor may deal (Possessor's Level * 10,000) Flat Astral & Good element HP Damage or HP Healing to said entity immediately after it does so
Builder of Heavens- (Passive Ability, Heavenly Protector) Celestials, Angels, Devas, Arch-Celestials, Arch-Angels, Arch-Devas, and Holy Ones that possessor summons through effects attached to Zones, Terrains, or Phantom Terrains have their stats increased by 80,000 points and gain +800,000 HP as a non-stacking buff that is placed upon them at the time of their summoning
♢Heaven Fractal Mind-Defenses- (Passive Ability, Heavenly Protector) If possessor is an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, possessor gains 5,000 Defense against MIN Damage and may deal 500 Flat Light or Psychic or Spatial element MIN Damage to and/or inflict Confusion on any entity that attempts to deal it MIN Damage (to a max of 20 times per entity per round)
♢Heaven-Light Fractal-Tendrils- (Passive Ability, Heavenly Protector) If possessor is an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, at the start of each round and at least one Empowered Constellation is present, possessor obtains a buff that stacks 8 times that causes its possessor to count as having an additional Light & Hope & Energy element Whip equipped that provides +(100 * Possessor Level) Melee Attack and Magical Attack and allows its possessor's 'Melee Attack' actions to use Spirit or Mind as their Prime Attribute. At the start of each round, each such buff that was not obtained on said round generates a buff that stacks 200 times per buff that it is on and 1,600 times overall and places it on itself, with said secondary buff increasing the quantity of Melee Attack and Magical Attack bonus points that the buff it is attached to provides by 100 points and that provides +100 MIN.
♢Foul Worlds Crumbling Away- (Passive Ability, Heavenly Protector) This ability possesses no effect if its possessor is not an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, At the start of each round, possessor may destroy a Zone, Terrain, or Phantom Terrain created by a lower-Level source and, if said destruction was successful, create a Zone of Light or Air or Hope
♢Mind of the Alien Heaven- (Passive Ability, Heavenly Protector) If possessor is an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, Demons, Devils, Daemons, Darkspawn, Outer Terrors, and Forbidden Magic sources that are not 20 or more Levels greater than possessor cannot inflict Confusion or Insanity on possessor.
♢The Unfolding Sky of Heaven- (Passive Ability, Heavenly Protector) This ability possesses no effect if its possessor is not an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, Possessor gains + (10,000 * Possessor Level) HP, Possessor's presence counts as the presence of an additional Empowered Constellation that possessor created (that does not count against the total number of Empowered Constellations that possessor may create), Possessor creates a Zone of Light or Air or Hope at the start of each round, Individuals who target possessor with attacks have a (Possessor Level * 3)% chance of being afflicted with Confusion if they are not Angels, Celestials, Devas, Fantasmics, Aisurii, or Holy Ones

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 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
Basic Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element damage dealt by possessor are increased by 50 points
Defenses that Utilize Technology- (Passive Ability, Heir to the Future) Possessor gains +500 Defense if possessor has any Technology-element items equipped that provide a Defense bonus
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
Partial Channeling of the Wrath of Technology- (Passive Ability, Heir to the Future) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Antimatter
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

Hero:
Basic Good Synchronization of a Greater Era- (Passive Ability, Other: Hero) Possessor gains +125 to all stats if possessor is Good element. This ability counts as 'Basic Good Synchronization' for prerequisite purposes.
Holy Good- (Passive Ability, Other: Hero) Possessor may choose for entities, including itself, to treat Good as a T3 element.

Jeweler:
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
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
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

Kensei:
Adept Sword Arts Attunement- (Passive Ability, Kensei) Sword Arts spells cost possessor 10,000 less MP to cast, Sword Arts spells cast by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Sword Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Sword Arts Attunement- (Passive Ability, Kensei) Possessor gains +500 Melee Attack if possessor has a Sword equipped, Sword Arts spells cost possessor 50 less MP to cast, Sword Arts spells that possess a Magical Attack or Melee Attack bonus have said bonus increased by +50 when cast by possessor
Attuned to the Spirit of One's Weapon- (Passive Ability, Kensei) Possessor gains +60 SPI and 105% To Hit while possessor has a Sword equipped
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Can Tap Into a Blade's Power- (Passive Ability, Kensei) Possessor's Sword Arts spells have their MP cost reduced by X MP for possessor, where X = (The cost of wielder's most expensive equipped Sword / 100, to a max of 15,000 less MP)
Focused Sword Arts Casting- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Sword Arts
Infuse Blade- (Active Ability, Kensei) Possessor may spend an action to make any one Sword equipped by possessor solely possessor's elements.
Infuse Blade- (Active Ability, Kensei) Possessor may spend an action to make any one Sword equipped by possessor solely possessor's elements.
Kensei- (Passive Ability, Kensei) All Sword Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Sword Arts spells cost possessor (250 * Possessor Level) less MP to cast
Magic Fire Within the Soul- (Technique Ability, Kensei) Possessor gains +200 uncapped SPI. Possessor may use 'Soulflame Blast' in conjunction with a 'Magical Attack' or 'Overdrive' actions with the same conditionals on its use as would otherwise usually be present. Actions involving it may incorporate the Melee Attack bonuses of its performer's Fire, Light, Hope, and Darkness element Swords as though they were equivalent Magical Attack bonuses.
Mana Blade- (Active Ability, Kensei) Possessor may spend an action to obtain a buff that provides +20 Damage for every 'Melee Attack' action possessor makes that deals damage until end of battle, with said buff stacking 200 times, This ability costs mana equal to its user's max mana, this ability is only usable if possessor has a Sword equipped
Meditation of the Magic Blade- (Technique Ability, Kensei) Possessor may use 'Meditation of the Magic Blade' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that adds the Melee Attack bonus of any one of possessor's equipped Swords, to a max of 10,000 points, to possessor's next 'Magical Attack' action that includes a Sword Arts spell as a Magical Attack bonus, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Fury- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Fury' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action deals an amount of Flat Fire element HP Healing to its user equal to the 10 times the Melee Attack bonus of one of its user's equipped Swords, to a max of 10,000,000 points, also placing a non-stacking buff on its user that provides +1,000 Melee Attack, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Thirst- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Thirst' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action moves its user to the front row, also placing a non-stacking buff on its user that provides its user's next 'Melee Attack' action with +1,000 Melee Attack and 'deals HP Drain', with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Unbroken Sword- (Technique Ability, Kensei) Possessor may use 'Meditation of the Unbroken Sword' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that prevents individuals who are not 10 or more Levels greater than its possessor from destroying its possessor's equipped Swords, with said buff vanishing if its possessor does not have a Sword equipped.
Practiced Cutting Flies in Half- (Passive Ability, Kensei) Possessor gains +2% To Hit against Insects while wielding a Sword
Practiced Cutting Horses in Half- (Passive Ability, Kensei) Possessor gains +2% Critical against Animals and Steeds while wielding a Sword
Ready Blade- (Technique Ability, Kensei) Possessor may use 'Ready Blade' in conjunction with a 'Rest' or 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that provides +1,000 Melee Attack to possessor's next 'Melee Attack' action that includes a Sword Arts spell, with said buff vanishing if its possessor does not have a Sword equipped.
Soulflame Blast- (Technique Ability, Kensei) Possessor may use 'Soulflame Blast' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped. Said action uses Spirit as its Prime Attribute and incorporates the Melee Attack bonuses of its performer's Fire, Light, Hope, and Darkness element Swords as though they were equivalent Ranged Attack bonuses.
Soulflame Strikes- (Passive Ability, Kensei) Possessor gains +5% Critical (to a max of 200%) for 'Melee Attack' actions and +10% Critical (to a max of 200%) for 'Melee Overdrive' actions if possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped
Sword Arts Casting I- (Passive Ability, Kensei) Sword Arts spells cost possessor 20 less MP to cast
Sword Arts Casting II- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast
Time-Split Cut- (Technique Ability, Kensei) Possessor may use 'Time-Split Cut' in conjunction with a 'Melee Attack' action if possessor has a Sword equipped, a Sword Arts spell is cast as part of said action, and no other technique is used. Said action is delayed one round.
Unified Knowledge of Swordsmanship and Sword Arts- (Passive Ability, Kensei) Possessor may count Swordsman abilities possessor possesses as Kensei abilities (including for prerequisite purposes), Possessor may count Kensei abilities possessor possesses as Swordsman abilities (including for prerequisite purposes)
Weapon of the Blademagus- (Active Ability, Kensei) Possessor may spend an action to exchange 20 points of Melee Attack bonus on a single Sword that character is wielding for 10 points of Magical Attack bonus, with said change being a buff on said weapon that stacks 200 times

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
Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Basic Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 1% Physical Resistance
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats while in a Zone of Physical

Lawbringer:
Apocalypse of the Plague Rats- (Technique Ability, Lawbringer) Possessor may use 'Apocalypse of the Plague Rats' in conjunction with an 'Overdrive' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a unique Mace weapon called '*Caduceus of the Rat King' as part of said action. Said action gains +300,000 Melee Attack, gains +300,000 Magical Attack, has its chances of inflicting Plague increased by 50%, gains 2 hits against 1,000,000, and counts as involving 2,000,000 Animals.
Unsealed Overcrash: Origin of Decay- (Technique Ability, Lawbringer) Possessor may use 'Unsealed Overcrash: Origin of Decay' in conjunction with a 'Melee Overdrive', 'Overdrive', or 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other technique or overcrash is being used, and possessor has a unique Mace weapon called '*Caduceus of the Rat King' equipped. Said action gains +300,000 Melee Attack, gains +300,000 Magical Attack, may become solely Devastation or Toxin element, and inflicts an instance of Plague that cannot be cured by entities below Level 99 that are below its performer's Level (with this modification be replicated by said status effect's self-infliction). Said action sets its user's MP to 0 for the remainder of the thread.

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.
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Ioun Stone Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Ioun Stone possessor has equipped
Mad Plumber- (Passive Ability, Magewright) Possessor's chances of inflicting Drowning increase by 5%
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
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

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
Competitive Gamer- (Passive Ability, Monk) Possessor gains +250 AGI and +250 MIN
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
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

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
Disease-Neutralizing Touch- (Passive Ability, Paladin) 15% Disease Resistance, Possessor's Lay on Hands ability cures Disease
Freeing Touch- (Passive Ability, Paladin) 15% Paralysis Resistance, Possessor's Lay on Hands ability cures Paralysis
Healing Touch- (Passive Ability, Paladin) 15% Impaired Resistance, Possessor's Lay on Hands ability cures Impaired and 1,000 additional HP
Holy Sword- (Passive Ability, Paladin) Possessor gains +50 Melee Attack with Light element Weapons against Demons, Daemons, and Devils, Possessor gains -200 Melee Attack with all weapons against Angels, Devas, Celestials, and Holy Ones
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- (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
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
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
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
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
Righteous Savior- (Passive Ability, Paladin) Possessor gains +30,000 uncapped SPI, Possessor gains +2,000,000 HP and +2,000,000 MP as a non-stacking bonus, Possessor's Demon, Devil, Daemon, Arch-Demon, Arch-Devil, Arch-Daemon, Fiend, Darkspawn, Outer Terror, and Undead opponents that are below Level 99 and possess a lower SPI than possessor may not prevent possessor from resurrecting entities

Prophet of the Brightest Heavens:
Adept Prophet of the Brightest Heavens Knowledge- (Passive Ability, Prophet of the Brightest Heavens) Possessor's Holy One pets and summons gain +20,000 to all stats, Possessor gains an additional summon slot that may only contain an Holy One summon, Possessor's unmodified stats increase by 2,000 points if possessor is an Holy One
Apprentice Prophet of the Brightest Heavens Knowledge- (Passive Ability, Prophet of the Brightest Heavens) Possessor's Holy One pets and summons gain +5,000 HP, +5,000 MP, +1,000 to damage dealt, and +500 to all stats
Assumption of the Essence of the Holy One- (Passive Ability, Prophet of the Brightest Heavens) Possessor may, at the beginning of a thread, choose to become the subtype Holy One
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
Formshift: Holy One- (Stance Ability, Prophet of the Brightest Heavens) Possessor's subtype becomes Holy One
Legacy Holy One Traits- (Passive Ability, Other: Prophet of the Brightest Heavens) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to one third 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 one third level, then possessor's HP is multiplied by 3, possessor's MP is multiplied by 3, possessor's STR is multiplied by 3, possessor's AGI is multiplied by 3, possessor's CON is multiplied by 3, possessor's MIN is multiplied by 3, possessor's SPI is multiplied by 3, possessor's Defense is multiplied by 3, possessor's Critical Chance is multiplied by 3, possessor's Dodge is multiplied by 3, possessor's (To Hit - 100, Minimum 100) is multiplied by 3, possessor's Resilience is multiplied by 3, possessor's attack bonuses are multiplied by 3, and possessor's listed Damage values are multiplied by 3, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. This ability only takes effect if possessor is an Holy One. 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.
Holy One Traits- (Passive Ability, Prophet of the Brightest Heavens) If possessor is a Holy One, then possessor's HP is multiplied by 3 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 3 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 3 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 3 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's SPI is multiplied by 3 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 3 as an effect that does not stack with other Defense multiplying effects, possessor's Critical Chance is multiplied by 3 as an effect that does not stack with other Critical Chance multiplying effects, possessor's Dodge is multiplied by 3 as an effect that does not stack with other Dodge multiplying effects, possessor's (To Hit - 100, Minimum 100) is multiplied by 3 as an effect that does not stack with other To Hit multiplying effects, possessor's Resilience is multiplied by 3 as an effect that does not stack with other Resilience multiplying effects, possessor's attack bonuses are multiplied by 3 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 3 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Minor Status Effects and Immunity to 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.
Holy Vitality- (Passive Ability, Prophet of the Brightest Heavens) Possessor, if a Holy One, gains +200,000 HP
Prophet of the Brightest Heavens- (Passive Ability, Prophet of the Brightest Heavens) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Holy One pet only, This ability provides +500 HP and +100 to all stats of possessor's Holy One pets and summons per Level of possessor
Sin-Eater- (Passive Ability, Prophet of the Brightest Heavens) If possessor is a Holy One, whenever possessor kills a target possessor gains a number of Sin Points (to a max of 240 Sin Points) (which do not count as a buff and cannot be removed by sources below Level 100) equal to (1 * the number of Warlock, Pactmaker, Torment Master, and Dominator abilities possessed by said target) + (1, if target's subtype is Daemon, Illuminated, or Hollow-Soul) + (5 * the number of Villian, Prophet of the Blackest Abysses, Puppet Master, Enslaver, Puppeteer, and Vile One abilities possessed by said target) + (5, if target's subtype is Fiend) + (1/5 * the number of High Judge, Lawbringer, Litigamancer, Diplomat, Noble, Conjurer, Binder, Lightbearer, Necromancer, Rune Mage, or Mentalist abilities possessed by target, rounded up) + (1/25 the number of Summoner abilities possessed by target, rounded down) + (1, if target's element is Agony or Psychic) + (5, if target's element is Corruption or Evil) - (1, if target's subtype is Deva) - (1 * the number of Hero, Prophet of the Brightest Heavens, Champion of the Upper Realms, Healer, and Genesis Archiect abilities possessed by target) - (1/25 * the number of Chef and Cook abilities possessed by target) - (5, if target's subtype is Holy One) - (5, if target's element is Good or Life), Possessor may obtain a max of 240 Sin Points, Possessor, if a Holy One, obtains + (5,000 * the number of Sin Points (to a max of 240 Sin Points) possessor possesses) to all stats, Possessor's Level, if possessor is a Holy One is reduced by (the number of Sin Points (to a max of 240 Sin Points) possessor possesses / 10, rounded down) less Levels by the ability 'Holy One Traits'
Wings of Melek Taus- (Passive Ability, Prophet of the Brightest Heavens) Possessor, if a Holy One, obtains +999,999 Magical Attack, +999,999 AGI, +999,999 SPI, Charm Immunity, 40% Dominion Resistance, +90,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, 40% Light Resitance, 40% Darkness Resistance, 30% Human Resistance, Possessor's 'Overdrive' actions cost 5% of their user's Max MP instead of 25%, possessor may deal 900,000 Flat Fire & Light & Glory element Damage to the first individual each round to conduct an offensive action that targets their wielder each round, Possessor is Immune to row-shifting effects from sources below Level 80, Possessor's actions are unable to be skipped by minor or moderate status effects, Paralysis Immunity, possessor's turn-order-determining stat sum is not be able to be unwillingly changed by sources below Level 80, possessor's actions are unable to be unwillingly controlled by sources below Level 60

Protector:
Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
Armored Mobility- (Passive Ability, Protector) Possessor gains +30 AGI while wearing Light Armor
Armored Movement- (Passive Ability, Protector) Possessor gains 5% Dodge while wearing Light Armor
Aquatic Armored Dodging- (Passive Ability, Protector) Possessor gains 20% Dodge if in a Zone of Water and wearing Light Armor
Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Dodges that Conceal Weak Points- (Passive Ability, Protector) Possessor, if wearing Light Armor, gains 50% Resilience against offensive actions that have a 50% or greater chance of being Dodged by possessor
Don Armor Quickly- (Passive Ability, Protector) Possessor may, when conducting a non-offensive action, equip a single Light Armor item
Light Armor Use I- (Passive Ability, Protector) Possessor gains +25 Defense and +200 HP while wearing Light Armor
Light Armor Use II- (Passive Ability, Protector) Possessor gains +50 Defense and +500 HP while wearing Light Armor
Light Armor Wearer I- (Passive Ability, Protector) Possessor gains +5 to all stats when possessor has a Light Armor equipped
Light Armor Wearer II- (Passive Ability, Protector) Possessor gains +25 to all stats when possessor has a Light Armor equipped, Possessor gains +50 Defense when possessor has a Light Armor equipped
Lightning Don- (Passive Ability, Protector) Possessor may, once per round, upon acquiring a Light Armor, equip said Light Armor
Protector- (Passive Ability, Protector) Possessor gains +(50 * Possessor Level) Defense and AGI if possessor has a Light Armor equipped, Possessor gains +(25 * Possessor Level) to all non-AGI stats if possessor has a Light Armor equipped
Rapid Armor Change- (Passive Ability, Protector) Possessor may, once per round, upon acquiring a Light Armor, unequip a Light Armor and then equip said Light Armor
Remove Armor Quickly- (Passive Ability, Protector) Possessor may, when conducting a non-offensive action, unequip a single Light Armor item
Smooth Dodging- (Passive Ability, Protector) Possessor's Smooth Maneuver technique also provides +5% Dodge as part of its buff
Smooth Defense- (Passive Ability, Protector) Possessor may use the Technique 'Smooth Maneuver' in conjunction with a Defend action, so long as no other technique is used and a Light Armor is equipped.
Smooth Maneuver- (Technique Ability, Protector) Possessor may use Smooth Maneuver in conjunction with a Switch Rows action, so long as no other technique is used and a Light Armor is equipped. User gains +50 AGI as a buff that lasts 3 rounds and stacks 3 times.
Spry While Armored- (Passive Ability, Protector) Possessor gains 105% To Hit, 7% Dodge, and +250 AGI while wearing Light Armor
Swift Protection- (Passive Ability, Protector) Possessor may, at the beginning of a round, declare that possessor's first action taken will be Guard Other or Guard Back Rank, if possessor does so, then possessor must perform said chosen action as possessor's first action and skip any actions that possessor can skip if possessor cannot perform said action, Possessor, upon choosing such, gains a non-stacking buff of +300 to possessor's turn-order-determining stat sum for turn-order-determining purposes that lasts until the end of the round
Trition Knight's Undersea Movement Skill- (Passive Ability, Protector) Whenever possessor is in a Zone of Water while wearing Light Armor and conducts a Switch Rows actions, possessor gains a buff that provides +200 AGI that lasts 2 rounds and stacks 4 times
Underwater Armor Use- (Passive Ability, Protector) Possessor may not suffer Dodge or To Hit penalties from effects attached to Zones of Water that are from sources below Level 40
Water Scale Defensive Art- (Passive Ability, Protector) Possessor gains 5% Water Resistance and +500 Defense against Water while wearing Light Armor

Radiant Hierophant:
♢A Beacon Across All Darkness- (Passive Ability, Radiant Hierophant) If possessor is Light element possessor's allies may not be prevented by individuals who are not 20 or more Levels greater than possessor from entering the battlespace that possessor is in
Absorb Light- (Passive Ability, Radiant Hierophant) Possessor Absorbs Light against sources below Level 20 if Level 20 or greater
Adept Light Synchronization- (Passive Ability, Radiant Hierophant) Amounts of Light element Damage possessor deals are increased by 10,000 points, Light 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 Light element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light 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 Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense against Light
Apprentice Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 5% Light Resistance
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 Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +100 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 Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 500 points
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 Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 1% Light Resistance
Basic Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +10 to all stats
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
Defenses that Utilize Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Detect Light- (Passive Ability, Radiant Hierophant) Possessor gains +1% To Hit against Light element targets
Emanate Light- (Passive Ability, Radiant Hierophant) Whenever possessor absorbs Damage that is Light element Damage, Possessor may choose to deal 10,000 Flat Light element Damage to up to 10 targets
Empowered By Light- (Passive Ability, Radiant Hierophant) If possessor is Light 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 Light
Expert Light Synchronization- (Passive Ability, Radiant Hierophant) Light element Damage dealt to possessor (not including healing) is halved, Light 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 Light element accessories, and may not be converted into other types of slot by individuals below Level 100
Greater Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light 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 Light- (Passive Ability, Radiant Hierophant) Possessor gains +5,000 Defense against Light
Improved Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 10% Light Resistance
Improved Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +250 to all stats
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
Improved Zonal Light Empowerment- (Passive Ability, Radiant Hierophant) Possessor gains +500 to all stats while in a Zone of Light, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Light
Light Immunity- (Passive Ability, Radiant Hierophant) Possessor gains Light Immunity against sources below Level 20 if Level 20 or greater
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
Nourished By Light- (Passive Ability, Radiant Hierophant) If possessor is Light element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Light
Nullify Light- (Passive Ability, Radiant Hierophant) Possessor may remove the element Light from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Light-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Light-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Light 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 Light- (Passive Ability, Radiant Hierophant) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Awestruck
Partially Unfettered by the Bonds of Light- (Passive Ability, Radiant Hierophant) Possessor gains 5% Awestruck Resistance
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
Ratified Knowledge of the Firmament, As Viewed Through the Lens of Light- (Passive Ability, Other: Radiant Hierophant) Possessor may treat Light as a base element
Reflect Light- (Passive Ability, Radiant Hierophant) Possessor Reflects Light against sources below Level 20 if Level 20 or greater
Shining Wisdom- (Passive Ability, Radiant Hierophant) Possessor gains +50,000 MP if possessor is Light element
Unified Knowledge of Light and Suns- (Passive Ability, Radiant Hierophant) Possessor may count Radiant Hierophant abilities possessor possesses as Sun Duke abilities (including for prerequisite purposes), Possessor may count Sun Duke abilities possessor possesses as Radiant Hierophant abilities (including for prerequisite purposes)
Uplifted By Light- (Passive Ability, Radiant Hierophant) If possessor is Light element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Light
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

