Celestine von Reuter, the Clockwork Fairy (The Nottest of Daves)
Level 59 BA Member
Clockwork, Technology
HP: 9,750
MP: 14,625
STR: 900 (10) +310
AGI: 650 (10) +60
CON: 650 (10) +60
MIN: 920 (15) +35
SPI: 1,000 (15) +115
XP- 43,261,035
XP Required- 8,320,000, Holy Imperial Seal of Glory
Fame- 29
Gold- 7,733,155
Bonus Weeks: 51
Weeks: 1 Counselor of Faerie, 1 Mechanist, 1 Jeweler
Track A: The Works of Clocks finishes 9th March 2025
Track B:
Abilities
Attack:
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
Melee Overdrive
Mental Overdrive
Attack With Finesse- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. This attack never misses. Does 50% normal damage. This attack's element is the user's element if none of the user's equipped items give a Melee Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus. User must be in the front row.
Change Stance- (Active Ability, Attack) Possessor changes stances
Charge- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. Does double damage. User immediately moves to the front row. 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. This attack may only target foes in the front row. User must be in the back row.
Craft- (Active Ability, Attack) User uses a secret formula.
Fortify Body- (Stance Ability, Attack) User's base CON is added to user's chance of resisting minor status effects. 1/2 user's base CON is added to user's chance of resisting moderate status effects.
Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).
Blessing:
Airaqua's Embrace- (Passive Ability, Blessing) Possessor gains 100% Resistance to Drowning (but not its sub-status effects) and Immunity to Drowning: Tide Trapped
Aldriel’s Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Considered Attractive By Robots- (Passive Ability, Blessing) Possessor's Charm infliction chances are increased by 30% against Robots, Machines, and Clockworks
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Clearance:
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
Friendship:
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
छFriend of Chandar and Suratman, Ace Cartographers- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Chandar' or 'Suratman', Whenever possessor heals an individual named 'Chandar' or 'Suratman', possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Chandar' or 'Suratman'
Architect:
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.
Basic Disassembly- (Passive Ability, Architect) Possessor, when wielding a Tool, gains +50 Melee Attack against Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs
Basic Drill Training- (Passive Ability, Architect) Possessor gains +7 Melee Attack if possessor has a Drill equipped, Possessor counts Tool weapons with 'Drill' in their name as Drill weapons, Possessor counts Drill weapons as Tool weapons with 'Drill' in their name
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.
Calibrate- (Active Ability, Architect) Possessor may, if possessor has a Tool equipped, spend an action to give target Robot, Machine, Clockwork, Mecha, Vehicle, Vessel, or War Machine +200 to all stats as a buff that stacks 3 times
Careful 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
Carpenter (2)- (Passive Ability, Architect) Possessor's Large Structure allies gain +5,000 HP, All weapons equipped by possessor give possessor an additional +200 Melee Attack, Ranged Attack, and Magical Attack if they already provide said bonus
Clockwork-Bane Implementation- (Technique Ability, Architect) Possessor may use 'Clockwork-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 Clockworks and gains +25% Critical against Clockworks.
Clockwork-Hunting Implementation- (Technique Ability, Architect) Possessor may use 'Clockwork-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 Clockworks and gains +5% To Hit against Clockworks.
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.
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
Dud Implementation- (Technique Ability, Combatant) Possessor may use 'Dud Implementation' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool 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.
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
Golem-Bane Implementation- (Technique Ability, Architect) Possessor may use 'Golem-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 Golems and gains +25% Critical against Golems.
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.
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%
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
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
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.
Strong Implementation- (Technique Ability, Architect) Possessor may use 'Strong 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’.
Sweeping Implementation- (Technique Ability, Architect) Possessor may use 'Sweeping 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 '15% inflicts Wounded. Deals 1/4 Damage, and gains ‘1 hit against 10’
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'.
Architect Derivative: Crusher:
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
Classical Training in Standard Combat Utilizing the Hammer- (Passive Ability, Crusher) Possessor may treat Hammer as a Base Weapon subtype
Critical Smash- (Technique Ability, Crusher) Possessor may use 'Critical Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% Critical.
Crusher- (Passive Ability, Crusher) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Hammer equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Hammer equipped
Hammer Wielding I- (Passive Ability, Crusher) +5 to all stats when a Hammer is equipped
Hammer Wielding II- (Passive Ability, Crusher) +25 to all stats when a Hammer is equipped, +50 Melee Attack when a Hammer is equipped
Impact Smash- (Technique Ability, Crusher) Possessor may use 'Impact Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Impairing Smash- (Technique Ability, Crusher) Possessor may use 'Impairing Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Impaired.