Reality Arranger:
Absorb Spatial- (Passive Ability, Other: Reality Arranger) Possessor Absorbs Spatial against sources below Level 20 if Level 20 or greater
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
Apprentice Affinity to Healing Via Spatial- (Passive Ability, Other: Reality Arranger) Whenever possessor obtains Spatial element HP Healing or MP
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 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 Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 Defense against Spatial
Apprentice Understanding of the Heart of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element allies gain +100 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 Affinity to Healing Via Spatial- (Passive Ability, Other: Reality Arranger) Whenever possessor obtains Spatial element HP Healing or MP Healing, said amount is increased by 500 points
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
Elemental Attack-Conversion: Spatial- (Technique Ability, Other: Reality Arranger) Possessor may use 'Elemental Attack-Conversion: Spatial' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Spatial element and no other technique is used. Said action becomes solely the element Spatial.
Elemental Invocation of Spatial- (Technique Ability, Other: Reality Arranger) Possessor may use 'Elemental Invocation of Spatial' in conjunction with an 'Elemental Attack' action so long as possessor is Spatial element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Empowered By Spatial- (Passive Ability, Reality Arranger) If possessor is Spatial 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 Spatial
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
Improved Affinity to Healing Via Spatial- (Passive Ability, Other: Reality Arranger) Whenever possessor obtains Spatial element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial 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 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 Understanding of the Heart of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element allies gain +250 to all stats
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
Nonsynchronous Elemental Attack-Conversion: Spatial- (Passive Ability, Other: Reality Arranger) Possessor may use the Technique 'Elemental Attack-Conversion: Spatial' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Spatial element.
Predict the Flow of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +5% Dodge against Spatial element individuals
Project Spatial- (Passive Ability, Other: Reality Arranger) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Spatial
Prosperous Venting of Excess Spatial- (Passive Ability, Other: Reality Arranger) If possessor is Spatial element and performs an 'Elemental Attack' action that is solely Spatial element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
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
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
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
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
Stability Within Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains 25% minor negative status effect resistance while in a Zone of Spatial
Understanding of the Bonds of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Spatial element individual
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
Uplifted By Spatial- (Passive Ability, Reality Arranger) If possessor is Spatial element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Spatial
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

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 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 Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
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

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 Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of 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.
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
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
General Knowledge of Nexus Discs- (Passive Ability, Scholar) +15 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
Knowledge of Many Monsters- (Passive Ability, Scholar) Possessor treats the Resistances of all opponents that are on the Enemy List, are non-unique, and are below Level 40 as being 5% Lower if possessor has a Book 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 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 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 Wars- (Passive Ability, Scholar) Possessor gains +50 MIN, +100 Melee Attack, and +100 Magical Attack, Possessor's Unit allies gain +400 Defense as a non-stacking bonus
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
Artifical Intelligence Programmer- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +150 MIN
Assault Vector Control- (Passive Ability, Scientist) Possessor gains +500 Ranged Attack and 130% To Hit
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
Hypertech Casting I- (Passive Ability, Scientist) Hypertech spells cost possessor 20 less MP to cast
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Mathematician- (Passive Ability, Scientist) Possessor gains +500 MIN
Psychologist- (Passive Ability, Scientist) Possessor gains +200 MIN
Psychiatrist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the start of each round
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.
Aerial-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Aerial-Bane 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 +750 Magical Attack and +750 Ranged Attack against Aerials and gains +25% Critical against Aerials.
Adept Knife Training- (Passive Ability, Shadow Blade) Knife weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Knife Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Knife
Alien-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Alien-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 Aliens and gains +5% To Hit against Aliens.
Alien-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Alien-Bane 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 +750 Magical Attack and +750 Ranged Attack against Aliens and gains +25% Critical against Aliens.
Angel-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Angel-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 Angels and gains +5% To Hit against Angels.
Angel-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Angel-Bane 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 +750 Magical Attack and +750 Ranged Attack against Angels and gains +25% Critical against Angels.
Animal-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Animal-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 Animals and gains +5% To Hit against Animals.
Animal-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Animal-Bane 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 +750 Magical Attack and +750 Ranged Attack against Animals and gains +25% Critical against Animals.
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
Aquatic-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Aquatic-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 Aquatics and gains +5% To Hit against Aquatics.
Aquatic-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Aquatic-Bane 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 +750 Magical Attack and +750 Ranged Attack against Aquatics and gains +25% Critical against Aquatics.
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 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
Bio-Horror-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Bio-Horror-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 Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Bio-Horror-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Bio-Horror-Bane 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 +750 Magical Attack and +750 Ranged Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
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
Celestial-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Celestial-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 Celestials and gains +5% To Hit against Celestials.
Celestial-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Celestial-Bane 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 +750 Magical Attack and +750 Ranged Attack against Celestials and gains +25% Critical against Celestials.
Charging Stab- (Technique Ability, Shadow Blade) Possessor may use 'Charging 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 +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Critical Stab- (Technique Ability, Shadow Blade) Possessor may use 'Critical 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 +5% Critical.
Cthonian-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Cthonian-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 Cthonians and gains +5% To Hit against Cthonians.
Daemon-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Daemon-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 Daemons and gains +5% To Hit against Daemons.
Daemon-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Daemon-Bane 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 +750 Magical Attack and +750 Ranged Attack against Daemons and gains +25% Critical against Daemons.
Demon-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Demon-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 Demons and gains +5% To Hit against Demons.
Demon-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Demon-Bane 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 +750 Magical Attack and +750 Ranged Attack against Demons and gains +25% Critical against Demons.
Devil-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Devil-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 Devils and gains +5% To Hit against Devils.
Devil-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Devil-Bane 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 +750 Magical Attack and +750 Ranged Attack against Devils and gains +25% Critical against Devils.
Deft Stab- (Technique Ability, Shadow Blade) Possessor may use 'Deft 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 +5% To Hit.
Eye-Remover- (Technique Ability, Shadow Blade) Possessor may use Eye-Remover in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +25 Melee Attack and a 20% chance of inflicting Impaired: Blind
Hamstring- (Technique Ability, Shadow Blade) Possessor may use Hamstring in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +25 Melee Attack and a 20% chance of inflicting Impaired: Slow
Horror-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Horror-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 Horrors and gains +5% To Hit against Horrors.
Horror-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Horror-Bane 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 +750 Magical Attack and +750 Ranged Attack against Horrors and gains +25% Critical against Horrors.
Human-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Human-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 Humans and gains +5% To Hit against Humans.
Human-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Human-Bane 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 +750 Magical Attack and +750 Ranged Attack against Humans and gains +25% Critical against Humans.
Humanoid-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Humanoid-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 Humanoids and gains +5% To Hit against Humanoids.
Humanoid-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Humanoid-Bane 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 +750 Magical Attack and +750 Ranged Attack against Humanoids and gains +25% Critical against Humanoids.
Knife Wielding I- (Passive Ability, Shadow Blade) +5 to all stats when a Knife is equipped
Monster-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Monster-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 Monsters and gains +5% To Hit against Monsters.
Monster-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Monster-Bane 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 +750 Magical Attack and +750 Ranged Attack against Monsters and gains +25% Critical against Monsters.
Nerve Strike- (Technique Ability, Shadow Blade) Possessor may use Nerve Strike in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +70 Melee Attack and a 20% chance of inflicting Pain
Outsider-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Outsider-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 Outsider and gains +5% To Hit against Outsider.
Outsider-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Outsider-Bane 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 +750 Magical Attack and +750 Ranged Attack against Outsider and gains +25% Critical against Outsider.
Paralytic Stab- (Technique Ability, Shadow Blade) Possessor may use 'Paralytic 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 a 20% chance of inflicting Paralyzed.
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
Shapeshifter-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Shapeshifter-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 Shapeshifters and gains +5% To Hit against Shapeshifters.
Shapeshifter-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Shapeshifter-Bane 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 +750 Magical Attack and +750 Ranged Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Undead-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Undead-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 Undead and gains +5% To Hit against Undead.
Undead-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Undead-Bane 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 +750 Magical Attack and +750 Ranged Attack against Undead and gains +25% Critical against Undead.
Stab Mastery- (Passive Ability, Shadow Blade) Technique Abilities from the Shadow Blade class whose name includes 'Stab' 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.

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
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-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 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 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
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 Spawn Table Pruning- (Passive Ability, Other: Subspace Architect) When first entering a random dungeon, possessor may name an entity below Level 20 that is normally fightable for drops on the Enemy List; whenever that enemy would be encountered as a result of an encounter roll for the random dungeon, it instead is not present
Force Respawn- (Passive Ability, Other: Subspace Architect) Up to once per room, up to (possessor's Level) times per dungeon run, if possessor is in a Random Dungeon, possessor may choose, upon entering a room and learning its contents, assuming no enemy in said room is of greater Level than possessor, reroll all enemy spawn rolls for the room, replacing the encountered enemies with the newly rolled ones
Furniture-Powered- (Passive Ability, Other: Subspace Architect) Possessor's unmodified stats are increased by 50 if possessor is carrying at least 5 Antiquities worth at least 5,000,000 Gold each
Harmonious Arrangement- (Passive Ability, Other: Subspace Architect) If possessor is carrying at least 15 Antiquities worth at least 20,000,000 Gold and is at least Level 40, possessor is Immune to entities below Level 20 and possessor's Antiquities cannot be stolen or destroyed by entities below Level 60
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 Spatial Feng Shui Control- (Passive Ability, Other: Subspace Architect) Whenever an individual below Level 40 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 60 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
Knowledge of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +200 MIN, Possessor's Large Structure pets and summons gain +100 CON
Large Structure Calling I- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure summons gain +20 to all stats
Large Structure Calling II- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure summons gain +200 HP
Large Structure Calling III- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure summons gain +500 MP
Large Structure Calling IV- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure summons gain +2,000 HP and +4,000 MP
Multidimensional Blueprint-Drafting- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure summons gain +10% Dodge
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
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
Spatial Feng Shui Control- (Passive Ability, Other: Subspace Architect) Whenever an individual below Level 20 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 40 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
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 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-Screening Techniques- (Passive Ability, Summoner) Possessor gains +50 Defense if possessor possesses any summons
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 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 Mind Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 MIN
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 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
Expanded Summoning Capacity- (Passive Ability, Summoner) Possessor's summon caps that are already at least 20 increase by 1, to a max of 200
Fast Summons- (Passive Ability, Summoner) Once per thread, at the start of battle, if none of possessor's opponents are 5 Levels or more greater than possessor, possessor may cast a non-offensive Summoner Magic spell
Focused Summoner Magic Casting- (Passive Ability, Summoner) Summoner Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Summoner Magic
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 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
Resummon- (Passive Ability, Summoner) A number of times per thread up to possessor's Level, when one of possessor's summons is (killed or unsummoned) by a source that isn't greater Level than possessor, possessor may summon an entity on the Enemy List that is normally fightable for drops that is the same entity on the Enemy List as the unsummoned or killed entity
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
Zonal Summoning- (Active Ability, Summoner) Up to once per battle, if possessor is in a Random Dungeon, possessor may spend an action to summon a chosen encounter from the current zone of the random dungeon possessor is in, provided that all enemies in said encounter are below Level 60 and fightable for drops on the Enemy List, choosing the number of summons of each type summoned from random ranges in said encounter, Max 200 summoned
Zonal Summoner- (Passive Ability, Summoner) If possessor is in a Random Dungeon, possessor may, at the start of each round, summon an entity that is below Level 60 that is normally fightable for drops that appears on the encounter table of the zone of the Random Dungeon that possessor is in, Max 200 summoned

Sun Duke
Adept Sun Duke Knowledge- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Solar Being summon, Possessor's unmodified stats increase by 200 points if possessor is a Solar Being
Apprentice Sun Duke Knowledge- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Sun Duke Knowledge- (Passive Ability, Other: Sun Duke) Possessor Solar Being pets and summons gain +200 to all stats
Offensive Solar Being Communing I- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons have the Damage values of their abilities increased by 50 points
Offensive Solar Being Communing II- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons have the Damage values of their abilities increased by 500 points
Solar Being Calling I- (Passive Ability, Other: Sun Duke) Possessor's Solar Being summons gain +20 to all stats
Solar Being Calling II- (Passive Ability, Other: Sun Duke) Possessor's Solar Being summons gain +200 HP
Solar Being Calling III- (Passive Ability, Other: Sun Duke) Possessor's Solar Being summons gain +500 MP
Solar Being Calling IV- (Passive Ability, Other: Sun Duke) Possessor's Solar Being summons gain +2,000 HP and +4,000 MP
Solar Being Communing I- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain +20 to all stats
Solar Being Communing II- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons gain +100 to all stats
Speed-Focused Solar Being Communing I- (Passive Ability, Other: Sun Duke ) Possessor's Solar Being pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Solar Being Communing II- (Passive Ability, Other: Sun Duke) Possessor's Solar Being pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
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

Swordsman:
Adept Sword Training- (Passive Ability, Swordsman) Sword weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Sword Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Sword
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Banishing Slash- (Technique Ability, Swordsman) Possessor may use 'Banishing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Basic Fencing Skills- (Passive Ability, Swordsman) Possessor gains 105% To Hit, Possessor's Attack with Finesse actions may deal an additional 100 damage, This ability only takes effect when possessor has a Sword equipped
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Bio-Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Bane 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 +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Bio-Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-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 Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Critical Slash- (Technique Ability, Swordsman) Possessor may use 'Critical 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% Critical.
Darkspawn-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Bane 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 +750 Melee Attack against Darkspawn and gains +25% Critical against Darkspawn.
Darkspawn-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-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 Darkspawn and gains +5% To Hit against Darkspawn.
Downward Swing- (Technique Ability, Swordsman) Possessor may use 'Downward Swing' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +15 Melee Attack and ignores the Dodge bonuses its target possesses from buffs that come from abilities or constant effects whose name includes 'Prone'
Dragon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Bane 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 +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Dragon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-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 Dragons and gains +5% To Hit against Dragons.
Dragon-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Slaying 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 against Dragons, gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
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.
Erasure Slash- (Technique Ability, Swordsman) Possessor may use 'Erasure Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword 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.
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.
Fencer's Reposte- (Passive Ability, Swordsman) Possessor may Possessor may conduct an Attack with Finesse action that must include no spells and must include Fencer's Thrust as a technique as a counter against any individual below possessor's Level who is below Level 40 who conducts an offensive action against possessor up to once per round
Fencer's Thrust- (Technique Ability, Swordsman) Possessor may use Fencer's Thrust in conjunction with a Melee Attack or Attack with Finesse action, so long as no other technique is used and possessor has a Sword equipped. Said action gains +35 Melee Attack.
Golem-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Bane 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 +750 Melee Attack against Golems and gains +25% Critical against Golems.
Golem-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-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 Golems and gains +5% To Hit against Golems.
Greater Banishing Slash- (Technique Ability, Swordsman) Possessor may use 'Greater Banishing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Greater Erasure Slash- (Technique Ability, Swordsman) Possessor may use 'Erasure Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword 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.
Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Bane 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 +750 Melee Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-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 Horrors and gains +5% To Hit against Horrors.
Human-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Bane 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 +750 Melee Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Human-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 Humans and gains +5% To Hit against Humans.
Humanoid-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Bane 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 +750 Melee Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-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 Humanoids and gains +5% To Hit against Humanoids.
Impairing Slash- (Technique Ability, Swordsman) Possessor may use 'Impairing 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 a 20% chance of inflicting Impaired.
Machine-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Bane 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 +750 Melee Attack against Machines and gains +25% Critical against Machines.
Machine-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-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 Machines and gains +5% To Hit against Machines.
Monster-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-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 Monsters and gains +5% To Hit against Monsters.
Mountain-Cleaving Strike- (Technique Ability, Swordsman) Possessor may use 'Mountain-Cleaving Strike' in conjunction with a 'Melee Overdrive' or 'Powerful Attack' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +5,000 Melee Attack and reduces the Defense of Earth element targets by 10,000 as a non-stacking debuff.
Ogre Cleaver Stance- (Stance Ability, Swordsman) Possessor may wield Weaponx2 Swords as though they were Weaponx1 Swords, Possessor's equipped Weaponx2 Swords gain +1,200 additional Melee Attack
Painful Slash- (Technique Ability, Swordsman) Possessor may use 'Painful 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 a 20% chance of inflicting Pain.
Paralytic Slash- (Technique Ability, Swordsman) Possessor may use 'Paralytic 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 a 20% chance of inflicting Paralyzed.
Phantasmal Blade-Wing Stance- (Stance Ability, Swordsman) If possessor has a Sword equipped, possessor gains +800 AGI, +800 Melee Attack, +10% Dodge, and 30% Earth Resistance
Powerful Slash- (Active Ability, Swordsman) This character may use Powerful Slash in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +50 Melee Attack for purposes of this attack.
Practiced Sword Swings- (Passive Ability, Swordsman) +1% To Hit while possessor has a Sword equipped
Quick Sword Strike Training- (Passive Ability, Swordsman) Possessor's damage-dealing Melee Attack actions that involve more than one hit deal 250 additional Damage on every hit after the first.
Shapeshifter-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Bane 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 +750 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Shapeshifter-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-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 Shapeshifters and gains +5% To Hit against Shapeshifters.
Slash Mastery- (Passive Ability, Swordsman) Technique Abilities from the Swordsman class whose name includes 'Slash' 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.
Spirit-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Bane 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 +750 Melee Attack against Spirits and gains +25% Critical against Spirits.
Spirit-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-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 Spirits and gains +5% To Hit against Spirits.
Steady Blade- (Passive Ability, Swordsman) Active Swordsman abilities that give 1-5 hits against 1, which also cause attacks to deal 1/2 damage or less and do not add a chance of inflicting status effects or stat damage to attacks, instead cause said attacks to deal 2/3 damage, +40 STR
Surgical Amputation Strike- (Technique Ability, Swordsman) Possessor may use 'Surgical Amputation Strike' in conjunction with a 'Melee Overdrive' or 'Attack with Finesse' action if possessor possesses the ability 'Doctor' and is wielding a Sword or Knife. Said action gains +2,000 Melee Attack, inflicts Wounded: Maimed, and removes one of its target's Weapon or Armor slots (chosen by its user) if its target is below Level 70 and is not 20 or more levels greater than its user as a non-stacking debuff
Swift Strikes- (Active Ability, Swordsman) This character may use Swift Strikes in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains 3 hits against 1 for purposes of this attack, and this attack deals 1/3 damage.
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.
Swordsman's Footwork- (Passive Ability, Swordsman) Possessor gains 5% Dodge, Possessor gains 15% Dodge against Physical element actions, This ability only takes effect when possessor has a Sword equipped
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
Sword Wielding III- (Passive Ability, Swordsman) Possessor gains +200 to all stats when a Sword is equipped and +200 Melee Attack when a Sword is equipped
Umbral-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Bane 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 +750 Melee Attack against Umbrals and gains +25% Critical against Umbrals.
Umbral-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-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 Umbrals and gains +5% To Hit against Umbrals.
Undead-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Bane 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 +750 Melee Attack against Undead and gains +25% Critical against Undead.
Undead-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-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 Undead and gains +5% To Hit against Undead.
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.

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 Technomantic Gadgeteering- (Passive Ability, Technomancer) Possessor gains +200 to all stats if possessor has at least 2 Magic-element Gadgets equipped
Basic Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack
Knowledge of the Basics of Technomantic Theory- (Passive Ability, Technomancer) +200 MIN
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

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
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
Cyclic Transmutation of Light and Hope- (Passive Ability, Transmuter) Possessor may change the element Light in possessor's actions to the element Hope, possessor may change the element Hope in possessor's actions to the element Light
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-Folding- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a single subtype
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
Twice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Warped Element Stance while in Warped Self Stance
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
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
Form of Mind-Dulling Mist- (Stance Ability/Active Ability, Veilwalker) While in this stance, possessor gains 50% Dodge and and possessor's damage-dealing attacks deal an additional 1,000 MIN damage, possessor may spend an action while in this stack to gain a buff that gives caster 98% Dodge so long as caster opts to perform no offensive actions, with said buff vanishing immediately if its possessor performs an offensive action, that does not stack, and that lasts 5 turns, with said action only being able to be performed once every 7 rounds
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
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
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 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
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
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
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
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
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
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
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 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 Spatial Mage abilities possessor possesses as Wanderer 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

War Mage:
Apprentice War Magic Attunement- (Passive Ability, Other: 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
Grievously-Wounding Spell Shrapnel- (Passive Ability, Other: War Mage) Damage caused by possessor's 'Spell Shrapnel' ability may not be healed by individuals below Level 40
Inscribe Missile with Magic- (Technique Ability, Other: War Mage) Possessor may use 'Inscribe Missile with Magic' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used. Said action is delayed until possessor performs a 'Ranged Attack' action, with possessor being able to delay a max of 3 such actions in this manner at a time.
Lesser Cosmic Thunderclap Burst- (Technique Ability, Other: War Mage) Possessor may use 'Lesser Cosmic Thunderclap Burst' in conjunction with a 'Magical Attack' or 'Melee Attack' action so long as no other technique is used and a War Magic spell is cast. Said action gains +4,000 Magical Attack, gains +4,000 Melee Attack, may gain '100% inflicts Impaired: Deaf', gains '80% may inflict Electrocuted', may gain the element Electrical, may gain the element Sonic, and causes targets below Level 40 who are 20 or more Levels below caster's Level to skip their next action as a non-stacking debuff
Napalm Spell- (Technique Ability, Other: War Mage) Possessor may use 'Napalm Spell' in conjunction with a 'Magical Attack' action so long as an War Magic Technique spell is cast and no other technique is used. Said action gains the element Fire, gains +300 Melee Attack, and gains a 50% chance of inflicting an instace of Bruning that (cannot be cured by sources below Level 30 for 5 rounds).
Saw-Followed Spell- (Technique Ability, Other: 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, Other: 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, Other: 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
Spellstrike- (Technique Ability, Other: War Mage) Possessor may use 'Spellstrike' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used. Said action is delayed until possessor performs a 'Melee Attack', 'Melee Overdrive', 'Attack with Finesse', or 'Powerful Attack' action, with possessor being able to delay a max of 1 such action in this manner at a time.
Torpedo Reverberation Strike- (Technique Ability, Other: War Mage) Possessor may use 'Torpedo Reverberation Strike' in conjunction with a 'Magical Attack' or 'Melee Attack' action so long as no other technique is used and a War Magic spell is cast. Said action deals 50,000 Flat Water or Sonic element Damage to its target at the start of the next round.
War Mage- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +(500 * Possessor Level) additional Magical Attack, All War Magic spells cost possessor (500 * Possessor Level) less MP to cast
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

Warrior:
Accurate in a Crisis- (Passive Ability, Warrior) Posessor gains +1% To Hit while in a Crisis Zone
Agile in a Crisis- (Passive Ability, Warrior) Posessor gains +200 AGI 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
Armed to the Gills- (Passive Ability, Warrior) Possessor may bring 2 unequipped weapons into threads
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Deadly in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Critical while in a Crisis Zone
Hasty Arrival- (Passive Ability, Warrior) Possessor obtains +300 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round that possessor is present in a battle
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Physical Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Physical element, up to 10 times per round
Weapon Juggling- (Stance Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon

Weirdworker:
Advanced Magic Being Loyalty Programming- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain 60% Charm Resistance
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
Assumption of the Essence of the Magic Being- (Passive Ability, Weirdworker) Possessor may, at the beginning of a thread, choose to become the subtype Magic Being
Auto-Selfcast- (Passive Ability, Weirdworker) Possessor, if a Magic Being, may, if possessor has no actions repeat yet on a round as an effect that counts as possessor having an action repeat, possessor may, at the start of each round, perform a 'Cast a Spell' action that involves casting solely the spell attached to possessor's 'Living Spell' ability, with any individual that is 5 or more Levels greater than possessor or Level 60 or greater being able to choose for said action to not occur
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
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
Emit Magic Particles- (Technique Ability, Weirdworker) Possessor may use 'Emit Magic Particles' in conjunction with any action so long as possessor is a Magic Being and no other technique is used as part of said action. Possessor's allies regenerate 50 MP as part of said action.
Form of Magic Patterns- (Stance Ability, Weirdworker) If possessor is a Magic Being, possessor gains +100 MIN and +100 SPI
Form of Solid Magic- (Stance Ability, Weirdworker) If possessor is a Magic Being, possessor gains +100 CON and +100 SPI
Formshift: Magic Being- (Stance Ability, Weirdworker) Possessor's subtype becomes Magic Being
Has Wished for Boundless Agility- (Passive Ability, Weirdworker) +2,000 AGI
Has Wished for Boundless Constitution- (Passive Ability, Weirdworker) +2,000 CON
Has Wished for Boundless Mind- (Passive Ability, Weirdworker) +2,000 MIN
Has Wished for Boundless Spirit- (Passive Ability, Weirdworker) +2,000 SPI
Has Wished for Boundless Strength- (Passive Ability, Weirdworker) +2,000 STR
Living Spell- (Passive Ability, Weirdworker) At the start of a thread, if possessor is a Magic Being, possessor may choose a non-unique Wizard Magic spell that is only base elements that is worth under 20,000,000 Gold and attach it to this ability; Possessor may, while a Magic Being cast said spell as though it were equipped, and possessor's name counts as additionally including said spell's name
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 Calling III- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +500 MP
Magic Being Calling IV- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +2,000 HP and +4,000 MP
Magic Being Calling V- (Passive Ability, Weirdworker) Possessor's Magic Being summons may not be unsummoned by sources below Level 5
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
Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 to all stats
Magic Being Traits- (Passive Ability, Weirdworker) If Possessor is a Magic Being, Possessor's MP is multiplied by 1.5 as an effect that does not stack with other MP multiplying effects, Possessor's HP is multiplied by .5, and possessor gains immunity to 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.
Magic-Radiating Stance- (Stance Ability, Weirdworker) If possessor is a Magic Being, possessor's presence counts as the presence of an additional Zone of Magic.
Magiconstructionist- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +25,000 HP and +500 to all stats as a non-stacking buff when summoned
Magidemolitionist- (Passive Ability, Weirdworker) Possessor may add the element Fire to the elements of Damage dealt by the buff applied by possessor's 'Craft Volatile Magiconstructs' ability and have said ability deal an additional 15,000 points of Flat Damage upon its possessor's death
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
Selfcast- (Passive Ability, Weirdworker) Spells attached to possessor's 'Living Spell' ability cost possessor 50,000 less MP to cast
Skilled Magidemolitionist- (Passive Ability, Weirdworker) The buff applied by possessor's 'Craft Volatile Magiconstructs' ability does not select targets allied to possessor as targets of Flat Damage dealt upon its possessor's death unless this ability's possessor permits such
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
Spell-Emitting Stance- (Stance Ability, Weirdworker) If possessor is a Magic Being, possessor gains a 5% chance before possessor's first action of each round to gain an additional action that may only be used for casting a spell that is on its possessor's Inherent Spell List.
Superior Magic Being Loyalty Programming- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain 80% Charm Resistance
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
Arcane Weapon Charge- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 100 MP to give any weapon possessor has equipped +50 Melee Attack, Ranged Attack, or Magical Attack, provided it already possesses such a bonus, as a buff that stacks three times across all bonus types, with said buff lasting three rounds
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
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.
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
Combat Spellcasting- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions may not be countered by individuals below Level 10, Possessor gains +400 Magical Attack
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) +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
Wizard Magic Casting I- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Wizard Magic Casting II- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast

Wonderworker
Apprentice Weaponization of Wonder- (Passive Ability, Other: Wonderworker) Quantities of Wonder element Damage dealt by possessor are increased by 500 points
Apprentice Wonder Synchronization- (Passive Ability, Wonderworker) Possessor gains +50 to all stats for each Wonder element item equipped, Possessor's Wonder element pets and summons gain +250 to all stats
Basic Defenses Against Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +50 Defense against Wonder
Basic Weaponization of Wonder- (Passive Ability, Other: Wonderworker) Quantities of Wonder element Damage dealt by possessor are increased by 50 points
Basic Wonder Synchronization- (Passive Ability, Other: Wonderworker) Possessor gains +25 to all stats if possessor is Wonder element
Cloaked in Notions- (Stance Ability, Other: Wonderworker) If possessor is Wonder element, whenever possessor is attacked, possessor may choose to gain a 100% chance of inflicting a random minor or moderate negative status effect on said attacker, and, if said attacker is below possessor's Level and below Level 40, possessor gains a 20% chance of optionally cancelling said action, with everything that would happen before and after said action still occurring
Defenses that Utilize Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +500 Defense if possessor has any Wonder-element items equipped that provide a Defense bonus
Elemental Attack-Conversion: Wonder- (Technique Ability, Other: Wonderworker) Possessor may use 'Elemental Attack-Conversion: Wonder' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Wonder element and no other technique is used. Said action becomes solely the element Wonder.
Improved Weaponization of Wonder- (Passive Ability, Other: Wonderworker) Quantities of Wonder element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Wonder- (Passive Ability, Other: Wonderworker) Possessor may use the Technique 'Elemental Attack-Conversion: Wonder' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Wonder element.
Wonderworker- (Passive Ability, Other: Wonderworker) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wonder Resistance, Possessor ignores Wonder Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80


Misc:
*Soul Linked to that of Carlos Alvarez, Warrior-Psychic- (Passive Ability, Friendship) Possessor may, once per month in the ability shop, choose to gain 4 bonus weeks that are any combination of Psychic, Mind Lord, Protector, Matrix Keeper, General, Warrior, and Lancer; if possessor does so, Carlos Alvarez gains new powers related to possessor's skillset as an RP effect
Used 21 Times as of December 2018

♢Tendrils of Heaven's Light- (Passive Ability, Dominator) Possessor may choose to count as having up to 4 additional Whip weapons equipped that are worth X Gold, Possessor gains +(Possessor Level * 1,000) Melee Attack as a bonus that uses four times possessor's relevant attack bonus cap, Possessor gains +(Possessor Level * 1,000) Magical Attack as a bonus that uses four times possessor's relevant attack bonus cap, Possessor's attacks that involve a Whip or Basilisk Emblem gain 'may Heal', Possessor's attacks that target a Demon, Devil, or Daemon gain '100% may inflict any one minor negative status effect'
♢Wreathed in Divine Radiance- (Passive Ability, Auramancer) If possessor is Light element and has at least 1 Light element Aura, at least 2 Divine Magic spells, and at least 2 Healer Magic spells equipped, whenever possessor is targeted by an offensive action, possessor may choose to either have a (Possessor Level)% chance of inflicting Awestruck on the source of said action at the end of said action or a (Possessor Level - Target Level)% chance of inflicting Smitten on the source of said action, Possessor gains +(Possessor Level * 100) Defense against Light while possessor has a Light-element Aura equipped, Possessor obtains 20% Divine Magic Resistance
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
Basic Disguise Mastery- (Passive Ability, Spy) All Disguises worn by possessor provide +10 additional Defense and +5 to all stats
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
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
Becoming Somewhat Known 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 50 Fame, Possessor gains +10 to all unmodified stats if possessor has at least 50 Fame
Covert Stance- (Stance Ability, Spy) Possessor's actions may not be countered by individuals of lower Level than possessor who are below Level 80 while possessor is in the back row and has a Disguise equipped
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Known In Nexus- (Passive Ability, Friendship) Possessor obtains +1 Fame
♢Magics of an Alien Heaven- (Passive Ability, Luminary) Possessor may equip and cast Celestial Magic spells as though they were Gate Magic spells, Possessor treats the Celestial Magic Resistance of entities as though it were 15% lower
Partook of the Candied Wish-Stars- (Active Ability, Permanent Item Effect) Possessor may spend an action to replicate an action performable by any entity on the Enemy List of Level 80 or Lower that is of equal Level to or lower Level than possessor that is normally fightable for drops as though an instance of said entity were performing said action, This ability may not be used in combos
Shadow-Babylon Master Key Essence- (Passive Ability, Gatekeeper) Has no effect yet, because it references a place that does not yet exist
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
Yellow King's Fickle Favor- (Technique Ability, Herald of Lunacy)- Possessor may use 'Yellow King's Fickle Favor' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as a spell with a Magical Attack bonus is cast as part of said action and so long as possessor is Level 40 or greater. Said action gains +18,000 Magical Attack, deals 5,000 MIN damage, has a <0-15%, determined randomly at the beginning of every battle and unknown to the player> chance of inflicting Insanity, and causes user to have a <1-5%, determined randomly at the beginning of every battle and unknown to the player> chance of being inflicted with Insanity by a level 100 source on use if user is below level 85, may cease to function or function differently outside some mod-run worlds, sometimes has RP effects, This ability may not normally be used in combos outside of mod-run worlds
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +3 to all stats for each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
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
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
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 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 Doombringer Knowledge- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Golomancy Attunement- (Passive Ability, Golomancer) All of possessor's Golomancy summons gain +200 HP and +20 CON
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
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 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


Weapons-
*Caduceus of the Rat King- (Weapon, Mace, Darkness, 315,000,000 Gold) +310,000 Melee Attack, +310,000 Magical Attack, Wielder may choose for actions that wielder performs that would contain 'Heals' to not do so, Wielder may convert any stat buff that wielder would apply into an equal-but-opposite debuff that stacks an equal number of times, 15% inflicts Plague
w/ Subspace-Pocketed- This item may be brought into threads unequipped, its carrier may unequip up to 1 item from a slot that this item could go in at the start of a battle, this item may be equipped at the start of a battle, Applied Enchantment

Glorious God-Surgeon's Knife- (Weapon, Knife, Light & Glory, 450,000,000 Gold) +450,000 Melee Attack, +450,000 AGI, +450,000 SPI, 180% Critical, 280% To Hit, Wielder's 'Melee Attack' and 'Attack With Finesse' actions gain 'May Heal HP' and 'May resurrect targets who were not killed by a source that is either above Level 98 or 20 or more Levels greater than wielder', Wielder's actions may remove 1 debuff from a source (that is a Demon, Devil, Daemon, Arch-Demon, Arch-Devil, Arch-Daemon, Hollow Soul, Darkspawn, or Outer Terror, or that is Corruption element) that is below Level 99, 300% may inflict or cure Wounded, 200% may inflict Awestruck, +180% Critical if wielder has the ability 'Doctor' and the one of the abilities 'Phoenix Rebirth', 'Phoenix Bearer', 'World Healer', 'Miracle Worker', 'Eternal Caduceus', 'Living Legend', or 'Wonderworker', Wielder's allies deal 500,000 additional points of HP Healing the first time they deal HP Healing each round, Diseased Immunity, Wounded Immunity, 10% Instant Death Resistance, Wielder's 'Melee Attack' and 'Attack With Finesse' actions may inflict a non-stacking debuff on targets below Level 80 that causes its possessor's stats to decrease by 5% of their value (not counting the debuff) at the start of each round (with the decrease becoming part of the debuff's penalty additively) and that causes its possessor's actions to have a 20% chance of failing, Wielder must be Level 60 or greater and must possess at least 2 of the abilities 'Adept Divine Magic Attunement', 'Adept Healer Magic Attunement', and 'Adept Knife Training'

- 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-
Planetary of Light's Robe- (Armor, Robe, Light, 190,000,000 Gold) +190,000 Defense, +1,900,000 HP as a non-stacking bonus, +1,900,000 MP as a non-stacking bonus, +190,000 MIN, +190,000 SPI, +190,000 Magical Attack, 40% Light, Divine Magic spells cost wielder 300,000 less MP to cast, 160% Resilience, Wielder must be Level 40 or greater

Accessories-
[Expert Fire Slot]
Lesser Sun Phoenix Core- (Accessory, Crystal, Light & Fire, 70,000,000 Gold) +70,000 Magical Attack, 60% inflicts Awestruck or Burning, Wielder regenerates 700,000 HP at the start of each round
[Expert Light Slot]
Ever-Resplendent Holy Wings of Light and Victory- (Accessory, Bioaugmentation, Light & Triumph, 300,000,000 Gold) +300,000 Defense, +300,000 to all stats, +60,000 to wielder's turn-order-determining stat sum for turn-order-determining purposes as a non-stacking effect, 130% Resilience, 130% Dodge, +3,600,000 HP as a non-stacking bonus, +3,600,000 MP as a non-stacking bonus, 40% Light Resistance, 40% Hope Resistance, Awestruck Immunity, 30% Major Negative Status Effect Resistance, Wearer's actions may become solely Light element, Wearer may deal 3,000,000 Flat Light element Damage to all opponents at the start of each round, Wearer may deal 3,000,000 Flat Light element Damage to each individual who targets wielder with an action at the end of each such action, If an source below Level 80 would deal wearer Light element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wearer ignores the the Light Immunity, Resistance, Reflection, and Absorption of individuals below Level 80, 'Overdrive' actions that are solely Light or Light & Triumph element cost wearer '5% Max MP' instead of '25% Max MP', Wearer may treat Light as a base element, Individuals below Level 99 may not prevent wearer from resurrecting individuals or changing the element of individuals, this item may not be destroyed or stolen by sources below Level 99, Wearer is Immune to individuals below Level 60, Wearer may spend an action to Defeat all opponents below Level 80 who are 5 or more Levels below wearer, Wearer must be Level 60 or greater and must be a Holy One, Wearer cannot be a devout worshipper of Harkala Gillingman
[Expert Hope Slot]
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
[Expert Spatial Slot]
Text of Forgotten Pathways- (Accessory, Tome, Spatial & Magic, 250,000,000 Gold) +250,000 MIN, +250,000 SPI, +2,500,000 MP as a non-stacking bonus, 25% Spatial Resistance, Wielder must be Level 40 or greater

-- Crown of the High Queen of All Lillies- (Accessory, Crown, Nobility, 450,000,000) +450,000 Defense, +450,000 Magical Attack, +450,000 SPI, +450,000 CON, Plants below Level 65 have their actions controlled by wearer unless they are Immune to Dominion, Wearer must be Level 40 or greater
-- *Eye of the Unbound- (Accessory, Bioaugumentation, Darkness, 250,000,000 Gold) +250,000 Melee Attack, +250,000 Ranged Attack, +250,000 Magical Attack, +100,000 to all stats, These bonuses become uncapped and the item's element becomes solely Evil if Wearer is over level 60 and either has the subtype Fiend or is Evil element, Paralysis Immunity, 25% Petrified Resistance, +2,000,000 HP, +2,000,000 MP, 200% To Hit, 100% Critical, 100% Dodge, 100% Resilience, Wearer suffers no negative effects from Paralysis, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Ranged Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat, Wearer must be Level 40 or greater (Borrowed from Roy)
-- - ~*Serenity's Adamant Ideal- (Accessory, Other: Relic, Good, X Gold) +999,999 Defense, +999,999 Melee Attack, +999,999 Magical Attack, 160% Critical, 160% Resilience, +<Wielder's Level / 2>% Critical, +<Wielder's Level / 2>% Resilience, Wielder gains +X to their turn order determining stat (where X = their turn order determining stat, for turn order determining purposes), to a max of +9,999,999,999, wielder gains a 15% resistance to the subtypes Demon, Devil, Daemon, Darkspawn, Horror, Demented, Fallen, Eroded, Infernal, Mementos of Ruin, Thrallspawn, and Warshard, possessor gains a 30% resistance to the subtypes Arch-Demon, Arch-Devil, Arch-Daemon, Outer Terror, Arch-Abyssal, Arch-Demented, Arch-Eroded, Arch-Fallen, Arch-Infernal, Arrangements of Ruin, Lord of Thrall, and Tyrant-Shard, possessor gains a 45% resistance to the subtypes Serpent Blessed, Fiend, and Abomination, wielder gains 30% Evil resistance, wielder has the damage they deal to entities they resist through this item multiplied by the resistance they would gain to them through this item, damage and negative status effects dealt to entities that wielder would have at least a 30% resistance to through this item cannot be healed, ignored, or shrugged off by sources below wielder's (level + 20, to a max of level 200) as if coming from a (the higher of wielder's level or level 100) source, this item cannot be lost, stolen, destroyed, or have it's text or element altered by sources below level 200 aside from itself, this item possesses the subtype Gloves, wielder must fit two out of the four following criteria: be on a mod-run world, be at least level 79, be a tier 3 subtype or element, and possess the ability 'Basic Good Synchronization', this item sometimes radically changes power set with the death of it's wielder or in response to certain actions of it's wielder as an RP effect, this item may adapt to counter the power set of beings of overwhelmingly evil intentions as an RP effect (Bound to Nole until June 28, 2017)
-- *Gloves Which Hold the Eternal Debts- (Accessory, Gloves, Wealth & Knowledge & Evil, 6,666,666,666 Gold) +6,666,666 Magical Attack, +6,666,666 Defense, +6,666,666 MIN, +6,666,666 SPI, +66,666,666 MP as a non-stacking bonus, 200% inflicts Charm, 30% inflicts Dominion, Wielder may deal Gold Damage, Wielder may deal HP Drain, Wielder may deal MP Drain, Wielder may spend an action to have a 100% chance of inflicting Dominion on an individual who wielder gave a buff earlier in the thread, Wielder may spend an action to replicate the effect of any ability performable by an entity on the enemy list that is below Level 80, below wielder's Level, and normally fightable for drops, doing so as though an instance of said entity is performing said ability, Once per thread across all copies of this item across all wielders as an effect that cannot be reset or replicated, activating the Overcrash of an Eidolon does not set wielder's MP to 0, Wielder's actions may not be undone by resetting battle to an earlier point by sources below Level 80, Sources below Level 80 cannot consider wielder to have not acted when wielder has acted unless wielder chooses for them to be able to do so, Wearer must possess the ability 'Master Summoner Magic Attunement', the ability 'Master Merchant Proficiency', the ability 'Master Pactmaker Knowledge', the ability 'Master Evil Synchronization', the ability 'Master Wealth Synchronization', the ability 'Master Knowledge Synchronization', the award 'Key to the Defeat of Forcystus', or the award 'Won the Megaquest "Crisis Across Infinite Nexii"', and must be Level 79 or greater (Borrowed from Celas)
-- Reaper's Hourglass- (Accessory, Trinket, Darkness & Fate, 94,242,564 Gold) +90,000 Magical Attack, 30% Darkness Resistance, 30% Time Resistance, 30% Fate Resistance, 30% inflicts Instant Death, Wielder must be Level 40 or greater

Spells-

-- Create Constellation of the Rainbow Dragon- (Spell, Astral Magic, Earth & Metal & Wood & Fire & Water & Ice & Energy & Electrical & Acid & Air & Hope & Darkness & Technology & Psychic & Physical, 60,000 MP, 30,000,000 Gold) Caster creates an Empowered Constellation called the 'Constellation of the Rainbow Dragon', said empowered constellation causes all base element, Wood element, or Metal element element individuals on its possessor's side of battle to gain +15,000 to all stats as a non-stacking effect and makes Wood and Metal base elements
-- Fading Call: One Billion Evil Carpenters- (Spell, Chaos Magic, Wood & Metal & Terror, 1,800,000 MP, 180,000,000 Gold) +180,000 Physical Attack, +180,000 Ranged Attack, +180,000 Magical Attack, This action may not be countered by individuals below Level 80, This action counts as involving 1,000,000,000 more Humans and Large Structures than it otherwise would, This action may create up to 1,000 Zones of any combination of base elements, This action may create a City or Fell City Terrain, This action may destroy up to 200 Terrains, Phantom Terrains, or Zones created by sources below Level 80, 2 hits against 500,000,000, Caster must be Level 40 or greater
-- Parallel Mageblast: Dragon-Line-Rerouting Superpulse- (Spell, Technomancy, Energy & Electrical & Earth & Mystical, 2,000,000 MP, 200,000,000 Gold) +200,000 Magical Attack, +200,000 Ranged Attack, Targets' HP and MP is delinked from all individuals if targets are below Level 90 and said links were not established by entities below Level 90, Targets of Level equal to or lower than caster who are below Level 90 obtain a non-stacking debuff that makes its possessor unable to link HP, MP, or stat values with other individuals, that makes its possessor unable to transfer HP or MP to or from another entity, that makes its possessor unable to be healed by HP or MP Drain, and that makes its possessor unable to create Zones, Caster must be Level 40 or greater
Modified Stats:
Nole Patricsson (Pathaky)
Level 79
Holy One, Technology
HP: 42,562,500
MP: 69,825,498

STR: 142,320
AGI: 104,340
CON: 104,340
MIN: 104,340
SPI: 214,410
SAN: 0
INF: 0
RES: 0

Defense- 2,504,160

Crit: 1014% (180% From Knife, +157% from Knife, Tripled by HO Traits)
Resilience: 597% (160% from Serenity's Ideal, +39% From the Ideal, Tripled by HO Traits)
To Hit: 840% (280% from Knife, Tripled by HO Traits)
Dodge: 390% (130% from the Light and Triumph Wings, Tripled by HO Traits)

Resistances and Immunities:
Immune to Sub-60's,
40% Light Resistance, 40% Darkness Resistance, 40% Hope Resistance, 25% Spatial Resistance
30% Human Resistance,
Immunity to Minor Status Effects, Immunity to Moderate Status Effects, Paralysis Immunity, Charm Immunity, Awestruck Immunity,
30% Major Negative Status Effect Resistance, 40% Dominion Resistance

Melee Attack- 4,031,760
Magical Attack- 8,595,840
Ranged Attack- 1,349,040

Turn-Order Determining Stat, W/ Bonuses: 728,820
(214,410 SPI + 150,000 (Wings of Melek Taus and Wings if Light and Victory))*2(Serenity's Adamant Ideal)
Coming Along: Nole, Crazy Roy, <ERROR>, +3 of Celas' crew.

These guys are tough! Or, well, sort of are? Nole packs enough damage with Holy One Traits to kill them- the issue is that these guys have trouble staying dead.

They resurrect each round! That won't matter if we kill everything on the same round- they'll be dead for victory conditions.

They Absorb Dragons, and so they could theoretically heal the everloving hell out of each other with their death attacks, surviving and becoming a problem.

The solution there is to just WAIT a round. They have a 7% chance to hit Nole at all. Even if they do, the most damage they can do is with a maximal-damage All-Smite (Thanks to Celas' Prime Judging) is 485,000 per dragon. Nole can't be killed by the 7% auto-penetrating damage there (~271,600 damage), and he doesn't care about the Smitten.

So, he takes this damage, the smitten, the buff-stripping- whatever, and waits for Round 2. When he does, he delivers an Overdriven Solely Wonder-Element Parallel Mageblast: Dragon-Line-Rerouting to the entire enemy formation, dealing, at minimum, 137,271,080 damage on the auto-hit auto crit. That's 68,613,040 damage to the back row, ~10 million above their continually growing HP. This kills every Ouroboros, allowing us to win without any resurrection problems.