Improved Paralytic Smash- (Passive Ability, Crusher) Possessor's 'Paralytic Smash' technique has its chance of inflicting Paralyzed increased to 30%
Paralytic Smash- (Technique Ability, Crusher) Possessor may use 'Paralytic Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Walnut Smacker- (Active Ability, Crusher) This character may use Walnut Smacker in conjunction with a Melee Attack, so long as no other technique is used and a Hammer is equipped. This character gains +50 Melee Attack and pierces 500 Defense
Auramancer:
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
Binder:
Basic Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Blazing Sultan:
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Defense against Fire
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Elemental Attack-Conversion: Fire- (Technique Ability, Blazing Sultan) Possessor may use 'Elemental Attack-Conversion: Fire' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Fire element and no other technique is used. Said action becomes solely the element Fire.
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Fire- (Passive Ability, Blazing Sultan) Possessor may use the Technique 'Elemental Attack-Conversion: Fire' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Fire element.
Captain:
Apprentice Vessel User- (Passive Ability, Captain) All of possessor's Vessel transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Sky
Basic Boat Sailing- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Ocean
Basic Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel Transformations gain 120% To Hit and 20% Dodge while the Terrain or Phantom Terrain is Space
Basic Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Space
Basic Vessel User- (Passive Ability, Captain) All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Can Navigate Via the Stars- (Passive Ability, Captain) Possessor and possessor's allies gain 105% To Hit if possessor is in a Chronogeomantic Zone of Night or in both a Zone of Light and a Zone of Darkness
Can Safely Perform Atmospheric Re-Entry in a Properly Equipped Spacecraft- (Passive Ability, Captain) Possessor's Vessel Transformations gain 20% Resilience
Captain- (Passive Ability, Captain) All of possessor's Vessel transformations gain +(25* Possessor Level) to all stats
Hyperspace Navigation- (Passive Ability, Captain) Possessor and possessor's allies gain 30% Dodge and 130% To Hit if possessor is in a Vessel transformation and the terrain or phantom terrain is Hyperspace
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)
Chef:
Grill Fish- (Ability, Chef) 50 additional HP is restored for each Food element consumable possessor uses that restores HP, Possessor may skip a turn deal 500 Fire damage per possessor level to an Aquatic that is judged by a mod to be a fish in an RP thread, or 250 Fire damage per possessor level to an Aquatic judged to not be a fish in an RP thread, out of RP-based threads, this functions on the principle that all Aquatics count as fish
Clothier:
Apprentice Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +50 to all stats for each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
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
Boot Crafting- (Passive Ability, Clothier) Possessor gains +5 to all stats and +50 Defense for each Boots equipped
Clothier- (Passive Ability, Clothier) Possessor gains +(50 * Possessor Level) to all stats for each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Cobbler- (Passive Ability, Clothier) Possessor gains +10 to all stats and +150 Defense for each Shoes or Boots possessor has equipped
Dress Crafter- (Passive Ability, Clothier) +60 to all stats when a Clothing item with the word 'Dress' or 'Skirt' is equipped
Glove Crafting- (Passive Ability, Clothier) Possessor gains +10 to all stats and +20 Defense for each Gloves equipped
Knowledge of Fashion- (Passive Ability, Clothier) Possessor gains +10 to all stats for each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Scarf Crafting- (Passive Ability, Clothier) Possessor gains +12 to all stats and +5 Defense for each Scarf equipped
Shoe Crafting- (Passive Ability, Clothier) Possessor gains +10 to all stats and +20 Defense for each Shoes equipped
Trendy Designer- (Passive Ability, Clothier) Possessor gains +30 to all stats for each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Commander:
Basic Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Counselor of Faerie:
Apprentice Counselor of Faerie Knowledge- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Fae- (Passive Ability, Counselor of Faerie) Possessor may, at the beginning of a thread, choose to become the subtype Fae
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
Counselor of Faerie- (Passive Ability, Counselor of Faerie) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Fae pet only, This ability provides +50 HP and +10 to all stats of possessor's Fae pets and summons per Level of possessor
Diminutive Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +800 AGI, +1% Dodge, -800 STR, and -800 CON
Fae Traits- (Passive Ability, Counselor of Faerie) Possessor gains +1 to all stats so long as possessor is a Fae
Fine Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +2,000 AGI, +2% Dodge, -2,000 STR, and -2,000 CON
Form of Clockwork Elf- (Stance Ability, Counselor of Faerie) Possessor becomes the subtypes Fae & Clockwork
Formshift: Fae- (Stance Ability, Counselor of Faerie) Possessor's subtype becomes Fae
Minute Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +1,600 AGI, +2% Dodge, -1,600 STR, and -1,600 CON