The only issue I see with this gumming up the works with the Ouroboros spamming summons via Rift Gate. That's where Celas comes in- I'll let him explain precisely what he's doing there to combat that.
User avatar
Celas
Arena Sergeant
Posts: 228
Joined: Sat May 23, 2020 6:09 pm

Re: Big Game Hunters-- Noninfinite Snakes Edition: Nole and Celas and Co vs Finite Ouroboros

Post by Celas »

Celas stats!
Celas (Reaper)
Level 79
Planetary, Fate & Void
HP- 26,175
MP- 12,350
STR - 336 (4)
AGI - 1047 (13)
CON - 1047 (13)
MIN - 494 (6)
SPI - 2475 (25)
Additional Stats-
Move- 6
Movetype- Flight
Range- 4
Leadership- 6
XP- 1,211,989,000
XP Required- 25,820,000, Holy Imperial Seal of Triumph
Fame- 89
Gold- 18,932,294,699

Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Attack With Finesse
Powerful Attack
Point Blank
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.
Melee Overdrive- (Active Ability, Attack) Based on STR. Uses Melee 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 Melee 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 Melee Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus.
Possesses an Inherent Spell List- (Passive Ability, Attack) Possessor may cast spells on possessor's Inherent Spell List as though they were equipped
Command Protocol- (Spell, Leadership, Technology & Air & Psychic & Metal, 100,000 XP, 10,000,000 Gold) Target non-unique individual gains an action immediately after this action
Metal Crash- (Spell, Artifice, Metal, 500 MP, 410,000 Gold) +400 Magical Attack, 5% inflicts Entombed: Metallic Doom

-Arbiter of the Absolute-
Adept Truth Synchronization- (Passive Ability, Analyst of the Absolute) Amounts of Truth element Damage possessor deals are increased by 10,000 points, Truth 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 Truth element Spells, and may not be converted into other types of slots by individuals below Level 100
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
Basic Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to all stats if possessor is Truth element

-Arcane Vizier-
Apprentice Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic 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 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
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 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 Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Improved Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic 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 Magic- (Passive Ability, Arcane Vizier) Possessor gains +5,000 Defense against Magic

-Archer-
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped

-Astromancer-
Adept Astral Magic Attunement- (Passive Ability, Astromancer) Astral Magic spells cost possessor 10,000 less MP to cast, Astral 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 Astral Magic Spells, and may not be converted into other types of slots by individuals below Level 100
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
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
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
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


-Biomancer-
Adept Biomancy Attunement- (Passive Ability, Biomancer) Biomancy spells cost possessor 10,000 less MP to cast, Biomancy 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 Biomancy Spells, and may not be converted into other types of slots by individuals below Level 100
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)%


-Blight Druid-
Lord of the Rotten Forest- (Passive Ability, Blight Druid) Possessor's summons that are both Undead and Plants may choose to have their offensive actions to apply a debuff that provides -500 CON to Plants, with said debuff stacking 10 times


-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
Captain- (Passive Ability, Captain) All of possessor's Vessel transformations gain +(25* Possessor Level) to all stats
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)
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

-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 affect one more target if they already affect multiple targets and all Leadership spells cost 10 less MP
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
Charismatic- (Passive Ability, Commander) Possessor counts as being 1 Level higher for pet-equipping, pet-leveling, summon-equipping, summon-leveling, and summon-summoning purposes, This ability's effects do not stack with other effects that provide bonuses of the same types or to the same things
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
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-
All-Problem Congregating Art- (Technique Ability, Controller) Possessor may use 'All-Problem Congregating Art' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Force is equipped. Said action applies a nonstacking debuff that increases the odds of minor and moderate negative status effects being applied to its possessor by 25%
Adept Force Training- (Passive Ability, Controller) Force weapons equipped by possessor can provide an additional +10,000 Melee Attack, Ranged Attack, and Magical Attack before capping, Force Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Force Weapons equipped by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Force Weapons equipped by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Force
Angel-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 Soul equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Astral Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Banishing Impulse- (Technique Ability, Controller) Possessor may use 'Banishing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Black Impulse- (Technique Ability, Controller) Possessor may use 'Black Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
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.
Command Interdiction- (Passive Ability, Channeler) Once per thread, when an opponent of possessor that is equal Level to or lower Level than possessor that is below Level 80 performs an action that grants one or more other entities additional actions, possessor may choose for said action to instead not grant any entities additional actions
Controlled Self- (Passive Ability, Controller) This character may, at the start of a thread, if this character has a force that alters the basis of anything non-typical stats, choose one of those stats, and, as a buff, increase said stat by 10%, to a max of 10,000 added points, at the cost of reducing all but one other stats by 20%
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Daemon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Darkspawn-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Demon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Demons and gains +5% To Hit against Demons.
Deva-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devas and gains +5% To Hit against Devas.
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.
Empower Emotion: Rage- (Technique Ability, Controller) Possessor may use 'Empower Emotion: Rage' in conjunction with a 'Cast a Spell' action so long as no other technique is used and a Force is equipped. Said action gains either 'target acquires a non-stacking buff that provides +7,000 STR' or '60% inflicts Confusion: Berserk and Confusion: Enraged'
Erasure Impulse- (Technique Ability, Controller) Possessor may use 'Erasure Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Exert Control: Earth Elementals- (Technique Ability, Controller) Possessor may use 'Exert Control: Earth Elementals' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Earth-element Force equipped. Said action gains a 75% chance of inflicting Charm on targets that are Earth-element Elementals.
FEEL THE HYPE!- (Technique Ability, Controller) Possessor may use 'FEEL THE HYPE!' in conjunction with a 'Magical Attack', 'Ranged Attack', or 'Melee Attack' action so long as no other technique is used and a Force is equipped. Said action gains +1 Ranged Attack, +1 Melee Attack, and +1 Magical Attack and is delayed 5 rounds,
Force-Lock Debuff- (Technique Ability, Controller) Possessor may use 'Force-Lock Debuff' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has a Force equipped. Said action changes the text of all stacked instances of one debuff with said action's performer as a source, adding the text 'the first time this debuff would be removed by a source below Level 20 due to a reason other than its duration running out, it is instead not removed'
Force Wielding I- (Passive Ability, Controller) +5 to all stats when a Force is equipped
Force Wielding II- (Passive Ability, Controller) +25 to all stats when a Force is equipped, +25 Magical Attack, Melee Attack, and Ranged Attack when a Force is equipped
Force-Distributed Ailment- (Technique Ability, Controller) Possessor may use 'Force-Distributed Ailment' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains a 60% chance of inflicting any one minor status effect that possessor is afflicted with (not counting sub-status effects) and subsequently curing possessor of said effect if said infliction is successful on at least one target (with said effect not curing sub-status effects).
Forcible Electrical Shutdown Impulse- (Technique Ability, Controller) Possessor may use 'Forcible Electrical Shutdown Impulse' in conjunction with a 'Magical Attack' or 'Ranged Attack' action so long as no other technique is used and a Force is equipped. Said action has a 50% chance of applying a non-stacking debuff that makes its possessor unable to perform Electrical element actions for 1 action if its possessor is Level 60 or lower.
Frigid Impulse- (Technique Ability, Controller) Possessor may use 'Frigid Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Frost Impulse- (Technique Ability, Controller) Possessor may use 'Frost 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 Ice element.
Frozen Impulse- (Technique Ability, Controller) Possessor may use 'Frozen Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Greater Banishing Impulse- (Technique Ability, Controller) Possessor may use 'Greater Banishing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Greater Erasure Impulse- (Technique Ability, Controller) Possessor may use 'Erasure Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Horror-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Illuminated-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Illuminated and gains +5% To Hit against Illuminated.
Impulse Mastery- (Passive Ability, Controller) Technique Abilities from the Controller class whose name includes 'Impulse' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Inevitable Impulse- (Technique Ability, Controller) Possessor may use 'Inevitable Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Fate element, and gains '15% inflicts Voidstruck: Marked for Demise'.
Infuse Essence With Hostile Fire- (Technique Ability, Controller) Possessor may use 'Infuse Essence With Hostile Fire' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Force is equipped. Said action inflicts an instance of Burning that cannot be cured by sources below Level 20.
Night Impulse- (Technique Ability, Controller) Possessor may use 'Night Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Pitch Force- (Technique Ability, Controller) Possessor may use 'Pitch Force' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Force equipped. Said action gains +15 Ranged Attack and +10% To Hit as a non-stacking effect.
Predetermined Impulse- (Technique Ability, Controller) Possessor may use 'Predetermined 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 Fate element.
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.
Rampantly Fish-Dooming Burst- (Technique Ability, Controller) Possessor may use 'Rampantly Fish-Dooming Burst' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Force is equipped. Said action gains a 60% chance of inflicting Hexed on up to 20 target Aquatics and a 1% chance of inflicting Instant Death on up to 20 Aquatics below Level 10.
Shadow Impulse- (Technique Ability, Controller) Possessor may use 'Shadow 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 Darkness element.
Silent Tide's Grasp- (Technique Ability, Controller) Possessor may use 'Silent Tide's Grasp' in conjunction with a 'Magical Attack' or 'Melee Attack' action so long as no other technique is used and a Force is equipped. Said action moves its target to the front row or the back row and cannot be countered by individuals below Level 45.
Sleeting Impulse- (Technique Ability, Controller) Possessor may use 'Sleeting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Spirit-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Spirits and gains +5% To Hit against Spirits.
Superior Piercing Force-Blast- (Technique Ability, Controller) Possessor may use 'Superior Piercing Force-Blast' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Magical Overdrive' action. Said action gains +1,000 Melee Attack, Magical Attack, and Ranged Attack and pierces 1,000 points of Defense
Thread-Cutting Impulse- (Technique Ability, Controller) Possessor may use 'Thread-Cutting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Fate element, and gains '30% inflicts Voidstruck: Marked for Demise'.
Umbral Impulse- (Technique Ability, Controller) Possessor may use 'Umbral Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Undead-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Undead-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Undead and gains +5% To Hit against Undead.
Weaving Impulse- (Technique Ability, Controller) Possessor may use 'Weaving Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Fate element, and gains '15% inflicts Voidstruck: Marked for Demise', deals 1/4 Damage, and gains '1 hit against 10'.
Wind Riddle- (Technique Ability, Controller) Possessor may use 'Wind Riddle' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Force is equipped. Said action deals 1,000 Flat Air element MIN Damage and applies a nonstacking debuff that causes non-Air element targets below caster's Level with lower MIN than caster who are below Level 75 to have a 25% chance of skipping their actions that does not stack.

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

-Crafter-
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 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 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 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
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
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
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
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
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
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

-Deathless One-
Adept Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Undead summon, Possessor's unmodified stats increase by 200 points if possessor is an Undead
Advanced Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 60% Charm Resistance
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
Assumption of the Essence of the Undead- (Passive Ability, Deathless One) Possessor may, at the beginning of a thread, choose to become the subtype Undead
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
Chilling Aura of the Grave- (Stance Ability, Deathless One) Undead pets and summons, as well as possessor, if possessor is Undead, gain a 5% chance to Paralyze those hit by their attacks if said targets are lower or equal level, +20 CON when active
Cold Flesh- (Passive Ability, Deathless One) Possessor gains +200 Defense against Ice if possessor is Undead
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
Defensive Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +50 Defense
Defensive Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +250 Defense
Doom Grin- (Passive Ability, Deathless One) Possessor, if an Undead and Level 40 or greater, gains a 5% chance of inflicting Instant Death: Doomed on up to 5 opponents at the start of each round
Doom Juggernaut Frame- (Passive Ability, Deathless One) Possessor, if an Undead and Level 60 or greater, obtains +5,070,000 HP, +30,000 STR, +30,000 CON, and 80% Resilience
Drain Life Force- (Passive Ability, Deathless One) If possessor is Undead, possessor's 'Melee Attack' actions gain 'Deals HP Drain' against targets below Level 60 whose CON is lower than possessor's SPI and whose SPI is lower than possessor's CON
♢Eternally Preserved Form- (Passive Ability, Deathless One) If possessor is an Undead, buffs and positive status effects do not vanish from possessor upon death
♢Eternal Undying Authority- (Passive Ability, Deathless One) Once per thread, when possessor summons Undead, possessor may choose to not be able to be prevented from summoning those Undead
Expert Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead summons cannot be unsummoned by entities below Level 60 without possessor's permission, Possessor gains an additional pet slot that cannot be used for purposes other than carrying pets, may only contain an Undead pet, and may not be converted into other types of slots by individuals below Level 100, Possessor's unmodified stats increase by 500 points if possessor is an Undead
Formshift: Undead- (Stance Ability, Deathless One) Possessor's subtype becomes Undead
Ghost- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains 40% Dodge
♢Ghost Decoy- (Passive Ability, Deathless One) Up to (Possessor's Level/5, rounded up) times per thread, whenever possessor would be moved to another battlespace unwillingly by a source that is not 5 or more Levels greater than possessor, possessor may instead choose not to be moved to that battlespace and to summon an Undead below possessor's Level that is normally fightable for drops on the enemy list whose name includes 'Ghost' or 'Geist' into that battlespace, Max 5 summoned
Ghostly Chill- (Passive Ability, Deathless One) If possessor is an Undead, quantities of Ice element Damage dealt by possessor are increased by 500 points
Ghostly Haunting- (Technique Ability, Deathless One) Possessor may use 'Ghostly Haunting' in conjunction with a 'Magical Attack' action if possessor is an Undead and no individual of greater Level than possessor or who is Level 60 or greater objects. Said action gains a 100% chance of inflicting Hexed and Hexed: Haunted, and marks one target who is not immune to Hexed or Hexed: Haunted as being 'Haunted', with caster leaving battle, entering another battle that contains a Zone of Darkness, for the duration of said target's counting as being marked as Haunted, with caster being able to perform actions that target individuals in the battle caster was formerly in while in said battle, with said marking lasting for 10 rounds or until either caster or said target is dead, and with caster immediately rejoining caster's aforementioned prior battle when said marked individual either dies or is no longer marked as Haunted
Ghostly Incorporeality- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains 50% Dodge and 100% Dodge against individuals below Level 20, and possessor has a 50% chance of ignoring debuffs from sources below Level 20
Ghostly Possession- (Active Ability, Deathless One) Possessor may spend an action that caueses caster to begin treating a target as a Transformation that caster is in, with said target's actions being controlled by caster and caster being unable to be targetted as though caster were transformed into said target, with said action not working on targets above Level 20 or individuals who are immune to Charm, and with caster re-entering battle upon target's death or caster's de-transformation, and with caster dying if said target was killed by a source that is 20 or more Levels greater than caster while caster is transformed into said target
Has Researched Many Methods of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Has Researched the Basics of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Incompatible Life Force- (Passive Ability, Deathless One) If possessor is an Undead, any HP Drain dealt to possessor by individuals below Level 60 is changed to HP Damage, and individuals below Level 60 may not link possessor's HP to the HP of non-Undead
Incorporeal Undead- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains 25% Dodge and 50% Dodge against individuals below Level 20
Lesser Level-Draining Touch- (Passive Ability, Deathless One) If possessor is an Undead, possessor's offensive actions, as a debuff that stacks 20 times, reduce the Level of their targets by 1 if said targets are below Level 20
Lich- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains +2,000 Magical Attack, +2,000 MIN, +2,000 SPI, 20% Physical Resistance, 20% Magic Resistance, and +20,000 MP
Lich's Phylactery- (Passive Ability, Deathless One) If possessor is an Undead and is Level 40 or greater, possessor has a 99% chance of resurrecting immediately after being killed if not killed by an action or damage that is either Light element, from an individual 20 or more Levels greater than possessor, from an element possessor is weak to, or from an individual or Level 100 or greater, In these cases, when possessor self-ressurects, possessor does so with amounts of HP, MP, and stats equal to possessor's normal Max values of said values, to a max of 30,000,000 HP and MP and 500,000 in each stat, 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, Any individual above Level 19 who would successfully steal an item from possessor may instead choose to nullify this ability's effects
Lich's Potency- (Passive Ability, Deathless One) If possessor is an Undead, Possessor is immune to individuals below Level 20, Possessor ignores the Resistances, Immunities, Reflections, and Absorptions of individuals below Level 30
Lungs Inhabited By Two Ghosts- (Passive Ability, Deathless One) Possessor may, at the beginning of a round, summon up to 2 Ghost from the Enemy List, with possessor being able to summon a max of 2 such entities per thread, Max 2 summoned
No Reflection- (Passive Ability, Deathless One) If possessor is Undead, individuals below Level 40 may not reflect possessor's actions
Offensive Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons have the Damage values of their abilities increased by 50 points
Offensive Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons have the Damage values of their abilities increased by 500 points
Open Up And Release A Skeleton- (Active Ability, Deathless One) Possessor may spend an action to summon 1 Skeleton from the Enemy List and to have a 100% chance of inflicting Confusion: Fear on up to 30 targets, Max 1 summoned
Reaper's Scythe- (Active Ability, Deathless One) Possessor, if an Undead and Level 40 or greater, may spend an action to conduct an attack that has a Prime Attribute of Strength + Spirit, has a base Damage value of 63,700 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Scythe items, has a 50% chance of inflicting Instant Death, is solely Physical or Darkness or Fate or Physical & Darkness or Physical & Fate or Darkness & Fate or Physical & Darkness & Fate element, and costs 0 MP
Rimedead Commander's Summoning of Rimedead Legions- (Active Ability, Deathless One) Possessor, if an Undead and Level 40 or greater may spend an action to summon 5 Rimedead Warlegion or 5 Rimedead Deathbringers or 2 Rimedead Doomriders from the Enemy List (if such entities exist on the Enemy List), Max 30 summoned
Rimedead Touch- (Active Ability, Deathless One) Possessor, if an Undead and Level 40 or greater, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 43,000 Damage that it incorporates as thought possessor were an Enemy, incorporates the Melee Attack or Magical Attack bonuses (choosing one across all items) of equipped Fist Weapon items, has a 130% chance of inflicting Frozen, Voidstruck, and Frozen: Frostbite, is solely Darkness & Ice element, and costs 0 MP
Saltwater Sea-Dead- (Passive Ability, Deathless One) If possessor is Undead, sources below Level 40 cannot inflict Drowning on possessor
Speed-Focused Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Superior Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 80% Charm Resistance
Undead Calling I- (Passive Ability, Deathless One) Possessor's Undead summons gain +20 to all stats
Undead Calling II- (Passive Ability, Deathless One) Possessor's Undead summons gain +200 HP
Undead Calling III- (Passive Ability, Deathless One) Possessor's Undead summons gain +500 MP
Undead Calling IV- (Passive Ability, Deathless One) Possessor's Undead summons gain +2,000 HP and +4,000 MP
Undead Calling V- (Passive Ability, Deathless One) Possessor's Undead summons may not be unsummoned by sources below Level 5
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 Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 40% Charm Resistance
Undead Traits- (Passive Ability, Deathless One) Possessor gains Pain Immunity, Poison Immunity and Diseased Immunity so long as possessor is an Undead
Unified Knowledge of Undeath and Necromancy- (Passive Ability, Deathless One) Possessor may count Deathless One abilities possessor possesses as Necromancy abilities (including for prerequisite purposes), Possessor may count Necromancy abilities possessor possesses as Deathless One abilities (including for prerequisite purposes)
Visage of the Terrible Skull- (Passive Ability, Deathless One) Possessor has a 45% chance of inflicting Confusion: Fear on each opponent at the start of every round
Void-Facet Phylactery- (Passive Ability, Deathless One) At the end of each round, if possessor is an Undead and Level 40 or greater, possessor may choose to remove all text from any one debuff present on possessor that comes from a source below Level 60, with this effect being a buff on possessor
Zombie- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains +200 CON and -200 AGI
Zombie Grave-Bursting- (Passive Ability, Deathless One) If possessor is an Undead, possessor is cured of all affliction instances of Entombed that possessor is afflicted with at the start of each round that come from sources below Level 40

-Destiny Weaver-
In the Geezer's Freezer:
Adept Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Amounts of Fate element Damage possessor deals are increased by 10,000 points, Fate 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 Fate element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Fate Synchronization- (Passive Ability, Destiny Weaver) Possessor gains +50 to all stats for each Fate element item equipped, Possessor's Fate element pets and summons gain +250 to all stats
Basic Command of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element pets and summons gain +50 to all stats
Basic Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Possessor gains +25 to all stats if Fate element
Basic Understanding of the Heart of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element allies gain +10 to all stats
Control of Fate- (Passive Ability, Other: Destiny Weaver) Possessor has a 20% chance of being able to cancel the actions of Fate element individuals below Level 20, with things that would occur before and after said actions still occurring
Destiny Weaver- (Passive Ability, Other: Destiny Weaver) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fate Resistance, Possessor ignores Fate Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Detect Fate- (Passive Ability, Destiny Weaver) Possessor gains +1% To Hit against Fate element targets
Empowered By Fate- (Passive Ability, Destiny Weaver) If possessor is Fate 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 Fate
Expert Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Fate element Damage dealt to possessor (not including healing) is halved, Fate 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 Fate element accessories, and may not be converted into other types of slot by individuals below Level 100
Fate Manipulation- (Passive Ability, Other: Destiny Weaver) Possessor may choose one of the following at the beginning of each round if Fate element: Create a Zone of Fate, Remove a Zone of Fate created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fate by either possessor or a source below Level 20, Add Fate 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 Fate element on a Fate element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fate, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fate, 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 Fate element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fate to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fate, 5% Fate Resistance, or +50 Defense against Fate and 1% Fate Resistance until the end of the round as a non-stacking buff
Manipulate Fate- (Active Ability, Other: Destiny Weaver) Possessor may spend an action to cause a target to obtain either +500 to all stats or -500 to all stats at the start of the round five rounds after said effect is applied as an effect that stacks 5 times
Manipulate Fate: Destined to Miss- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may apply a non-stacking debuff that causes their target to gain -40% To Hit for its next action, with said penalty being increased to -80% against individuals below Level 20
Manipulate Fate: Destined to Strike True- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may apply a non-stacking buff that causes their target to gain +40% To Hit for its next action, with said bonus being increased to +80% against individuals below Level 20
Absorb Fate- (Passive Ability, Other: Destiny Weaver) Possessor Absorbs Fate against sources below Level 20 if Level 20 or greater
Apprentice Affinity to Healing Via Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor obtains Fate element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate 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 Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +500 Defense against Fate
Apprentice Fate Resistance- (Passive Ability, Other: Destiny Weaver) Possessor gains 5% Fate Resistance
Apprentice Understanding of the Heart of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element allies gain +100 to all stats
Apprentice Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 500 points
Basic Affinity to Healing Via Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor obtains Fate element HP Healing or MP Healing, said amount is increased by 500 points
Basic Defenses Against Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +50 Defense against Fate
Basic Fate Resistance- (Passive Ability, Other: Destiny Weaver) Possessor gains 1% Fate Resistance
Basic Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 50 points
Defenses that Utilize Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +500 Defense if possessor has any Fate-element items equipped that provide a Defense bonus
Fate Immunity- (Passive Ability, Other: Destiny Weaver) Possessor gains Fate Immunity against sources below Level 20 if Level 20 or greater
Improved Affinity to Healing Via Fate- (Passive Ability, Other: Destiny Weaver) Whenever possessor obtains Fate element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate 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 Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +5,000 Defense against Fate
Improved Defenses that Utilize Fate- (Passive Ability, Other: Destiny Weaver) Possessor gains +2,000 Defense if possessor has any Fate-element items equipped that provide a Defense bonus
Improved Fate Resistance- (Passive Ability, Other: Destiny Weaver) Possessor gains 10% Fate Resistance
Improved Understanding of the Heart of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element allies gain +250 to all stats
Improved Weaponization of Fate- (Passive Ability, Other: Destiny Weaver) Quantities of Fate element Damage dealt by possessor are increased by 5,000 points

-Diviner-
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
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
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
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
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'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
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
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
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
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
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


-Ebon Chancellor-
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
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
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
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
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
Improved Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 10% Darkness Resistance
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Nourished By Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Darkness
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


-Enchanter-
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: Darkness- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Darkness 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
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
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: Ice- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Ice 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: 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
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
Enchanter- (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


-Enslaver-
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
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.
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
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.
Slavermaster'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
Core Essence Grab- (Technique Ability, Enslaver) Possessor may use 'Core Essence Grab' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Possessor may choose to become solely any one base entity subtype (that is not a base Transformation subtype) of any entity that was killed by said action.
Soul Wielding II- (Passive Ability, Enslaver) +25 to all stats when a Soul is equipped, +50 Magical Attack when a Soul is 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'
Minor Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the start of each round that possessor has a Soul 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


-Force Mage-
Adept Force Magic Attunement- (Passive Ability, Force Mage) Force Magic spells cost possessor 10,000 less MP to cast, Force 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 Force Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack
Basic Defensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Defense
Basic Force Projection- (Passive Ability, Force Mage) Possessor gains +50 Ranged Attack, +50 Magical Attack, and +50 Defense
Basic Offensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Ranged Attack and +200 Magical Attack
Basic Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +20 additional Magical Attack
Focused Force Magic Casting- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Force Magic
Force Mage- (Passive Ability, Force Mage) All Force Magic spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Force Magic spells cost possessor (50 * Possessor Level) less MP to cast
Force Magic Casting I- (Passive Ability, Force Mage) Force Magic spells cost possessor 20 less MP to cast
Force Magic Casting II- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast


-General-
♢Accompanied by Deathless Guardians- (Passive Ability, General) Possessor may, when entering threads, have instances of Undead Necromancy summons that possessor could summon that are not unique equipped as though they were pets, with these summons being pets and not summons, but counting against the summon limits that they would count against were they summons and being unable to be equipped in numbers exceeding those limits
♢Honored Child of the Ancients- (Passive Ability, General) Possessor gains +(Possessor Level / 2) Fame
♢Ruler of the Undying Kingdom- (Passive Ability, General) Possessor's Undead allies obtain +(100 * Possessor Level) to all stats as a non-stacking 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
Attuned to Terrain: Boneyard- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard
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
Improved Terrain Attunement: Boneyard: Connection to the Undead- (Passive Ability, Geomancer) Possessor and possessor’s Undead pets and summons gain +100 to all stats if the terrain or phantom terrain is Boneyard
Phantom Terrain Link Established: Boneyard- (Active Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Boneyard

-Other: High Judge-
Absorb Law- (Passive Ability, Other: High Judge) Possessor Absorbs Law against sources below Level 20 if Level 20 or greater
Adept Law Synchronization- (Passive Ability, Other: High Judge) Amounts of Law element Damage possessor deals are increased by 10,000 points, Law 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 Law element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Law- (Passive Ability, Other: High Judge) Whenever possessor obtains Law element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Law- (Passive Ability, Other: High Judge) Possessor's Law 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 Law- (Passive Ability, Other: High Judge) Possessor gains +500 Defense against Law
Apprentice Law Resistance- (Passive Ability, Other: High Judge) Possessor gains 5% Law Resistance
Apprentice Law Synchronization- (Passive Ability, High Judge) Possessor gains +50 to all stats for each Law element item equipped, Possessor's Law element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Law- (Passive Ability, Other: High Judge) Possessor's Law element allies gain +100 to all stats
Apprentice Weaponization of Law- (Passive Ability, Other: High Judge) Quantities of Law element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Law- (Passive Ability, Other: High Judge) Possessor gains +500 to all stats while in a Zone of Law
Basic Acceleration Within Law's Dominion- (Passive Ability, Other: High Judge) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Law
Basic Affinity to Healing Via Law- (Passive Ability, Other: High Judge) Whenever possessor obtains Law element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Law- (Passive Ability, Other: High Judge) Possessor's Law element pets and summons gain +50 to all stats
Basic Defenses Against Law- (Passive Ability, Other: High Judge) Possessor gains +50 Defense against Law
Basic Law Resistance- (Passive Ability, Other: High Judge) Possessor gains 1% Law Resistance
Basic Law Synchronization- (Passive Ability, Other: High Judge) Possessor gains +25 to all stats if possessor is Law element
Basic Understanding of the Heart of Law- (Passive Ability, Other: High Judge) Possessor's Law element allies gain +10 to all stats
Basic Weaponization of Law- (Passive Ability, Other: High Judge) Quantities of Law element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Law- (Passive Ability, Other: High Judge) Possessor gains +50 to all stats while in a Zone of Law
Control of Law- (Passive Ability, Other: High Judge) Possessor has a 20% chance of being able to cancel the actions of Law element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Law- (Passive Ability, Other: High Judge) Possessor gains +500 Defense if possessor has any Law-element items equipped that provide a Defense bonus
Detect Law- (Passive Ability, High Judge) Possessor gains +1% To Hit against Law element targets
Elemental Attack-Conversion: Law- (Technique Ability, Other: High Judge) Possessor may use 'Elemental Attack-Conversion: Law' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Law element and no other technique is used. Said action becomes solely the element Law.
Elemental Invocation of Law- (Technique Ability, Other: High Judge) Possessor may use 'Elemental Invocation of Law' in conjunction with an 'Elemental Attack' action so long as possessor is Law element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Law- (Passive Ability, Other: High Judge) Whenever possessor absorbs Damage that is Law element Damage, Possessor may choose to deal 10,000 Flat Law element Damage to up to 10 targets
Empowered By Law- (Passive Ability, High Judge) If possessor is Law 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 Law
Greater Weaponization of Law- (Passive Ability, Other: High Judge) Quantities of Law element Damage dealt by possessor are increased by 25,000 points
High Judge- (Passive Ability, Other: High Judge) Possessor ignores (1 * (Possessor Level/5), rounded down)% Law Resistance, Possessor ignores Law Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Affinity to Healing Via Law- (Passive Ability, Other: High Judge) Whenever possessor obtains Law element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Law- (Passive Ability, Other: High Judge) Possessor's Law 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 Law- (Passive Ability, Other: High Judge) Possessor gains +5,000 Defense against Law
Improved Defenses that Utilize Law- (Passive Ability, Other: High Judge) Possessor gains +2,000 Defense if possessor has any Law-element items equipped that provide a Defense bonus
Improved Law Resistance- (Passive Ability, Other: High Judge) Possessor gains 10% Law Resistance
Improved Understanding of the Heart of Law- (Passive Ability, Other: High Judge) Possessor's Law element allies gain +250 to all stats
Improved Weaponization of Law- (Passive Ability, Other: High Judge) Quantities of Law element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Law- (Passive Ability, Other: High Judge) Possessor gains +1,000 to all stats while in a Zone of Law
Improved Zonal Law Empowerment- (Passive Ability, Other: High Judge) Possessor gains +500 to all stats while in a Zone of Law, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Law
Law Battle-Aura- (Stance Ability, Other: High Judge) Possessor deals 10,000 Flat Law element Damage to each opponent at the start of each round
Law Body Form- (Stance Ability, Other: High Judge) Possessor gains +200 Defense against Law, Possessor gains 15% Law Resistance, Possessor may deal 5,000 Flat Law element Damage to any individual who conducts an offensive action that targets possessor
Law Immunity- (Passive Ability, Other: High Judge) Possessor gains Law Immunity against sources below Level 20 if Level 20 or greater
Law Manipulation- (Passive Ability, Other: High Judge) Possessor may choose one of the following at the beginning of each round if Law element: Create a Zone of Law, Remove a Zone of Law created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Law by either possessor or a source below Level 20, Add Law 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 Law element on a Law element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Law, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Law, 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 Law element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Law to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Law, 5% Law Resistance, or +50 Defense against Law and 1% Law Resistance until the end of the round as a non-stacking buff
Meditative Assumption of Law- (Passive Ability, Other: High Judge) Possessor may choose, at the beginning of a thread, to become solely Law element
Nonsynchronous Elemental Attack-Conversion: Law- (Passive Ability, Other: High Judge) Possessor may use the Technique 'Elemental Attack-Conversion: Law' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Law element.
Nourish Law- (Passive Ability, Other: High Judge) Whenever possessor deals HP or MP healing to an Law element individual, possessor deals 300 additional points
Nourished By Law- (Passive Ability, High Judge) If possessor is Law element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Law
Predict the Flow of Law- (Passive Ability, Other: High Judge) Possessor gains +5% Dodge against Law element individuals
Reflect Law- (Passive Ability, Other: High Judge) Possessor Reflects Law against sources below Level 20 if Level 20 or greater
Stability Within Law- (Passive Ability, Other: High Judge) Possessor gains 25% minor negative status effect resistance while in a Zone of Law
Understanding of the Bonds of Law- (Passive Ability, Other: High Judge) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Law element individual
Zonal Law Control- (Passive Ability, Other: High Judge) Possessor may, at the start of each round, choose one Zone of Law 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

-Healer-
Apprentice Healer Attunement- (Passive Ability, Healer) All Healer Magic Spells cost possessor and possessor's allies 20 less MP to cast
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 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 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.
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

-Hunter-
Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical

-Inscriber-
Apprentice Ward Mastery- (Passive Ability, Inscriber) Possessor gains +50 Defense if possessor has a Ward equipped
Basic Ward Mastery- (Passive Ability, Inscriber) All Wards equipped by possessor provide +10 additional Defense
Inscriber of the Wards Which Protect against Darkness- (Passive Ability, Inscriber) Possessor gains +1% Darkness Resistance if possessor has a Ward equipped, to a max of 50%
Requires: Inscriber of the Wards Which Protect against Elements
Inscriber of the Wards Which Protect against Elements- (Passive Ability, Inscriber) Possessor's existing Resistances to base elements are increased by 1% if possessor has a Ward equipped, to a max of 25%
Inscriber of the Wards Which Protect against Entities- (Passive Ability, Inscriber) Possessor's existing Resistances to base entity subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%
Inscriber of the Wards Which Protect against Fire- (Passive Ability, Inscriber) Possessor gains +1% Fire Resistance if possessor has a Ward equipped, to a max of 50%
Inscriber of the Wards Which Protect against Light- (Passive Ability, Inscriber) Possessor gains +1% Light Resistance if possessor has a Ward equipped, to a max of 50%
Inscriber of the Wards Which Protect against Weapons- (Passive Ability, Inscriber) Possessor's existing Resistances to base weapon subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%

-Justicar-
Apprentice Justicar Knowledge- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Celestial Loyalty Instruction- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain 20% Charm Resistance
Basic Justicar Knowledge- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +20 to all stats
Celestial Instruction II- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +100 to all stats
Defensive Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +50 Defense
Justicar- (Passive Ability, Justicar) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Celestial pet only, This ability provides +50 HP and +10 to all stats of possessor's Celestial pets and summons per Level of possessor
Offensive Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons have the Damage values of their abilities increased by 50 points
Offensive Celestial Instruction II- (Passive Ability, Justicar) Possessor's Celestial pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Celestial Instruction II- (Passive Ability, Justicar) Possessor's Celestial pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes

-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.
Impairing Bash- (Technique Ability, Lawbringer) Possessor may use 'Impairing Bash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Mace equipped. Said attack gains a 20% chance of inflicting Impaired.
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
Judicious Smackdown- (Active Ability, Lawbringer) Possessor may use Judicious Smackdown in conjunction with a Melee Attack, so long as no other technique is used and a Mace is equipped. Possessor gains +150 Melee Attack for this attack and has a 5% chance of inflicting Fatigued: Stunned with it
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Lawbringer- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack and Magical attack if possessor has a Mace equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Mace equipped
Mace of Law- (Passive Ability, Lawbringer) Possessor gains +80 to all stats when opposing Devas, Abstracts, or Demons so long as possessor has a Mace equipped; possessor gains +100 Melee Attack against Devas, Abstracts, and Demons so long as possessor has a Mace equipped
Mace Wielding I- (Passive Ability, Lawbringer) +5 to all stats when a Mace is equipped
Mace Wielding II- (Passive Ability, Lawbringer) +25 to all stats when a Mace is equipped, +50 Melee Attack when a Mace is equipped
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

-Lightbearer-
Apprentice Lightbearer Knowledge- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Illuminated Loyalty Instruction- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain 20% Charm Resistance
Basic Lightbearer Knowledge- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +50 Defense
Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +20 to all stats
Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +100 to all stats
Lightbearer- (Passive Ability, Lightbearer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Illuminated pet only, This ability provides +50 HP and +10 to all stats of possessor's Illuminated pets and summons per Level of possessor
Offensive Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have the Damage values of their abilities increased by 50 points
Offensive Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes

-Magewright-
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.
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item 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
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
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
Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Ioun Stone Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Ioun Stone possessor has equipped
Seal Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Seal 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
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

-Necromancer-
Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
Adept Necromancy Attunement- (Passive Ability, Necromancer) Necromancy spells cost possessor 10,000 less MP to cast, Necromancy 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 Necromancy Spells, and may not be converted into other types of slots by individuals below Level 100
Advanced Skeleton Amplification- (Passive Ability, Necromancer) All summoned and pet skeletons of possessor gain +500 HP, +30 to all stats, +200 damage dealt with all damage dealing attacks, and 5% Darkness Resistance
Advanced Zombie Amplification- (Passive Ability, Necromancer) All of possessor's summons and pets who are Undead whose name includes 'Zombie' gain +2,500 HP, +20 to all stats, +200 to the Damage values of their abilities, and 5% Darkness Resistance
Age Self to Power Magic- (Passive Ability, Necromancy) When casting a Necromancy spell, if possessor is not afflicted with Fatigued: Elderly, possessor may pay 500 CON and be afflicted with Fatigued: Elderly, and, if possessor pays said cost (regardless of whether or not said affliction was successful), said spell costs possessor 500 less MP to cast, gains +200 additional Magical Attack if it possesses a Magical Attack bonus and has the stats of any summons that that it summons increased by 200 points, with all of said effects being non-stacking
Animate Corpses- (Passive Ability, Necromancer) Possessor may consume up to 10 corpses of individuals below Level 20 that are present, summoning 1 Zombie or Skeleton from the Enemy List from the Enemy List for each such corpse consumed; These are considered to be Necromancy summons, Max 40 summoned across all summon types
Apprentice Necromancy Attunement- (Passive Ability, Necromancer) +250 Damage to all damage dealing Necromancy spells, +500 HP and +150 to damage for all Necromancy summons, all Necromancy spells that drain HP or stat points drain an additional 50 HP if they drain HP and 5 additional points of whatever stats they already drain, All Necromancy spells cost 50 less MP
Attuned to Black Flickers- (Passive Ability, Necromancer) Possessor, as an RP effect, may choose to divine the basic nature of Black Flickers in special events and RP threads in which they appear
Autodetect Undead- (Passive Ability, Necromancer) At the start of battle, possessor is informed of the number of opponents possessor faces who are below Level 80 who are Undead
Awakener of Ancient Dead- (Passive Ability, Necromancer) Possessor's resurrection of individuals ignores requirements of possessor's spells and abilities that only permit the resurrection of individuals before a certain number of actions or rounds have passed, Possessor's Undead summons may gain +6,000 to all stats as a non-stacking buff at the time of their summoning
Bargain with the Dead- (Passive Ability, Necromancer) Possessor's chances inflicting Charm on Undead and Spirits are increased by 5%
Basic Incanting of Death's Tongue- (Passive Ability, Necromancer) All Necromancy spells cast by possessor that provide a Magical Attack bonus provide 50 additional points of such, all Necromancy spells cast by possessor that deal damage or stat damage may, should possessor pay an additional 600 MP, gain a 5% chance of inflicting Fear
Basic Necromancy Attunement- (Passive Ability, Necromancy) All Necromancy spells gain +10 Magical Attack and cost 10 less MP
Caller of Dead Wood- (Passive Ability, Necromancer) Any Plant below Level 60 that possessor would summon may instead by replaced by a version identical other than its natural name is considered 'Deadwood <Former Name>', its natural subtype becomes Undead, it gains natural Pain Immunity, Poison Immunity and Diseased Immunity, and it gains the natural ability:
Deadwood Plant- Possessor gains the subtype Plant, Constant Effect
Create Burning Skeletons- (Passive Ability, Necromancer) Possessor's Necromancy summons that are Undead and have 'Skeleton' or 'Skeletal' in their name may, when summoned, gain the effect:
Burning Skeleton- Possessor gains the element Fire, Possessor deals 12,000 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of each such action, Constant Effect
Create Riddle-Skulls- (Passive Ability, Necromancer) At the start of any round, possessor may pay 5,000 XP and 300,000 Gold to create a Riddle Skull, which must be carried in a Summon Slot; Each such Riddle Skull may be destroyed by any individual with over 15,000 MIN spending an action, each such Riddle Skull may deal up to 70,000 Flat Damage of any base element to up to three individuals with below 10,000 MIN at the start of each round; A max of 12 such Riddle Skulls may be created per creator at any one time
Create Rotting Undead- (Passive Ability, Necromancer) Possessor may choose for possessor's Undead summons, when summoned, to obtain a non-stacking buff that gives them -500 CON, to a minimum of 1, but also causes them to gain an optional 60% chance of inflicting Pain: Nauseous on any individual who conducts an offensive action targeting them at the end of said action
Create Umbral Undead- (Passive Ability, Necromancer) Possessor's Undead summons may obtain a buff that makes them solely Darkness element when they are summoned
Defensive Skeleton Amplification- (Passive Ability, Necromancer) All summoned and pet skeletons of possessor gain +50 Defense and 5% Physical Resistance
♢Descendant of the Honored Dead- (Passive Ability, Necromancer) Possessor may choose for individuals to treat possessor's Necromancy summons as though they were Healer Magic summons or Leadership summons, Possessor may choose for individuals to treat possessor's Undead pets and summons as though their Undead subtype were replaced with Spirit, Possessor's Undead summons gain +(100 * possessor Level) to all stats
Embalmer- (Passive Ability, Necromancer) Possessor’s dead allies count as having been dead for one less round, to a minimum of 0 rounds
Empowered by the Recently Dead- (Passive Ability, Necromancer) Whenever an individual who is not an Undead or Spirit dies in the same battle as possessor, possessor obtains a buff that provides +250 to all stats, lasts until the end of the round, and stacks 200 times
Endless Dead- (Passive Ability, Necromancer) Whenever one of possessor's Necromancy summons is killed, possessor may summon an Undead below Level 80 that is 10 or more Levels below possessor from the Enemy List that is normally fightable for drops, with these summons counting as Necromancy summons, Max 10 summoned
Gift of the Dead: Miasmatic Aura- (Passive Ability, Necromancer) Possessor's Undead summons, when summoned, may obtain the effect:
Miasmatic Aura- All individuals in the same battle as possessor, excluding possessor and Undead above Level 60, obtain -400 to all stats and have a 60% chance of being afflicted with Confusion: Depression at the start of each round as an effect that stacks both in terms of the max number of affliction attempts per target per round and in terms of stat penalties 5 times, Constant Effect
Gravedigger- (Passive Ability, Necromancer) Corpses of individuals on possessor's side of battle may not be destroyed, stolen, moved, or transformed by entities below Level 5 without possessor's permission
Grave Robber- (Passive Ability, Necromancer) At the start of each round, possessor may create the corpse of up to 1 Human from the Enemy List that is below Level 6 that is normally fightable for dropped, with said corpse counting as the corpse of a summoned individual, Max 200 summoned
Focused Necromancy Casting- (Passive Ability, Necromancer) Necromancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Necromancy
Has Been Warded from the Purity-Eroding Aspects of Necromantic Magic- (Passive Ability, Necromancer) Possessor gains +500 Defense against Necromancy, Possessor cannot be afflicted with minor negative status effects that come from Necromancy spells
Has Experienced the Influence of Necromantic Magics- (Passive Ability, Necromancer) 1% Darkness Resistance
Improved Necromantic Drain- (Passive Ability, Necromancer) Amounts of HP Drain dealt by possessor's actions that involve possessor casting Necromancy spells are increased by 300 points
Killed the Joke- (Passive Ability, Bard) While possessor is present, individuals may not be afflicted with Confusion: Overcome by Laughter
Knowledge of the Black Tongue of the Princes of Undeath- (Passive Ability, Necromancer) All Necromancy spells possessor casts cost 200 MP less, possessor’s damage dealing Necromancy spells that take more than one turn to cast have a 20% chance of inflicting Fear
Life-Withering Aura- (Passive Ability, Necromancer) Individuals in the same battle as possessor, not counting possessor, who are Humans, Humanoids, Animals, Aerials, Aquatics, or Plants suffer -200 to all stats as a non-stacking penalty
Mastery of Bone Magic- (Passive Ability, Necromancer) All damage-dealing Necromancy spells with the words ‘bone’, ’skeleton’ or ‘skull’ in them, or reasonable variations of those words, deal an additional 700 each time they deal damage or hit, to a maximum of 50 additional times per round
Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Necromancy Casting I- (Passive Ability, Necromancer) Necromancy spells cost possessor 20 less MP to cast
Necromancy Casting II- (Passive Ability, Necromancer) Necromancy spells cost possessor 200 less MP to cast
Necrotic Blade- (Stance Ability, Necromancer) +190 Melee Attack if possessor's melee attack is at least partially Darkness element, Possessor's melee attacks drain up to 200 HP from their targets, providing that at least that much damage was dealt, Possessor's melee attacks heal Undead
Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers
Reraise Undead- (Active Ability, Necromancer) Possessor may spend an action to resurrect any Undead pet or summon of possessor's that was killed by a source below Level 60
Skeleton Amplification- (Passive Ability, Necromancer) All summoned and pet skeletons of possessor gain +50 HP, +20 to all stats, and +300 damage dealt with all damage
Summon Riddling Undead- (Passive Ability, Necromancer) Possessor's Undead summons' actions deal 300 additional MIN Damage, Possessor's Undead summons' actions deal 30,000 additional MP Damage
♢Undying Blessings Granted to Servants Eternal- (Passive Ability, Necromancer) Whenever one of possessor's Undead Necromancy summons dies, possessor may choose for one of possessor's Necromancy buffs present on that entity to not expire upon that death
Whispering Skull's Chant- (Technique Ability, Necromancer) Possessor may use Whispering Skull's Chant in conjunction with a Magical Attack action, so long as no other technique is being used and a Necromancy spell is being cast as part of said attack. Possessor gains +40 Magical Attack and has a 5% chance of inflicting Charm on Undead with this attack.
White Necromancer- (Passive Ability, Necromancer) Necromancy spells that possessor casts that Heal and possess a Magical Attack bonus gain +1,000 additional Magical Attack for the purposes of non-offensive actions
Zombie Amplification- (Passive Ability, Necromancer) All of possessor's summons and pets who are Undead whose name includes 'Zombie' gain +250 HP, +20 to all stats, and +300 to the Damage values of their abilities

-Numinous Archivist-
Absorb Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor Absorbs Knowledge against sources below Level 20 if Level 20 or greater
Adept Knowledge Synchronization- (Passive Ability, Other: Numinous Archivist) Amounts of Knowledge element Damage possessor deals are increased by 10,000 points, Knowledge 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 Knowledge element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Command of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Knowledge Resistance- (Passive Ability, Other: Numinous Archivist) Possessor gains 5% Knowledge Resistance
Apprentice Knowledge Synchronization- (Passive Ability, Other: Numinous Archivist) Possessor gains +50 to all stats for each Knowledge element item equipped, Possessor's Knowledge element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element allies gain +100 to all stats
Basic Command of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element pets and summons gain +50 to all stats
Basic Defenses Against Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor gains +50 Defense against Knowledge
Basic Knowledge Resistance- (Passive Ability, Other: Numinous Archivist) Possessor gains 1% Knowledge Resistance
Basic Knowledge Synchronization- (Passive Ability, Other: Numinous Archivist) Possessor gains +25 to all stats if possessor is Knowledge element
Basic Understanding of the Heart of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element allies gain +10 to all stats
Control of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor has a 20% chance of being able to cancel the actions of Knowledge element individuals below Level 20, with things that would occur before and after said actions still occurring
Improved Knowledge Resistance- (Passive Ability, Other: Numinous Archivist) Possessor gains 10% Knowledge Resistance
Improved Understanding of the Heart of Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor's Knowledge element allies gain +250 to all stats
Knowledge Immunity- (Passive Ability, Other: Numinous Archivist) Possessor gains Knowledge Immunity against sources below Level 20 if Level 20 or greater
Knowledge Manipulation- (Passive Ability, Other: Numinous Archivist) Possessor may choose one of the following at the beginning of each round if Knowledge element: Create a Zone of Knowledge, Remove a Zone of Knowledge created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Knowledge by either possessor or a source below Level 20, Add Knowledge 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 Knowledge element on a Knowledge element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Knowledge, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Knowledge, 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 Knowledge element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Knowledge to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Knowledge, 5% Knowledge Resistance, or +50 Defense against Knowledge and 1% Knowledge Resistance until the end of the round as a non-stacking buff
Nullify Knowledge- (Passive Ability, Other: Numinous Archivist) Possessor may remove the element Knowledge from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Knowledge-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Knowledge-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Knowledge from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Numinous Archivist- (Passive Ability, Other: Numinous Archivist) Possessor ignores (1 * (Possessor Level/5), rounded down)% Knowledge Resistance, Possessor ignores Knowledge Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