Small Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Little Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Small-Yet-Mighty Fae- (Passive Ability, Counselor of Faerie) Possessor's 'Small Fae', 'Little Fae', 'Tiny Fae', 'Diminutive Fae', 'Minute Fae', and 'Fine Fae' abilites do not give possessor an Strength or Constitution penalty
Tiny Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
Controller:
Bascaradine Soulsculpture-Variant Tsayyikproofing- (Passive Ability, Controller) Possessor may use SPI in place of SAN, INF, and RES and may choose to take SPI Damage instead of SAN Damage, INF Damage, or RES Damage
Crafter:
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Artisan- (Passive Ability, Crafter) Items possessor creates are worth 5,000 additional Gold as a buff, Possessor's half-price per-item sell cap is increased by 2,000 Gold
Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use
Basic 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 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 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
Makeup Artist- (Passive Ability, Crafter) Disguises equipped by possessor and possessor's allies that provide a Defense or stat bonus provide an additional +5 points as an effect that does not stack across multiple instances of this ability and that does stack across 200 Disguises on the same wearer
Deathless One:
छKnowledge of the Yamaduta's First Syllable- (Passive Ability, Deathless One) Possessor gains Entombed Immunity against sources below level 60
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
Clothing Wearer I- (Passive Ability, Diplomat) Possessor gains +5 to all stats when possessor has a Clothing equipped
Clothing Wearer II- (Passive Ability, Diplomat) Possessor gains +25 to all stats when possessor has a Clothing equipped, Possessor gains +50 Defense when possessor has a Clothing equipped
Diplomat- (Passive Ability, Diplomat) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(200 + (20 * Possessor Level)) to all stats if possessor has a Clothing equipped
Maid (2)- (Passive Ability, Diplomat) Possessor may remove one debuff from a source below Level 10 from any one target at the start of each round
Polite- (Passive Ability, Diplomat) Possessor's actions may not be countered by individuals below Level 5
Sexy- (Passive Ability, Diplomat) Possessor's actions may gain 15% inflicts Charm
Snappy Dresser- (Passive Ability, Diplomat) +50 Defense for each Clothing equipped
Snazzy Dresser- (Passive Ability, Diplomat) +20 to all stats for each Clothing equipped
Trendy Dresser- (Passive Ability, Diplomat) +200 HP for each Clothing equipped
Dragoon:
Apprentice Polearm Training- (Passive Ability, Dragoon) Possessor gains +50 Melee Attack and +50 Magical Attack if possessor has a Polearm equipped, Possessor gains +20 to all stats if possessor has a Polearm equipped
Basic Polearm Training- (Passive Ability, Dragoon) This character gains +6 Magical Attack and +6 Melee Attack when a Polearm is equipped.
Bolt Hack- (Technique Ability, Dragoon) Possessor may use 'Bolt Hack' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Polearm equipped. Said attack gains +100 Melee Attack and becomes solely Electricity element.
Burning Jump-Charge- (Passive Ability, Dragoon) Possessor's 'Prepare Jump' technique's applied buff may, when being applied, gain the text 'the next 'Melee Attack' or 'Melee Overdrive' action this buff's possessor performs while in the back row to deal an additional 10,000 Damage and gains the element Fire'
Dragoon- (Passive Ability, Dragoon) Possessor gains +700 Melee Attack and +250 STR when a Polearm is equipped plus an additional +(10 x Possessor Level) Melee Attack and +(10 x Possessor Level) STR if a Polearm is equipped.
Dragoon Jump- (Passive Ability, Dragoon) Possessor may conduct 'Melee Attack' actions from the back row if possessor has a Polearm equipped
Electric Jump-Charge- (Passive Ability, Dragoon) Possessor's 'Prepare Jump' technique's applied buff may, when being applied, gain the text 'the next 'Melee Attack' or 'Melee Overdrive' action this buff's possessor performs while in the back row to deal an additional 10,000 Damage and gains the element Electrical'
Fisherman's Hook- (Active Ability, Dragoon) This character may use 'Fisherman's Hook' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Polearm equipped. Said action gains +50 Melee Attack against Aquatics and gains a 10% chance of inflicting Stat Drain: AGI Drain on Aquatics
Hook-and-Drag- (Technique Ability, Dragoon) Possessor may use 'Hook-and-Drag' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor has a Polearm equipped. Said action may move targets that are not above Level 60 that are not 10 or more Levels greater than its performer that do not have a greater Strength than its performer from the back row to the front row.
Longarm Stance- (Stance Ability, Dragoon) Possessor may use Melee Attacks on the enemy front row from your back row for half damage if possessor has a Polearm equipped
Pole-Fisherman- (Active Ability, Dragoon) Possessor gains +2% To Hit against Aquatics while possessor has a Polearm equipped
Polearm Leap- (Technique Ability, Dragoon) Possessor may use 'Polearm Leap' in conjunction with a 'Melee Attack' action if possessor has a Polearm equipped. Said action deals full Damage to targets below Level 60 who are equal to or below Level (Possessor's Level - 5)
Polearm Wielding I- (Passive Ability, Dragoon) +5 to all stats when a Polearm is equipped
Polearm Wielding II- (Passive Ability, Dragoon) +25 to all stats when a Polearm is equipped, +25 Melee Attack and +25 Magical Attack when a Polearm is equipped
Precise Jump Attacks- (Passive Ability, Dragoon) Possessor may use 'Polarm Leap' in conjunction with 'Attack With Finesse' actions.