-Protector-
Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
Aquatic Armored Dodging- (Passive Ability, Protector) Possessor gains 20% Dodge if in a Zone of Water and wearing Light Armor
Armored Mobility- (Passive Ability, Protector) Possessor gains +30 AGI while wearing Light Armor
Armored Movement- (Passive Ability, Protector) Possessor gains 5% Dodge while wearing Light Armor
Basic Light Armor Mastery- (Passive Ability, Light Armor Training) All Light Armor worn by possessor provides +10 additional Defense
Dodges that Conceal Weak Points- (Passive Ability, Protector) Possessor, if wearing Light Armor, gains 50% Resilience against offensive actions that have a 50% or greater chance of being Dodged by possessor
Don Armor Quickly- (Passive Ability, Protector) Possessor may, when conducting a non-offensive action, equip a single Light Armor item
Light Armor Use I- (Passive Ability, Protector) Possessor gains +25 Defense and +200 HP while wearing Light Armor
Light Armor Use II- (Passive Ability, Protector) Possessor gains +50 Defense and +500 HP while wearing Light Armor
Light Armor Wearer I- (Passive Ability, Protector) Possessor gains +5 to all stats when possessor has a Light Armor equipped
Light Armor Wearer II- (Passive Ability, Protector) Possessor gains +25 to all stats when possessor has a Light Armor equipped, Possessor gains +50 Defense when possessor has a Light Armor equipped
Lightning Don- (Passive Ability, Protector) Possessor may, once per round, upon acquiring a Light Armor, equip said Light Armor
Protector- (Passive Ability, Protector) Possessor gains +(50 * Possessor Level) Defense and AGI if possessor has a Light Armor equipped, Possessor gains +(25 * Possessor Level) to all non-AGI stats if possessor has a Light Armor equipped
Rapid Armor Change- (Passive Ability, Protector) Possessor may, once per round, upon acquiring a Light Armor, unequip a Light Armor and then equip said Light Armor
Remove Armor Quickly- (Passive Ability, Protector) Possessor may, when conducting a non-offensive action, unequip a single Light Armor item
Smooth Defense- (Passive Ability, Protector) Possessor may use the Technique 'Smooth Maneuver' in conjunction with a Defend action, so long as no other technique is used and a Light Armor is equipped.
Smooth Dodging- (Passive Ability, Protector) Possessor's Smooth Maneuver technique also provides +5% Dodge as part of its buff
Smooth Maneuver- (Technique Ability, Protector) Possessor may use Smooth Maneuver in conjunction with a Switch Rows action, so long as no other technique is used and a Light Armor is equipped. User gains +50 AGI as a buff that lasts 3 rounds and stacks 3 times.
Spry Protection- (Passive Ability, Protector) Possessor gains +25 AGI, Possessor may use the Technique 'Smooth Maneuver' in conjunction with a Guard Back Rank action, so long as no other technique is used and a Light Armor is equipped.
Spry While Armored- (Passive Ability, Protector) Possessor gains 105% To Hit, 7% Dodge, and +250 AGI while wearing Light Armor
Swift Protection- (Passive Ability, Protector) Possessor may, at the beginning of a round, declare that possessor's first action taken will be Guard Other or Guard Back Rank, if possessor does so, then possessor must perform said chosen action as possessor's first action and skip any actions that possessor can skip if possessor cannot perform said action, Possessor, upon choosing such, gains a non-stacking buff of +300 to possessor's turn-order-determining stat sum for turn-order-determining purposes that lasts until the end of the round
Trition Knight's Undersea Movement Skill- (Passive Ability, Protector) Whenever possessor is in a Zone of Water while wearing Light Armor and conducts a Switch Rows actions, possessor gains a buff that provides +200 AGI that lasts 2 rounds and stacks 4 times
Underwater Armor Use- (Passive Ability, Protector) Possessor may not suffer Dodge or To Hit penalties from effects attached to Zones of Water that are from sources below Level 40
Water Scale Defensive Art- (Passive Ability, Protector) Possessor gains 5% Water Resistance and +500 Defense against Water while wearing Light Armor

-Puppet Master-
Apprentice Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Daemon Loyalty Instruction- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain 20% Charm Resistance
Basic Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +20 to all stats
Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 to all stats
Defensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +50 Defense
Offensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have the Damage values of their abilities increased by 50 points
Offensive Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have the Damage values of their abilities increased by 500 points
Puppet Master- (Passive Ability, Puppet 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 Daemon pet only, This ability provides +50 HP and +10 to all stats of possessor's Daemon pets and summons per Level of possessor
Speed-Focused Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes

-Reaper-
Aerial-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Aerial-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Aerials and gains +25% Critical against Aerials.
Aerial-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Aerial-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Aerials and gains +5% To Hit against Aerials.
Aerial-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Aerial-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Aerials and gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Adept Scythe Training- (Passive Ability, Reaper) Scythe weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Scythe Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Scythe
Alien-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Alien-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Aliens and gains +25% Critical against Aliens.
Alien-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Alien-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Alien-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Alien-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Aliens and gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Angel-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Angel-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Angels and gains +25% Critical against Angels.
Angel-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Angel-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Angels and gains +5% To Hit against Angels.
Angel-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Angel-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Angels and gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Animal-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Animal-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Animals and gains +25% Critical against Animals.
Animal-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Animal-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Animals and gains +5% To Hit against Animals.
Animal-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Animal-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Animals and gains +25% Critical against Animals, gains +5% To Hit against Animals, and gains 5% inflicts Instant Death against Animals.
Apprentice Scythe Training- (Passive Ability, Reaper) Possessor gains +50 Melee Attack when a Scythe is equipped.
Aquatic-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Aquatic-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Aquatics and gains +25% Critical against Aquatics.
Aquatic-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Aquatic-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Aquatics and gains +5% To Hit against Aquatics.
Aquatic-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Aquatic-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Aquatics and gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Astral Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Astral Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Astral Beings and gains +25% Critical against Astral Beings.
Astral Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Astral Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Astral Being-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Astral Being-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Astral Beings and gains +25% Critical against Astral Beings, gains +5% To Hit against Astral Beings, and gains 5% inflicts Instant Death against Astral Beings.
Asterismic-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Asterismic-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Asterismics and gains +25% Critical against Asterismics.
Asterismic-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Asterismic-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Asterismics and gains +5% To Hit against Asterismics.
Asterismic-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Asterismic-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Asterismics and gains +25% Critical against Asterismics, gains +5% To Hit against Asterismics, and gains 5% inflicts Instant Death against Asterismics.
Basic Scythe Training- (Passive Ability, Reaper) This character gains +6 Melee Attack when a Scythe is equipped.
Bio-Horror-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Bio-Horror-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Bio-Horror-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Bio-Horror-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Bio-Horror-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Bio-Horror-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors, gains +5% To Hit against Bio-Horrors, and gains 5% inflicts Instant Death against Bio-Horrors.
Black Harvest- (Technique Ability, Reaper) Possessor may use 'Black Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +500 Melee Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Celestial-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Celestial-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Celestials and gains +25% Critical against Celestials.
Celestial-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Celestial-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Celestials and gains +5% To Hit against Celestials.
Celestial-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Celestial-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Celestials and gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Clockwork-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Clockwork-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Clockworks and gains +25% Critical against Clockworks.
Clockwork-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Clockwork-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Clockworks and gains +5% To Hit against Clockworks.
Clockwork-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Clockwork-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Clockworks and gains +25% Critical against Clockworks, gains +5% To Hit against Clockworks, and gains 5% inflicts Instant Death against Clockworks.
Coded Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Coded Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings.
Coded Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Coded Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Coded Being-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Coded Being-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings, gains +5% To Hit against Coded Beings, and gains 5% inflicts Instant Death against Coded Beings.
Crisis Overcrash: Fatal Harvest- (Technique Ability, Reaper) Possessor may use 'Crisis Overcrash: Fatal Harvest' in conjunction with a 'Melee 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 Scythe equipped. Said action gains +10,000 Melee Attack, '1 hit against all opponents', and '30% inflicts Instant Death'. Said action sets its user's MP to 0 for the remainder of the thread.
Critical Harvest- (Technique Ability, Reaper) Possessor may use 'Critical Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +5% Critical.
Cthonian-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Cthonian-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Cthonian-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Cthonian-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Cthonians and gains +25% Critical against Cthonians, gains +5% To Hit against Cthonians, and gains 5% inflicts Instant Death against Cthonians.
Deva-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Deva-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Devas and gains +25% Critical against Devas.
Deva-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Deva-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Devas and gains +5% To Hit against Devas.
Deva-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Deva-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Devas and gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Dragon-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Dragon-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Dragon-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Dragon-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Dragon-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Dragon-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Dragons and gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Dud Harvest- (Technique Ability, Reaper) Possessor may use 'Dud Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Reaper 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.
Elemental-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Elemental-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Elementals and gains +25% Critical against Elementals.
Elemental-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Elemental-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Elementals and gains +5% To Hit against Elementals.
Elemental-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Elemental-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Elementals and gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Fae-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Fae-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Fae-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Fae and gains +5% To Hit against Fae.
Fae-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Fae-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Fae and gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Final Reaping- (Technique Ability, Reaper) Possessor may use 'Final Reaping' in conjunction with an 'Melee Overdrive' action that targets a max of one opponent of wielder so long as no other technique is used and possessor is wielding a unique Scythe weapon called '*Mortiis Finalis' as part of said action and both wielder and said unique weapon are Level 79 or greater. Said action gains +2,000,000 Melee Attack, has its chances of inflicting Instant Death increased by 75%, and cannot target additional opponents of its performer.
Golem-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Golems and gains +25% Critical against Golems.
Golem-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Golem-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Golems and gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Harvest Mastery- (Passive Ability, Reaper) Technique Abilities from the Reaper class whose name includes 'Harvest' 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.
Hexing Harvest- (Technique Ability, Reaper) Possessor may use 'Hexing Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains a 20% chance of inflicting Hexed.
Horror-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Horror-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Horror-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Horrors and gains +5% To Hit against Horrors.
Horror-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Horror-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Horrors and gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.
Human-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Human-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Human-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Human-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Human-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Humans and gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Humanoid-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Humanoid-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Humanoid-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Humanoids and gains +5% To Hit against Humanoids.
Humanoid-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Humanoid-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Humanoids and gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Hungering Harvest- (Technique Ability, Reaper) Possessor may use 'Hungering Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +300 Melee Attack, deals HP Drain, and deals 1/2 Damage.
Illuminated-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Illuminated-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Illuminated and gains +25% Critical against Illuminated.
Illuminated-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Illuminated-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Illuminated and gains +5% To Hit against Illuminated.
Illuminated-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Illuminated-Slaying Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +1000 Melee Attack against Illuminated and gains +25% Critical against Illuminated, gains +5% To Hit against Illuminated, and gains 5% inflicts Instant Death against Illuminated.
Impairing Harvest- (Technique Ability, Reaper) Possessor may use 'Impairing Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains a 20% chance of inflicting Impaired.
Machine-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Machine-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Machines and gains +25% Critical against Machines.
Machine-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Machine-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Machines and gains +5% To Hit against Machines.
Magic Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Magic Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Magic Beings and gains +25% Critical against Magic Beings.
Magic Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Magic Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Night Harvest- (Technique Ability, Reaper) Possessor may use 'Night Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +300 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Outsider-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Outsiders and gains +25% Critical against Outsiders.
Outsider-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Outsiders and gains +5% To Hit against Outsiders.
Rapid Reaping- (Passive Ability, Reaper) Whenever possessor kills an opponent with a Melee Attack action that includes no Techniques and possessor has a Scythe equipped, possessor may immediately make another Melee Attack action that cannot target or affect individuals already targeted by wielder’s prior Melee Attack actions this round and may only target one individual; this ability may grant a maximum of 3 additional actions per round.
Reaper- (Passive Ability, Reaper) Possessor gains +700 Melee Attack and +50 to all stats when a Scythe is equipped plus an additional +10 Melee Attack and +5 to all stats per Level of possessor.
Reslaying Scythe- (Technique Ability, Reaper) Possessor may use 'Reslaying Scythe' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Scythe equipped. Said action gains +36,000 Melee Attack against targets that are Undead or that have been resurrected during this thread; said action gains '20% inflicts Instant Death' against targets that have been resurrected during this thread.
Robot-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Robot-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Robots and gains +25% Critical against Robots.
Robot-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Robot-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Robots and gains +5% To Hit against Robots.
Scythe Wielding I- (Passive Ability, Reaper) +5 to all stats when a Scythe is equipped
Scythe Wielding II- (Passive Ability, Reaper) Possessor gains +25 to all stats when a Scythe is equipped, Possessor gains +50 Melee Attack when a Scythe is equipped
Shadow Harvest- (Technique Ability, Reaper) Possessor may use 'Shadow Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Scythe equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.
Solar Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Solar Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Solar Beings and gains +25% Critical against Solar Beings.
Solar Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Solar Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Spirit-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Spirit-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Spirits and gains +25% Critical against Spirits.
Spirit-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Spirit-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
Swift Scything- (Passive Ability, Reaper) Possessor gains +140 AGI when possessor has a Scythe equipped if possessor’s AGI is already at least 300.
Umbral Harvest- (Technique Ability, Reaper) Possessor may use 'Umbral Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Undead-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Undead-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Undead and gains +25% Critical against Undead.
Undead-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Undead-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Undead and gains +5% To Hit against Undead.
Warlock’s Scythe- (Passive Ability, Reaper) Possessor’s Scythe weapons gain +100 Melee Attack and +50 Magical Attack for each Warlock ability that possessor possesses, to a max of 200 such abilities.


-Scholar-
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
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 Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Studious- (Passive Ability, Scholar) Possessor gains +200 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
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 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
Improved Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 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

-Seer-
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
Wreath of Magic- (Stance Ability, Seer) All Robes worn by possessor provide +80 MIN, SPI, and Magical Attack

-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
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 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

-Snow Queen-
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 Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
Basic Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 1% Ice Resistance
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 50 points
Cold Protection- (Passive Ability, Snow Queen) Possessor gains 10% Ice Resistance
Greater Cold Protection- (Passive Ability, Snow Queen) Possessor gains 30% Cold Resistance
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 Cold Protection- (Passive Ability, Snow Queen) Possessor gains 20% Ice Resistance
Masterful Cold Protection- (Passive Ability, Snow Queen) Possessor gains 50% Ice Resistance
Meditative Assumption of Ice- (Passive Ability, Snow Queen) Possessor may choose, at the beginning of a thread, to become solely Ice element
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
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

-Sorceress-
Basic Wand Training- (Passive Ability, Wand Mastery) This character gains +6 Magical Attack when a Wand is equipped
♢Necromantic Autocounterspell- (Passive Ability, Sorceress) If possessor is wielding a Wand, up to once per round, when an equal or lower Level nonunique entity (or a unique entity 5 Levels or more below possessor) performs an action that involves the casting of a non-unique Necromancy spell, and possessor has a Necromancy spell of equal or greater value equipped (or the Necromancy spell involved in said action does not have a specific value listed), possessor may, if possessor has at least 5 Necromancy spells equipped, cancel said action as a preemptive counter

-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 Damage Augmentation- (Passive Ability, Summoner) The Damage values of all of possessor's summons' abilities that possess Damage values increase by 1,000 points
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
Hiebarric Summoner- (Passive Ability, Summoner) Possessor possesses a 'Hiebarric Summon List', Possessor summons up to 5 individuals from possessor's 'Hiebarric Summon List' at the beginning of battle, Possessor summons up to 2 individuals from possessor's 'Heibarric Summon List' every 10 rounds, Max 6 summoned, No more than half of this cap of summons may be of the same entity type at any given time, Possessor may use Hiebarric summon patterns in RP threads to add to possessor's 'Hiebarric Summon List' and may sometimes add defeated opponents to said list
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
Summoner Magic Casting I- (Passive Ability, Summoner) Summoner Magic spells cost possessor 20 less MP to cast
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

-Swordsman-
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a sword is equipped.
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

-Transmuter-
Adept Transmatation Attunement- (Passive Ability, Transmuter) Transmutation spells cost possessor 10,000 less MP to cast, Transmutation spells cast by possessor that provide stat buffs or debuffs have those values increased by 250 points as an effect that stacks a max of 12 times across all applications of said effect, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Transmutation Spells, and may not be converted into other types of slots by individuals below Level 100
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
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
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 Transmutation spells cost possessor (100* Possessor Level) less MP to cast

-Umbramancer-Adept Shadow Magic Attunement- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 10,000 less MP to cast, Shadow 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 Shadow Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +250 additional Magical Attack, and all Shadow Magic spells cost possessor 50 less MP to cast
Basic Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +10 additional Magical Attack, and all Shadow Magic spells cost possessor 10 less MP to cast
Bathed In Shadow- (Passive Ability, Umbramancer) Whenever possessor casts an Umbramancy spell, possessor may obtain a non-stacking buff that gives its possessor the element Darkness
Can Increase the Solidity of Shadows- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +200 additional Magical Attack, Possessor gains +500 Defense and +1,000 HP if possessor is Darkness element
Can Power Shadow Magic Through the Presence of Darkness- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 500 less MP to cast if possessor is Darkness element or if possessor is in a Zone of Darkness
Darkness-Based Casting- (Passive Ability, Umbramancer) All Shadow Magic spells cost possessor 500 less MP to cast while possessor is in a Zone of Darkness
Focused Shadow Magic Casting- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Shadow Magic
Hears the Whispers of Shadows- (Passive Ability, Umbramancer) Possessor gains +300 MIN while not in a Zone of Light
Shadow Magic Casting I- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 20 less MP to cast
Shadow Magic Casting II- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast
Umbral Augmentation- (Passive Ability, Umbramancer) Umbramancy spells cast by possessor that apply buffs to Umbrals increase all stats that they increase by 50 points per stacked instance, to a max of 50 such stacked instances across all buffs per entity
Umbramancer- (Passive Ability, Umbramancer) Possessor's Damage-dealing actions that involve the casting of Shadow Magic spells deal 500 additional Damage, Shadow Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Shadow Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack


-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
Agility Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor AGI Damage that possessor possesses from sources below Level 60 into possessor's AGI for turn-order-determining purposes
Agility Wreathed With Protective Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains Stat Drain: AGI Drain Immunity
And The Void Does Not Care- (Technique Ability, Other: Unbound Guru) Possessor may use 'And The Void Does Not Care' in conjunction with a 'Melee Attack', 'Attack with Finesse', 'Ranged Attack', 'Magical Attack', 'Meditate', or 'Cast a Spell' action so long. Said action's targets acquire a non-stacking debuff that makes them unable to obtain new positive status effects.
Apprentice Affinity to Healing Via Void- (Passive Ability, Other: Unbound Guru) Whenever possessor obtains Void element HP Healing or MP Healing, said amount is increased by 1,000 points
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 Defenses Against Void- (Passive Ability, Other: Unbound Guru) Possessor gains +500 Defense against Void
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
Apprentice Zonal Acclimation of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +500 to all stats while in a Zone of Void
Basic Acceleration Within Void's Dominion- (Passive Ability, Other: Unbound Guru) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Void
Basic Affinity to Healing Via Void- (Passive Ability, Other: Unbound Guru) Whenever possessor obtains Void element HP Healing or MP Healing, said amount is 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 Void-Fuelled Casting- (Passive Ability, Other: Unbound Guru) Spells cost possessor 50 less MP to cast if possessor is Void element or in a Zone of Void
Basic Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +50 to all stats while in a Zone of Void
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
Constitution Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor CON Damage that possessor possesses from sources below Level 60 into possessor's CON for turn-order-determining purposes
Constitution Wreathed With Protective Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains Stat Drain: CON Drain Immunity
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
Defenses that Utilize Void- (Passive Ability, Other: Unbound Guru) Possessor gains +500 Defense if possessor has any Void-element items equipped that provide a Defense bonus
Detect Void- (Passive Ability, Unbound Guru) Possessor gains +1% To Hit against Void element targets
Eerily-Glowing Void-Eyes- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may, at the beginning of any round, choose to obtain a non-stacking buff that allows its possessor, if Void element, to scan the stats of any one individual at the start of each round
Elemental Attack-Conversion: Void- (Technique Ability, Other: Unbound Guru) Possessor may use 'Elemental Attack-Conversion: Void' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Void element and no other technique is used. Said action becomes solely the element Void.
Elemental Invocation of Void- (Technique Ability, Other: Unbound Guru) Possessor may use 'Elemental Invocation of Void' in conjunction with an 'Elemental Attack' action so long as possessor is Void element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
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
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
Greater Weaponization of Void- (Passive Ability, Other: Unbound Guru) Quantities of Void element Damage dealt by possessor are increased by 25,000 points
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
Improved Affinity to Healing Via Void- (Passive Ability, Other: Unbound Guru) Whenever possessor obtains Void element HP Healing or MP Healing, said amount is increased by 5,000 points
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 Defenses Against Void- (Passive Ability, Other: Unbound Guru) Possessor gains +5,000 Defense against Void
Improved Defenses that Utilize Void- (Passive Ability, Other: Unbound Guru) Possessor gains +2,000 Defense if possessor has any Void-element items equipped that provide a Defense bonus
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
Improved Zonal Acclimation of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +1,000 to all stats while in a Zone of Void
Infinite Assumption of Void- (Passive Ability, Other: Unbound Guru) Possessor gains the element Void while in Unbound Guru stances
Inner Void Extrusion- (Technique Ability, Other: Unbound Guru) Possessor may use 'Inner Void Extrusion' in conjunction with a 'Meditate', 'Cast a Spell', or 'Magical Attack' action so long as no other technique is used and possessor is Void element. Said action moves one Zone created by its performer's 'Guru's Empty Sanctum' ability from a battlespace created by its performer's 'Guru's Empty Sanctum' ability into the battlespace that its performer is present in until the end of the round (with said Zone moving to the battlespace it was moved from at the round's end if such is still possible and not moving if such is not possible)
Inner Void Understanding- (Passive Ability, Other: Unbound Guru) Possessor may choose to count as present in any battlespaces and zones created through possessor's 'Guru's Empty Sanctum' ability while Void element even while not in those battlespaces, with said presence counting as possessor additionally being present in said battlespace and not making possessor stop counting as being present in any other battlespace
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 Erasing Thought- (Technique Ability, Other: Unbound Guru) Possessor may use 'Meditation of Cleansing Thought' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is Void element. Said action may remove 1 buff from a source below Level 60 from any one target.
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
Mind Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor MIN Damage that possessor possesses from sources below Level 60 into possessor's MIN for turn-order-determining purposes
Mind Wreathed With Protective Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains Stat Drain: MIN Drain Immunity
Nonsynchronous Elemental Attack-Conversion: Void- (Passive Ability, Other: Unbound Guru) Possessor may use the Technique 'Elemental Attack-Conversion: Void' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Void element.
Nourish Void- (Passive Ability, Other: Unbound Guru) Whenever possessor deals HP or MP healing to an Void element individual, possessor deals 300 additional points
Nourished By Void- (Passive Ability, Unbound Guru) If possessor is Void element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Void
Nullify Void- (Passive Ability, Other: Unbound Guru) Possessor may remove the element Void from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Void-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Void-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Void from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Predict the Flow of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +5% Dodge against Void element individuals
Project Void- (Passive Ability, Other: Unbound Guru) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Void
Pure-Black Void-Eyes- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may, at the beginning of any round, choose to obtain a non-stacking buff that allows its possessor, if Void element, to ignore Dodge bonuses from sources below Level 40
Reconsume Void Elemental Spawn- (Passive Ability, Other: Unbound Guru) Possessor may, at the start of any round, unsummon one of possessor's Void element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Reflect Void- (Passive Ability, Other: Unbound Guru) Possessor Reflects Void against sources below Level 20 if Level 20 or greater
Sanctum-Bolstered Meditation- (Passive Ability, Other: Unbound Guru) If possessor performs a 'Meditate' action while in a battlespace or Zone created through possessor's 'Guru's Empty Sanctum' ability, possessor obtains a buff that stacks 5 times that provides +500 to all stats
Scourging Voidblast- (Technique Ability, Other: Unbound Guru) Possessor may use 'Scourging Voidblast' in conjunction with a 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as no other technique is used and said action is Void element. Said action gains +400 Ranged Attack, +400 Magical Attack, and removes 1 buff or debuff from a source below Level 40 from each target.
Scourging Voidstrike- (Technique Ability, Other: Unbound Guru) Possessor may use 'Scourging Voidstrike' in conjunction with a 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and said action is Void element. Said action gains +400 Melee Attack and removes 1 buff or debuff from a source below Level 40 from each target.
Spirit Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor SPI Damage that possessor possesses from sources below Level 60 into possessor's SPI for turn-order-determining purposes
Spirit Wreathed With Protective Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains Stat Drain: SPI Drain Immunity
Stability Within Void- (Passive Ability, Other: Unbound Guru) Possessor gains 25% minor negative status effect resistance while in a Zone of Void
Storing Treasures Nowhere- (Active/Passive Ability, Other: Unbound Guru) Possessor may carry up to 20 additional unequipped items into threads if Void element, Possessor may spend an action to unequip any one item carried by possessor and remove it from battle until the end of the round, This storage may last longer in RP effects
Strength Which Travels Through Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor STR Damage that possessor possesses from sources below Level 60 into possessor's STR for turn-order-determining purposes
Strength Wreathed With Protective Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains Stat Drain: STR Drain Immunity
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
Unbound Guru's Agility- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor AGI Damage that possessor possesses from sources below Level 60 into possessor's AGI for Prime Attribute purposes
Unbound Guru's Constitution- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor CON Damage that possessor possesses from sources below Level 60 into possessor's CON for Prime Attribute purposes
Unbound Guru's Mind- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor MIN Damage that possessor possesses from sources below Level 60 into possessor's MIN for Prime Attribute purposes
Unbound Guru's Spirit- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor SPI Damage that possessor possesses from sources below Level 60 into possessor's SPI for Prime Attribute purposes
Unbound Guru's Strength- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor does not factor STR Damage that possessor possesses from sources below Level 60 into possessor's STR for Prime Attribute purposes
Understanding of the Bonds of Void- (Passive Ability, Other: Unbound Guru) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Void element individual
Unfettered Mantra- (Stance Ability, Other: Unbound Guru) Possessor is Immune to Paralyzed while Void element
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
Uplifted By Void- (Passive Ability, Unbound Guru) If possessor is Void element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Void
Void Battle-Aura- (Stance Ability, Other: Unbound Guru) Possessor deals 10,000 Flat Void element Damage to each opponent at the start of each round
Void Body Form- (Stance Ability, Other: Unbound Guru) Possessor gains +200 Defense against Void, Possessor gains 15% Void Resistance, Possessor may deal 5,000 Flat Void element Damage to any individual who conducts an offensive action that targets possessor
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
Void Sanctum Defenses- (Passive Ability, Other: Unbound Guru) Zones created through possessor's 'Guru's Empty Sanctum' ability may have a non-stacking effect attached to them at the time of their creation that deals 50,000 Flat Void element Damage to all opponents of its creator that are present within the zone possessing it at the start of each round
Void Sanctum Meditation- (Passive Ability, Other: Unbound Guru) If possessor is in a battlespace created by possessor's 'Guru's Empty Sanctum' ability and no other individual is in said battlespace, possessor may use two additional techniques with each 'Meditate' action that possessor performs
Void Sanctum Meditation- (Passive Ability, Other: Unbound Guru) If possessor is in a battlespace created by possessor's 'Guru's Empty Sanctum' ability and no other individual is in said battlespace, possessor may use two additional techniques with each 'Meditate' action that possessor performs
Void Stills All Turmoil- (Passive Ability, Other: Unbound Guru) Possessor may choose to be cured of one minor negative status effect and of (one debuff from a source below Level 40) at the start of each round that possessor is in a Zone of Void
Void-Casting Blows- (Passive Ability, Other: Unbound Guru) If possessor is Void element, up to three times per round, a hit from one of possessor's attacks may remove a buff present on the target of one of possessor's attacks that comes from a source below Level 60 that is not 20 or more Levels greater than possessor
Void-Shielded Agility- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +200 Defense against AGI Damage
Void-Shielded Constitution- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +200 Defense against CON Damage
Void-Shielded Mind- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +200 Defense against MIN Damage
Void-Shielded Spirit- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +200 Defense against SPI Damage
Void-Shielded Strength- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor gains +200 Defense against STR Damage
Wisdom of the Void- (Passive Ability, Other: Unbound Guru) Possessor obtains +500 MIN while Void element
Wounds to Agility Fall Into Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose not to take up to 200 points of AGI Damage that possessor would otherwise take (with this not counting as Defense) per round
Wounds to Constitution Fall Into Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose not to take up to 200 points of CON Damage that possessor would otherwise take (with this not counting as Defense) per round
Wounds to Mind Fall Into Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose not to take up to 200 points of MIN Damage that possessor would otherwise take (with this not counting as Defense) per round
Wounds to Spirit Fall Into Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose not to take up to 200 points of SPI Damage that possessor would otherwise take (with this not counting as Defense) per round
Wounds to Strength Fall Into Void- (Passive Ability, Other: Unbound Guru) If possessor is Void element, possessor may choose not to take up to 200 points of STR Damage that possessor would otherwise take (with this not counting as Defense) per round

-Veilwalker-
Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 10% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 10 less MP to cast
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
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
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
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
Ethereal Magic Casting I- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 20 less MP to cast
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-
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
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
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
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
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

-Warlock-
Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Coven-Casting- (Passive Ability, Warlock) Possessor gains +500 MIN and +5,000 MP for each ally who possesses the ability 'Coven Casting', to a max of 200 such allies
Crystallize Spirit- (Technique Ability, Warlock) Possessor may use 'Crystallize Spirit' in conjunction with a 'Magical Attack' or 'Overdrive' action. Said action has all SPI Damage it would deal converted into CON Damage, or, if its performer chooses, all CON Damage it would deal converted into SPI Damage instead. Said action applies a non-stacking debuff that reduces its possessor's Defense against Stat Damage by 500.
Curse of Brittleness- (Technique Ability, Warlock) Possessor may use 'Curese of Brittleness' in conjunction with a 'Magical Attack' or 'Overdrive' action. Said action applies a non-stacking debuff that reduces its possessor's Defense by 5,000 and its possessor's Resilience by 15%, with said Resilience debuff being increased to a 50% reduction if possessed by an individual of lower Level than said action's performer who is below Level 60.
Dark Layline Attunement- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect causing all Dark Magic spells cast that are both equipped by possessor and cast by possessor within said Zone to cost 400 less MP and, should they provide a bonus to Magical Attack, to provide an additional +160 Magical Attack, with said effect not stacking on spells multiple times either from the same zone or from different zones.
Dark Layline Attunement II- (Passive Ability, Warlock) Possessor may choose for the effect created by possessor’s ‘Dark Layline Attunement’ ability to additionally give possessor +40 Spirit.
Dark Layline Creation- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect causing all Dark Magic spells cast within said Zone to cost 400 less MP and, should they provide a bonus to Magical Attack, to provide an additional +80 Magical Attack, with said effect not stacking on spells multiple times either from the same zone or from different zones.
Element-Corrupting Essence- (Passive Ability, Warlock) Possessor, at the beginning of each round, has a 20% chance of inflicting Stat Drain on each opposing, non-Darkness-element, non-Acid-element Elemental below Level 40, to a max of 200 such Elementals, should possessor desire such, with possessor being able to choose opposing Elementals to exclude from this effect.
Empowered by the Darkness- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Zone of Darkness cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.
Land-Corrupting Presence- (Passive Ability, Warlock) Possessor, at the beginning of each round, may choose one Zone created by a source below Level 20 and attach an non-stacking effect to said zone that has a 20% chance of afflicting each individual in said zone who is not either possessor or an ally of possessor with Hexed at the start of each round.
Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All War Magic spells cost possessor (50 * Possessor Level) less MP to cast
Warlock’s Bond- (Passive Ability, Warlock) Possessor may, at the beginning of a thread, choose an equipped pet to be the target of possessor’s Warlock Bond, which acts as a buff that is on possessor. Possessor, so long as possessor has possessor’s Warlock Bond’s target equipped and alive, gains +10 to all stats, +40 MP, and +10 to the stats of all of possessor’s pets.
Warlock’s Dominion- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +350 to all stats of individuals who are targets of possessor’s Warlock’s Bond and +350 to possessor’s stats, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Warlock’s Presence- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +80 to all stats of individuals who are targets of possessor’s Warlock’s Bond, with said effect not stacking on individuals multiple times either from the same zone or from different zones.

-Warrior-
Active Parry- (Active Ability, Warrior) User skips a turn and adds one weapon's melee attack bonus to Defense for 2 turns
Anti-Arena Speed Boost- (Passive Ability, Warrior) Possessor's turn-order-determining stat sum is increased by 2,500 points for turn-order-determining purposes if any of possessor's opponents are BA Member PCs, This applies also to BA member NPCs in RP threads
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
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Darkness Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Darkness element, up to 10 times per round
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
Light Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Light element, up to 10 times per round
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Undying Fury Sunderstrike- (Technique Ability, Warrior) Possessor may use 'Undying Fury Sunderstrike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Overdrive' action so long as no other technique is used. Said action gains +500 Melee Attack, gains +500 Magical Attack, breaks non-unique Armors worth under 1,000,000 Gold that are equipped by the target, and applies a non-stacking debuff that provides -500 Defense. If said action's performer is Level 40 or greater and is a Deity or possesses an ally who is a Deity, said action gains +20,000 additional Melee Attack, gains +20,000 additional Magical Attack, breaks non-unique Armors worth under 20,000,000 Gold that are equipped by the target, and has its non-stacking debuff provide -20,000 additional Defense. If said action's performer is Level 70 or greater, said action is an 'Overdrive' action, and said action's performer possesses at least 200 dead allies or at least 200 allies who are (Spirits or Undead), said action gains +200,000 additional Magical Attack, breaks non-unique Armors worth under 200,000,000 Gold that are equipped by the target, and has its non-stacking debuff provide -100,000 additional 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
Disruptive Force- (Technique Ability, Weirdworker) Possessor may use Disruptive Force in conjunction with a Magical Attack action, so long as no other technique is used. Said Magical Attack action deals MP Damage instead of HP Damage to Magic Beings
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 Calling III- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +500 MP
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
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
♢Arcane Necromancy- (Passive Ability, Wizard) Possessor may cast Necromancy spells as if they were solely or additionally Wizard Magic spells and may cast Wizard Magic spells as though they were solely or additionally Necromancy spells
Arcane Weapon Charge- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 100 MP to give any weapon possessor has equipped +50 Melee Attack, Ranged Attack, or Magical Attack, provided it already possesses such a bonus, as a buff that stacks three times across all bonus types, with said buff lasting three rounds
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 Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
♢Host to Undying Magics- (Passive Ability, Wizard) Possessor gains +(10,000 * Possessor Level) MP if possessor is Undead and possesses the ability 'Undead Traits', Possessor gains +(1,000 * Possessor Level) Defense against Voidstruck and Manablasted if possessor is an Undead and possesses the ability 'Undead Traits'
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
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

-Worldbound God-
In the Geezer's Freezer
Planetary Domain: Civilization- (Passive Ability, Other: Worldbound God) Possessor's Large Structure allies gain (Possessor's Level * 2.5)% Minor Negative Status Effect Resistance, Possessor has RP powers connected to this divine domain
Planetary Domain: Horses- (Passive Ability, Other: Worldbound God) Possessor's actions may gain 15% Inflicts Dominion against Steeds, Possessor's Steed allies and Steed transformations gain +40,000 to all stats as a non-stacking bonus, Possessor has RP powers connected to this divine domain
Planetary Domain: Undeath- (Passive Ability, Other: Worldbound God) Possessor may, up to (Possessor Level/4, rounded up) times per thread, choose at the beginning of a round to resurrect up to 20 Undead allies, Possessor has RP powers connected to this divine domain
-Blessings-
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
Becoming Somewhat Known 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 50 Fame, Possessor gains +10 to all unmodified stats if possessor has at least 50 Fame
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Has Consumed 1 of the Permanent Consumable "Perfect Vaccine"- (Passive Ability, Permanent Item Effect) Possessor gains Paralyze Immunity
Has Consumed 1 of the Permanent Consumable "Attack Oil"- (Passive Ability, Permanent Item Effect) +200 Melee Attack, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Cookie"- (Passive Ability, Permanent Item Effect) +1 SPI, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Holy Festival Cranberry Mousse"- (Passive Ability, Permanent Item Effect) +200 HP, +200 MP, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Knowledge Increase Potion"- (Passive Ability, Permanent Item Effect) +50 MIN per # consumed, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Might Increase Potion"- (Passive Ability, Permanent Item Effect) +50 STR per # consumed, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Speed Increase Potion"- (Passive Ability, Permanent Item Effect) +50 AGI per # consumed, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Soul Increase Potion"- (Passive Ability, Permanent Item Effect) +50 SPI per # consumed, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Stamina Increase Potion"- (Passive Ability, Permanent Item Effect) +50 CON per # consumed, Cannot be used in combos
Holy Strikes-(Ability, Universe Blessing) +1% Critical, Can't be used in combos
Mana Spark Blessing 2- (Passive Ability, Blessing) +50 STR, +2% Critical, Possessor may choose in RP threads to appear extremely muscular like a bodybuilder
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Nonbase Element Affinity- (Passive Ability, Blessing) Possessor's base stats increase by 1 if possessor is solely nonbase elements

-Other-
Astounding, Shining Ranbow-Hair- (Passive Ability, Diplomat) Possessor gains a 100% chance of inflicting Awestruck, Impaired: Blind, and Charm: Impressed on all opponents at the start of each round, Possessor may choose at the start of any round to gain any combination of (base elements and Light) as elements as a buff until the end of said round, Possessor may choose at the start of any round to create a Zone of any combination of (base elements and Light) that lasts until the end of said round, Possessor may choose to base possessor's per-item Defense capping on possessor's (Spirit *2), Possessor's unmodified stats are increased by 7% as a non-stacking effect
Baker’s Apprentice- (Passive Ability, Chef) Food items used by possessor that restore HP restore an additional 200 HP, Food items used by possessor that increase STR or MIN increase it by an additional 10

Basic Evergarden Gardening Techniques- (Passive Ability, Botanist) Possessor's Plant pets gain +3% Resilience
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Elemental Magic Attunement- (Passive Ability, Elemental Magic) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Merchant Proficiency- (Passive Ability, Merchant) Character’s half-price sales cap increases by 5,000 Gold.
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
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
Builder of Heavens- (Passive Ability, Heavenly Protector) Celestials, Angels, Devas, Arch-Celestials, Arch-Angels, Arch-Devas, and Holy Ones that possessor summons through effects attached to Zones, Terrains, or Phantom Terrains have their stats increased by 80,000 points and gain +800,000 HP as a non-stacking buff that is placed upon them at the time of their summoning
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
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
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
Defensive Stance- (Active Ability, Stance) +50 Defense, One stance may be declared at the beginning of battle to be active, Character may only have one stance active at a time, Character may spend one turn changing stances
Defensive Stance II- (Active Ability, Stance) +200 Defense, One stance may be declared at the beginning of battle to be active, Character may only have one stance active at a time, Character may spend one turn changing stances
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.
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
Envoy of Winter- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Winter
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
Forehead Trained To Be Resistant To Too Much Facepalming- (Passive Ability, Protector) Possessor gains 75% Confusion: Facepalming Too Hard Resistance
Glorious Self I- (Passive Ability, Chronicler of Eternity) Possessor is immune to individuals below Level 10
Hag- (Passive Ability, Warlord) Possessor gains +25,000 HP, +50,000 MP, +2,600 STR, +3,000 MIN, +5,000 SPI, and 15% Darkness Resistance
Has a Basic Permit to Battle Baalrath- (Passive Ability, Clearance) Possessor may fight the monster 'Baalrath' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Chaos Butterfly- (Passive Ability, Clearance) Possessor may fight the monster 'Chaos Butterfly' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
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 Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' for drops, This ability cannot be used in combos
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
Passed through the Light of the Elder Guardians- (Passive Ability, Druid) Possessor gains +1,000 SPI and 20% Light Resistance, Possessor may survive on suns as an RP effect
Permitted to Battle Doppelganger- (Passive Ability, Clearance) Possessor may fight the monster Doppelganger for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Cleverly Copied Permit' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Gold Brick Man- (Passive Ability, Clearance) Possessor may fight the monster Gold Brick Man for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Golden Ticket' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
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
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Prime Judge- (Passive Ability, Other: High Judge) Possessor chooses the Randomized Attribute Sum for all Damage Formula calculations that do not involve an opponent who is 20 or more Levels greater than possessor or that is above Level 999
Reptile Spotter- (Passive Ability, Hunter) Possessor gains +3% To Hit against Reptiles
Righteous Savior- (Passive Ability, Paladin) Possessor gains +30,000 uncapped SPI, Possessor gains +2,000,000 HP and +2,000,000 MP as a non-stacking bonus, Possessor's Demon, Devil, Daemon, Arch-Demon, Arch-Devil, Arch-Daemon, Fiend, Darkspawn, Outer Terror, and Undead opponents that are below Level 99 and possess a lower SPI than possessor may not prevent possessor from resurrecting entities
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
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
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
Wielder of Mortiis Finallis- (Passive Ability, Other: Legend) Possessor may equip 'Mortiis Finallis'
Zonal Earth Control- (Passive Ability, Mountain King) Possessor may, at the start of each round, choose one Zone of Earth 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
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
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
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

Weapons-
*The Silver Chain- (Weapon Aspect: The Silver Implements, Whip, Mystic & Spatial, X Gold) +1,000,000 Melee Attack, +1,000,000 Magical Attack, +1,000,000 CON, Entities below Level 80 may not leave wielder's battlespace without wielder's permission, Wielder may choose to link wielder's HP or MP to the HP or MP (being able to link HP to MP if desired in addition to HP to HP or MP to MP) of any one willing ally at the start of each round, with this effect being a non-stacking buff

*The Silver Doll- (Weapon Aspect: The Silver Implements, Other: Toy, Mystic & Life, X Gold) +1,000,000 Magical Attack, Once per round, when an entity deals Damage to wielder, wielder may, immediately afterwards, deal said entity an equal quantity of Damage that is either the same combination of elements or that is solely Mystic element

*The Silver Knife- (Weapon Aspect: The Silver Implements, Knife, Mystic & Blood, X Gold) +1,000,000 Melee Attack, +1,000,000 Magical Attack, Wielder may deal HP Drain instead of HP Damage, Wielder deals MP Drain in addition to HP Drain

*The Silver Needle- (Weapon Aspect: The Silver Implements, Tool, Mystic & Blood, X Gold) +1,000,000 Melee Attack, +1,000,000 Magical Attack, Wielder deals full Damage to the back row, Wielder may undo the destruction of an item, not counting through consumable charge use, by a source below Level 81 at the start of each round

*The Silver Nutcracker- (Weapon Aspect: The Silver Implements, Tool, Mystic & Spatial, X Gold) +1,000,000 Melee Attack, +1,000,000 Magical Attack, Wielder's Ritual Magic spells ignore the Defense of targets below Level 80, Wielder's Ritual Magic spells may remove a buff from a source Level 80 or lower from each of their targets

*The Silver Paintbrush- (Weapon Aspect: The Silver Implements, Wand, Mystic & Color, X Gold) +1,000,000 Magical Attack, +10,000,000 MP as a non-stacking bonus, Wielder's actions may gain or solely become any combination of base elements, Wielder may treat Mystic, Spatial, Blood, Time, Warding, Aether, Wealth, Life, Knowledge, Dopple, Color, Fate, and Illusion as base elements, Wielder may make the actions of any individual who is either willing, one of wielder's summons, or below Level 70 solely any combination of base elements

*The Silver Sickle- (Weapon Aspect: The Silver Implements, Scythe, Mystic & Blood, X Gold) +1,000,000 Melee Attack, +1,000,000 Magical Attack, Wielder may count as having killed up to 1,000,000 additional allies as part of the casting of a Ritual Magic spell, Wielder's Ritual Magic spells gain '100% inflicts Instant Death on non-unique entities below Level 70'

*The Silver Sphere- (Weapon Aspect: The Silver Implements, Orb, Mystic & Knowledge, X Gold) +1,000,000 Magical Attack, +1,000,000 MIN, +1,000,000 SPI, +10,000,000 MP as a non-stacking bonus, Wielder may spend an action to scan the stats of any number of entities, Wielder's Ritual Magic spells may scan stats, Wielder's Ritual Magic spells may target entities below Level 80 that are 5 or more Levels lower than wielder who are in other battlespaces

*The Silver Stone- (Weapon Aspect: The Silver Implements, Stone, Mystic & Life, X Gold) +1,000,000 Magical Attack, Wielder's Prime Attribute for any action may become any one stat, Wielder may choose to use the Melee Attack or Ranged Attack bonus of each equipped item as though it were instead the Magical Attack bonus of that item

*The Silver Torch- (Weapon Aspect: The Silver Implements, Hammer, Mystic & Spatial, X Gold) +1,000,000 Melee Attack, +1,000,000 Magical Attack, Wielder's summons may use wielder's turn-order-determining stat sum for turn-order-determining purposes, Wielder's summons may not be countered by sources below Level 80 without wielder's permission, Wielder's summons are cured of a debuff from a source below Level 80 at the start of each round, Debuffs from sources below Level 81 cannot reduce the To Hit of wielder or wielder's summons

*The Silver Wand- (Weapon Aspect: The Silver Implements, Wand, Mystic & Knowledge, X Gold) +1,000,000 Magical Attack, +1,000,000 MIN, +1,000,000 SPI, +10,000,000 MP as a non-stacking bonus, Wielder's per-item Magical Attack bonus cap becomes twice the relevant stat as a non-stacking effect, Wielder may, at the start of each round, create a Temporary copy of any Ritual Magic spell that is In Stock in the shop that is worth under 100,000,000 Gold


Armor-
*Empty Guru's Raiment- (Armor, Robes, Void & Null & Knowledge, 4,500,000,000 Gold) +4,500,000 Defense, +4,500,000 MIN, +4,500,000 SPI, +45,000,000 MP as a non-stacking bonus, 170% Dodge, 170% Resilience, +170% Resilience, 40% Earth Resistance, 40% Air Resistance, 40% Fire Resistance, 40% Water Resistance, 40% Void Resistance, Wearer gains an additional action each round in normal turn-order that may only be used to perform the 'Meditate' action, Wearer cannot be afflicted with debuffs by sources below Level 95, Wearer gains +1,000 to all stats as an uncapped bonus for each entity that has been killed or unsummoned earlier in the same thread (to a max of 4,500 such entities), Wearer must be Level 60 or greater and must possess either the ability 'Expert Robe Mastery' or 'Expert Void Synchronization'


Accessories-
*The Silver Implements- (Accessoryx5 Aspect: The Silver Implements, Magic Item, Mystic & Spatial & Time & Blood & Warding & Life & Fate & Dopple & Illusion & Wealth & Aether & Knowledge & Color, X Gold) Wielder may equip any number of Aspects of this Aspect's artifact slotlessly, Wielder cannot equip other weapons or accessories

*The Silver Basin- (Accessory Aspect: The Silver Implements, Container, Mystic & Spatial, X Gold) When wielder equips this item, this item begins providing wielder with an additional MP pool that is empty at the time of equipping but can contain a maximum amount of MP equal to this item's wielder's Max MP; this is a constantly provided effect and not a buff

*The Silver Cage- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Warding, X Gold) +1,000,000 Defense, Wielder's summons cannot be uncontrolled, Wielder gains a pet slot, Wielder may spend an action to resurrect a pet, Wielder may spend an action to summon a Celestial, Angel, Deva, Illuminated, Elemental, Spirit, Prime, Daemon, Devil, or Demon that is below Level 80 and normally fightable for drops on the Enemy List, Wielder may treat wielder's summoned Celestials, Angels, Devas, Illuminated, Elementals, Spirits, Primes, Daemons, Devils, and Demons as though they additionally possessed any combination of the subtypes Celestial, Angel, Deva, Illuminated, Elemental, Spirit, Prime, Daemon, Devil, or Demon

*The Silver Coin- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Wealth, X Gold) Wielder reflects Gold Damage from lower Level sources, Ritual Magic spells cost wielder 1,000,000,000 less Gold to cast

*The Silver Compass- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Spatial, X Gold) 260% To Hit, Up to 200 times per ronud, whenever a Zone, Terrain, or Phantom Terrain created by wielder would be destroyed or altered by a source below Level 81, wielder may cancel said destruction or alteration

*The Silver Diagram- (Accessory Aspect: The Silver Implements, Tome, Mystic & Knowledge, X Gold) Wielder gains 1 buff slot, Wielder gains 1 summon slot, Wielder may maintain 1 additional Circle effect, Wielder may cast unequipped Ritual Magic spells that wielder is carrying, Large Structures summoned by wielder gain a non-stacking buff that increases their stats by 100,000 points, Wielder's Large Structure allies cannot be Criticalled by sources below Level 80 and are Immune to negative status effects from sources below Level 80

*The Silver Disc- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Knowledge, X Gold) +1,000,000 Magical Attack, +1,000,000 to all stats, Wielder's Ritual Magic spells may gain a 40% chance of inflicting any one major negative status effect

*The Silver Dust- (Accessory Aspect: The Silver Implements, Magic Item, Mystic & Aether, X Gold) +1,000,000 SPI, +10,000,000 MP as a non-stacking bonus, Wielder may, up to once per round, before or after any action, unsummon all opponents below Level 81, Ritual Magic spells cost wielder 100,000,000 less XP to cast, This item additionally possesses the subtype Powder

*The Silver Feather- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Spatial, X Gold) +1,000,000 SPI, Up to 200 times per round, when one of wielder's summons is unsummoned by an entity below Level 81, wielder may immediately resummon it, Wielder may spend an action to give all of wielder's allies, including wielder, a non-stacking buff that provides +160% Resilience and +1,000,000 Defense

*The Silver Flask- (Accessory Aspect: The Silver Implements, Container, Mystic & Life, X Gold) +10,000,000 HP as a non-stacking bonus, +10,000,000 MP as a non-stacking bonus, Wielder regenerates 1,000,000 HP at the start of each round, Wielder regenerates 1,000,000 MP at the start of each round, Ritual Magic spells cost wielder 10,000,000 less MP to cast

*The Silver Lock- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Warding, X Gold) +1,000,000 Defense, +1,000,000 SPI, Wielder's equipped and carried items may not be destroyed, stolen, removed from the thread, or altered by non-wielder sources below Level 80 without wielder's permission

*The Silver Mask- (Accessory Aspect: The Silver Implements, Mask, Mystic & Illusion, X Gold) +1,000,000 Defense, Wearer may choose at the beginning of any round to gain or become solely any number of base entity subtypes as a non-stacking buff, Wearer's stats cannot be scanned by sources below Level 80, Wearer is Immune to sources below Level 40

*The Silver Mirror- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Dopple, X Gold) Once per round, wielder may reflect an attack from a source below Level 80, Wielder counts as possessing as many allies as wielder wishes, to a max of 1,000,000,000 additional allies, with the same Ritualist abilities as wielder and the same name as wielder, when wielder is casting Ritual Magic spells

*The Silver Mortar- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Dopple, X Gold) Wielder does not expend items that are costs of non-unique Ritual Magic spells that are worth under 100,000,000 Gold

*The Silver Ring- (Accessory Aspect: The Silver Implements, Ring, Mystic & Warding, X Gold) +1,000,000 Defense, +1,000,000 MIN, +1,000,000 SPI, Summons below Level 80 that are 5 or more Levels below wearer cannot negatively effect wearer, Wielder may spend an action to give a target a non-stacking buff that gives it 30% Base Element Resistance and Minor Negative Status Effect Immunity

*The Silver Shroud- (Accessory Aspect: The Silver Implements, Cloak, Mystic & Aether, X Gold) +1,000,000 Defense, +1,000,000 CON, 160% Dodge, Wielder's actions involving the casting of Ritual Magic spells may not be countered by sources below Level 80 without wielder's permission

*The Silver Spectacles- (Accessory Aspect: The Silver Implements, Eyewear, Mystic & Fate, X Gold) +1,000,000 MIN, +10,000,000 MP as a non-stacking bonus, Wielder may delay wielder's actions up to 1,000,000,000 rounds, Wielder may ignore Dodge increases caused by buffs from sources below Level 80, Wielder may spend an action to scan an individual's stats, with this scan attempt being unable to fail if target is below Level 75, Wielder gains +160% To Hit against Fate element targets

*The Silver Spoon- (Accessory Aspect: The Silver Implements, Tool, Mystic & Wealth, X Gold) Wielder does not consume charges from non-unique consumables, not counting Permanent Consumables, that are worth under 100,000,000 Gold

*The Silver Timepiece- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Time, X Gold) +1,000,000 AGI, +1,000,000 SPI, Whenever one of wielder's actions that involves the casting of a Ritual Magic spell would be interrupted by a counter that would cause the action to fail, the action to be cancelled, or wielder to die, wielder may choose to have a 50% chance of, assuming no entity of Level 80 or greater in any battlespace objects, resetting the round to the round's start, Once per battle, as an effect that cannot be reset or replicated, wielder may, assuming no entity of Level 80 or greater in any battlespace objects, reset battle to a designated earlier point, Once per battle, wielder may prevent battle from being reset to an earlier source by a source below Level 80, Wielder and wielder's allies gain Fatigued: Elderly Immunity, Wielder may spend an action to give a target Fatigued: Elderly Immunity and 30% Petrified: Time Stop Resistance

*The Silver Wheel- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Time, X Gold) +1,000,000 AGI, +1,000,000 SPI, Entities that are lower Level than wielder that are below Level 80 are placed below wielder in turn order if they would otherwise be assigned actions in turn order before wielder, Ritual magic spells that would take wielder more than one action to cast take half as many action, rounded down

Consumables-

Spells-
5/5
Dissolve Realm- (Spell, Ethereal Magic, Aether & Acid, 2,000,000 MP, 200,000,000 Gold) The battlespace caster is in, if it is not the main battlespace of the current battle, is destroyed if it was created by a source below Level 80, with all entities in it being returned to the main battlespace of the current battle when it is destroyed, Caster must be Level 40 or greater
Ironclad Contract- (Spell, Other: Litigamancy, Metal, 100,000 MP, 10,000,000 Gold) Target gains Charm Immunity against sources that are either below Level 60 or both below caster's Level and Level 80, Caster must be Level 20 or greater
Landseal- (Spell, Druid Magic, Earth, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not destroy Zones, create Zones, alter Zones, attach effects to Zones, remove effects from Zones, or alter effects on Zones without caster's permission, Caster must be Level 40 or greater
Panopticon- (Spell, Divination, Psychic & Air & Technology, 800,000 MP, 80,000,000 Gold) Caster scans the stats of every individual in the same battlespace, Caster must be Level 20 or greater
Unhinge from the Years- (Spell, Ethereal Magic, Time & Aether, 1,500,000 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


Astral Magic-Only Spell Slots-
0/10

Biomancy Spell Slots-
0/10

Force Magic-Only Spell Slots-
0/10

Necromancy-Only Spell Slots-
9/10
Craft Undead Masterwork- (Spell, Necromancy, Darkness, 2,000,000 MP, 225,000,000 Gold) Caster summons 1 Undead from the Enemy List that is normally fightable for drops that is below Level 80 and below caster's Level, Said summon's natural name includes 'Necromantic Masterwork ' at is start, Said summon's natural Level may become equal to any value up to either caster's Level or 79 (whichever is lower), Said summon's natural stats, its natural Defense, and its abilities' natural Damage values are increased by a value equal to 1,000 times its Level, to a max of being increased by 790,000 points, Said summon's natural HP and MP values are increased by a value equal to 10,000 times its Level, to a max of being increased by 790,000 points, Individuals below Level 80 may not unsummon this summon as a non-stacking buff applied to said summon at the time of its summoning, This action requires 3 actions worth of charge-up, This spell may summon a max of 1 entity per thread, Caster must be Level 40 or greater
Dead Cosmos Missile- (Spell, Necromancy, Darkness & Astral, 75,000,000 Gold) +75,000 Magical Attack, this action may gain '5 hits against 500' and deal 1/50 Damage, 5% inflicts Instant Death, 75% inflicts Voidstruck or Voidstruck: Astral Echoes, Caster must be Level 40 or greater and must possess the abilities Necromancer and Astromancer
Death-Lord's Command- (Spell, Necromancy, Darkness & Psychic, 2,000,000 MP, 200,000,000 Gold) Target dead individual below Level 80 that is not Immune to Dominion that is not 5 or more Levels greater than caster, to a max of once per round per individual, performs an action with all decisions controlled by caster, Caster must be Level 40 or greater
Deny Death- (Spell, Necromancy, Darkness & Warding, 3,600,000 MP, 180,000,000 Gold) Target becomes Immune to Instant Death from sources below Level 80 that are not 20 or more Levels greater than caster, Caster must be Level 40 or greater
Meditation of the Undying Void- (Spell, Necromancy, Void, 500,000 MP, 50,000,000 Gold) Caster suffers no effects from debuffs from sources below Level 60 if caster is an Undead, Caster must be Level 40 or greater
Skeletal Hands of the Bleeding God- (Spell, Necromancy, Blood & Darkness, 1,750,000 MP, 175,000,000 Gold) +175,000 Melee Attack, +175,000 Magical Attack, 160% inflicts Wounded, 160% inflicts Wounded: Bleeding, 180% inflicts Hexed, 80% inflicts Voidstruck: Blood Rebellion, 1 hit against 50,000,000
Skull-Moon's Laughter- (Spell, Necromancy, Darkness, 600,000 MP, 125,000,000 Gold) +125,000 Magical Attack, 100% inflicts Confusion: Overcome with Laughter, 5% inflicts Instant Death, target obtains a debuff that provides -3,500 to all stats as a non-stacking effect, May gain '1 hit against 5' and deal 1/10 Damage, Caster must be Level 40 or greater and must possess the ability 'Adept Necromancer' or the ability 'Astronomer of the Dead-Realms'
Skull Moon's Omen- (Spell, Necromancy, Darkess & Fate, 850,000 MP, 90,000,000 Gold) 50% inflicts Instant Death: Doomed on all opponents, Caster must be Level 60 or greater and must possess the ability 'Adept Necromancy Attunement'
Stillborn Sanguine Genesis- (Spell, Necromancy, Blood, 1,000,000 MP, 100,000,000 Gold) Summons one Undead from the Enemy List that is below Level 80 and normally fightable for drops, Said summon gains the element Blood as a buff when summoned, Max 20 summoned, Summons summoned through this spell cannot summon summons that are greater than Level 60, Caster must be Level 40 or greater

Transmutation-Only Spell Slots-
0/10

Umbramancy-Only Spell Slots-
0/10

Knowledge Spell Slots-
1/5
Enlighten- (Spell, Channeling, Knowledge, 800,000 MP, 80,000,000 Gold) Target gains a copy of target ability that is for sale in the Ability Shop that caster possesses that target possesses the prerequisites for according to the Ability Shop (provided that if some of said prerequisites are provided by copies of this buff or other buffs with this text that they also possess the prerequisites for those prerequisites), stacks 10 times

Law Spell Slots-
1/5
Supreme Court Order: Halt Zonal Redevelopment- (Spell, Other: Litigamancy, Earth & Law, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not destroy Zones, create Zones, alter Zones, attach effects to Zones, remove effects from Zones, or alter effects on Zones without caster's permission, with this effect being a non-stacking buff on caster, Caster must be Level 40 or greater


Numerals Spell Slots-
0/5

Truth Spell Slots-
0/5

Void Spell Slots-
2/5
Blank- (Spell, Ethereal Magic, Aether & Void, 1,900,000 MP, 180,000,000 Gold) Target, if target is below caster's Level and below Level 80, has one Constant Effect, Passive Ability, or Ability with an MP cost greater than 0 lose its text, does not stack, Caster must be Level 40 or greater
Hands of the Silent Titan- (Spell, Ethereal Magic, Physical & Void, 1,800,000 MP, 180,000,000 Gold) +180,000 Melee Attack, +180,000 Magical Attack, Each hit of this action has a 25% chance of removing a buff from a source below Level 80 from its target, This action may not be countered by individuals below Level 85 who are not 20 or more Levels greater than caster, this action may gain '2 hits against 800,000' and deal 1/8 Damage, This spell may be cast by individuals afflicted with Impaired: Mute, Caster must be Level 40 or greater

Pets-
(Standard Slot)
*Timorius of the Awoken Grave- (Pet, Undead, Hope & Earth, Lv.60, 360,000,000 Gold)
HP- 6,450,000
MP- 4,650,000
STR- 65,000
AGI- 45,000
CON- 45,000
MIN- 45,000
SPI- 45,000
XP- 0
XP Needed- 18,140,000 (Standard Multiplier x2)
Minimum Level- 1
Defense- 31,500
Defense against Stat Damage- 6,800
Critical Chance- 87%
Resilience- 84%
To Hit- 185%
Dodge- 81%
Resistances and Immunities- 90% Hope Resistance, 90% Earth Resistance, 90% Darkness Resistance, 70% Physical Resistance, 70% Psychic Resistance, 40% Water Resistance, 40% Fire Resistance, 20% War Resistance, 20% Glory Resistance, Pain Immunity, Poison Immunity, Diseased Immunity, Fatigue Immunity, Hexed Immunity, Voidstruck Immunity, Zealblasted Immunity, 120% Minor Status Effect Resistance, 60% Moderate Status Effect Resistance, 20% Major Status Effect Resistance
Prime Attribute- Strength
Constant Effects-
Knight of the Grave- Possessor gains +45,000 STR, +45,000 CON, +35,000 Defense, and may choose to count as possessing the subtype Human, Constant Effect
Enchanted Shield and Armor- Possessor obtains +35,000 Defense and +84% Resilience, Constant Effect
Stoic- Possessor may choose up to twelve times per thread to not be afflicted with a minor negative status effect that possessor would otherwise be afflicted with, Possessor may choose up to six times per thread to not be afflicted with a moderate negative status effect that possessor would otherwise be afflicted with, Constant Effect
Reflect Necromancy- Possessor may choose to have a 50% chance of reflecting actions that involve the casting of a Necromancy spell that come from a source below Level 80, Constant Effect
Supreme Protection- Possessor is Immune to individuals below Level 20, possessor obtains +45,000 CON, possessor obtains +35,000 Defense, and possessor may choose up to one time per thread to not be afflicted with a major negative status effect that possessor would otherwise be afflicted with, Constant Effect
Abilities-
Blade of Timorius- 31,000 Damage, Demons have their Resilience reduced by 84% for purposes of this action, This action gains +84% Critical against Demons, Hope & Darkness or Hope & Earth, 0 MP
Graveshield- +70,000 Defense, target ignores the next 1,000,000 HP worth of HP Damage that would be dealt to it, does not stack, Earth or Earth & Darkness, 51 MP
Dark Healing- 225,000 Damage, Heals, Cures two minor negative status effects, Darkness, 25 MP
Spiritual Ward- +70,000 Defense, +10,000 Defense against SPI Damage, Target gains Hexed Immunity, Stat Drain Immunity, Stat Drain: SPI Drain Immunity, and Voidstruck Immunity, does not stack, Hope & Darkness, 2,500 MP
Arx Tellurus- 64,100 Damage, 200% inflicts Zealblasted, 200% may inflict Voidstruck, 2 hits against 3, Hope & Darkness, 5,600 MP
Banishing Strike- 27,500 Damage, 80% unsummons Demons below Level 81, Hope or Darkness & Hope or Hope & Spatial, 17,700 MP
Mass Dark Healing- 225,000 Damage, Heals, Cures two minor negative status effects, 1 hit against 2,000,000, Darkness, 60,000 MP
Mass Spiritual Ward- +70,000 Defense, +10,000 Defense against SPI Damage, Target gains Hexed Immunity, Stat Drain Immunity, Stat Drain: SPI Drain Immunity, and Voidstruck Immunity, does not stack, 1 hit against 2,000,000, Hope & Darkness, 120,000 MP
Shadow's Comfort- Target does not take damage from effects attached to Zones that come from sources below Level 80, Effects attached to Zones, Terrain, or Phantom Terrain that come from sources below Level 80 cannot place debuffs on target or inflict minor or moderate negative status effects on target, Darkness, does not stack, 80,000 MP
Graveshield Blast- (100,000 * (The number of Graveshield buffs present on individuals in the same battlespace as caster, to a max of 12)) Flat Earth & Darkness element Damage, 1 hit against (1,000,000 * (The number of Graveshield buffs present on individuals in the same battlespace as caster, to a max of 12)), Darkness & Earth, 100,000 MP
Legion of the Fallen- 140,000 Damage, this action may not be countered by individuals below Level 80, Caster may replicate the effect of up to 100 offensive actions performable by entities on the enemy list that are below Level 40, are below caster's Level, are Undead, and are normally fightable for drops, doing so as though said monster is performing said ability, provided that all such actions only target opponents of caster and/or their replicated sources, 1 hit against 50,000,000, Darkness & Hope, 550,000 MP
Second Chance- Resurrects target, to a max of once per tarfget per thread, provided target was not killed by a source of Level 80 or greater, Hope, 400,000 MP
Tiar Tellurus- 95,000 Damage, 200% inflicts Zealblasted, Instances of Zealblasted inflicted by this action possess no natural per-round recovery rate, the first time an individual is cured of an instance of Zealblasted inflicted by this specific action (but not other actions using this same ability, even if performed by the same source) by an ally or the first such time such an instance of Zealblasted is replaced by a different instance of Zealblasted by such an allied source, all allies of said status effect's possessor (including said status effect's possessor) are dealt 100,000 Flat Hope & Darkness element Damage (with any one entity taking a max of 100,000,000 Damage in a round from all instances of this effect), 1 hit against 2,000,000, Hope & Darkness, 100,000 MP
Seven Blades- Caster obtains a buff that allows caster, whenever a lower Level ally of caster is attacked by an opponent, up to 7 times per instance of said buff, to deal 300,000 Flat Physical element Damage to said attacker, with said Damage being dealt before said attack to targets that are below Level 60 and after said attack to all other such targets, does not stack, Physical & Magic, 700,000 MP

(Silver Cage Slot)
Dragon of the Root- (Pet, Dragon, Earth & Life, Lv.65, 500,000,000 Gold)
HP- 15,000,000
MP- 15,000,000
STR- 80,000
AGI- 73,500
CON- 89,000
MIN- 71,450
SPI- 74,320
XP- 0
XP Needed- 76,920,000 (Standard Multiplier x6)
Minimum Level- 65
Defense- 80,000
Defense against Stat Damage- 3,000
Critical Chance- 85%
Resilience- 105%
To Hit- 182%
Dodge- 50%
Resistances and Immunities- Absorbs Earth, Absorbs Life, 200% Destruction Weakness, Entombed Immunity, 130% Minor Status Effect Resistance, 65% Moderate Status Effect Resistance, 10% Major Status Effect Resistance, Dragon Traits
Prime Attribute- Two Highest Stats
Constant Effects-
Of the Root- Possessor gains +35,000,000 HP, Possessor's controller's base stats increase by 1 as a non-stacking effect, Constant Effect
Massive- Possessor gains +20,000,000 HP, +30,000 STR, +30,000 CON, and may count as up to 40 individuals in its row for row-order-determining purposes, Constant Effect
Holy Powerfont- Possessor may be equipped in its minimum Level form by individuals of any Level, Constant Effect
Root of Life- Possessor's opponents of lower Level may not summon without possessor's permission, Constant Effect
Abilities-
Eyes of Overwhelming Life- 180,000 Damage, May Heal, 100% may inflict Awestruck: Lifeforce Overload, May provide a non-stacking buff that provides +35,000 CON and +1,500,000 HP, Life, 0 MP
Collapsing-Land Breath- 200,000 Damage, This action may destroy up to 200 terrains, zone, and phantom terrains from sources below Level 65 who are below caster's Level, Deals 40,000 additional Damage for each terrain, zone, or phantom terrain that it destroys, 1 hit against 20,000, Earth, 0 MP
Taste of the Root- 500,000 Damage, Heals, Cures up to 2 minor or moderate negative status effects or debuffs from sources below Level 70, Life or Earth or Life & Earth, 500,000 MP
Root of Health- Target regenerates 1,000,000 HP, Life, 500,000 MP
Root of Magic- Target regenerates 1,000,000 MP, Magic, 500,000 MP

(Expert Deathless One Slot)
Celas (Reaper)
Level 79
Planetary, Fate & Void
HP- 17,494,823
MP- 107,201,895
Basin MP- 0/107,201,895

STR- 4,385
AGI- 11,993
CON- 11,993
MIN- 6,076
SPI- 57,273

Melee Attack - (6x 1,000,000)
Magical Attack – 687,270 (12x 1,000,000 )
260% To Hit

Defense- 717,270 (4,500,000; 5x 1,000,000; 30,000)
170% Dodge
328% Resilience (170+(Levelx2)%)
Also along are El and Elyion!

We'll stick Celas in the back row, though that shouldn't matter much. Pets in the front.

With their damage capped to 485,000 even before factoring the rows, and Celas having enough resilience to be uncrittable, there's no conceivable way they can get through his 17 million HP in two rounds, so I'm pretty comfortable just letting him tank a round of their attacks, and their only Major being a Damage Over Time effect makes this entirely safe.

Anyways, we'll note that Celas is slower than the dragons. This is by design!

He's just going to use his action to cast the buff on The Silver Feather, "Wielder may spend an action to give all of wielder's allies, including wielder, a non-stacking buff that provides +160% Resilience and +1,000,000 Defense" This doesn't actually matter and can be removed by their repeating start-of-round attack, but it's still nice to use.

The Dragons' summon ability says
Caster may summon up to 20 individuals below Level 80 from the Enemy List that are normally fightable for drops, Max 200 summoned, Spatial, 19,500,000 MP


As part of Celas's vast bag of tricks he also has The Silver Dust!

Which notably has
Wielder may, up to once per round, before or after any action, unsummon all opponents below Level 81
. It's not an attack! It's not an action! It doesn't need to hit! It doesn't have an Element! It just happens! It's based on summonee's level, not summoner's! Their summons go *poof*!

Since whatever they summon wasn't around to get turn-order at the start of the round, they never get to act before getting erased, so summoning is a nonstrategy. The dragons will be alone when it comes time for Nole to issue RIGHTEOUS JUDGEMENT upon them.
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Celas
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Re: Big Game Hunters-- Noninfinite Snakes Edition: Nole and Celas and Co vs Finite Ouroboros

Post by Celas »

5riday please
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Re: Big Game Hunters-- Noninfinite Snakes Edition: Nole and Celas and Co vs Finite Ouroboros

Post by Celas »

5 more, please
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Re: Big Game Hunters-- Noninfinite Snakes Edition: Nole and Celas and Co vs Finite Ouroboros

Post by Celas »

SUNDAY SUNDAY SUNDAY

5 mores, por favor
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Re: Big Game Hunters-- Noninfinite Snakes Edition: Nole and Celas and Co vs Finite Ouroboros

Post by Celas »

5 more, plz
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Re: Big Game Hunters-- Noninfinite Snakes Edition: Nole and Celas and Co vs Finite Ouroboros

Post by Celas »

Tyr's a pretty badass deity. Let's dedicate the bump on his day to him!
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Re: Big Game Hunters-- Noninfinite Snakes Edition: Nole and Celas and Co vs Finite Ouroboros

Post by Celas »

Whoop, slipped right to Thor. 5 more, please.
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Re: Big Game Hunters-- Noninfinite Snakes Edition: Nole and Celas and Co vs Finite Ouroboros

Post by Celas »

45, please
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Re: Big Game Hunters-- Noninfinite Snakes Edition: Nole and Celas and Co vs Finite Ouroboros

Post by Celas »

50 and a cash out, please!

6x8x50, 95s across the board!
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