Precision Leaping- (Passive Ability, Dragoon) 'Melee Attack' and 'Melee Overdrive' actions possessor performs while in the back row gain +5% To Hit.
Prepare Jump- (Technique Ability, Dragoon) Possessor may use 'Prepare Jump' in conjunction with a 'Defend' action. Said action applies a buff to its performer that stacks 3 times and causes the next 'Melee Attack' or 'Melee Overdrive' action its possessor performs while in the back row to deal an additional 100,000 Damage.
Driver:
Apprentice Vehicle User- (Passive Ability, Driver) All of possessor's Vehicle 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
Armored Car Plating- (Vehicle Trait, Driver) Possessor gains +500 Defense, Possessor's passengers gain +600 Defense
Arms Smuggler- (Passive Ability, Driver) Possessor may, for each Vehicle or Vessel transformation equipped, bring 2 extra Gun weapons that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle or Vessel transformation, possessor may access them normally as unequipped items, Possessor's equipped Guns provide +75 additional Ranged Attack bonus if they provide a Ranged Attack bonus and possessor has at least 3 Gunner abilities
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
Driver- (Passive Ability, Driver) All of possesser's Vehicle transformations gain +(25* Possessor Level) to all stats
Getaway Driver- (Passive Ability, Driver) Possessor's allies have a 5% greater chance of having their spells and active abilities which have a chance of stealing Gold or items succeeding, Possessor's allies have +5% Dodge the turn after they successfully steal Gold or items, Possessor must be in a Vehicle transformation for this ability to take effect, This ability does not stack
Possesses a Mini-Fridge Full of Refreshments- (Vehicle Trait, Driver) Possessor's passengers may Regenerate 200 HP per round
Possesses a Passenger Capacity- (Vehicle Trait, Driver) Possessor may spend an action to pick up or deploy 1 passenger, All of possessor's passengers are automatically deployed if possessor dies, Possessor may carry a number of passengers up to possessor's Passenger Capacity, Possessor has a Passenger Capacity of 1
Possesses a Sun Roof- (Passive Ability, Driver) Possessor's passengers may count as being in a Zone of Light if possessor is in a Zone of Light
Stunt Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +5% Dodge
Vehicle-Based Smuggler- (Passive Ability, Driver) Possessor may, for each Vehicle transformation equipped, bring 5 extra consumables that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle transformation, possessor may access them normally as unequipped items
Elementalist:
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Engineer:
Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Invention Charge Preservation- (Passive Ability, Engineer) Invention Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Clockwork Engineer- (Passive Ability, Engineer) Possessor's Clockwork pets and summons gain +200 to all stats
Engineer- (Passive Ability, Engineer) Possessor gains +(50 * Possessor Level) to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Mechanical Engineer- (Passive Ability, Engineer) Possessor's Machine pets and summons gain +200 to all stats
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Tinker (2)- (Active Ability, Engineer) Character may change (10 x possessor level) points of bonus to any one stat provided by an Upgrade, Bioaugmentation, or Gadget to a bonus to any one other stat as an action, this may not be done before threads, this may only be done once per thread per item
Vehicular Engineer- (Passive Ability, Engineer) Possessor's Vehicle transformations gain +200 to all stats
Vessel Engineer- (Passive Ability, Engineer) Possessor's Vessel transformations gain +200 to all stats
Evermason:
Fancy Frilled Edges- (Passive Ability, Evermason) Possessor's Charm infliction chances are increased by 30%
Flux Baron:
Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Flux Claws- (Passive Ability, Flux Baron) +50 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter
Gearwright:
A Work of Mechanical Art- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor's actions may gain a 30% chance of inflicting Charm: Impressed
Adept Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Clockwork summon, Possessor's unmodified stats increase by 200 points if possessor is an Clockwork
Apprentice Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Baroque Ornamentation- (Passive Ability, Gearwright) If possessor is a Golem or a Clockwork, possessor's Charm infliction chances are increased by 10%
Basic Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Beautiful Ceramic Casing- (Passive Ability, Gearwright) If possessor is a Clockwork and possessor's current HP is equal to possessor's Max HP, possessor's Charm infliction chances are increased by 10%
Blinding Flash Filament- (Passive Ability, Gearwright) Whenever possessor attempts to scan an individual's stats with possessor's 'Inbuilt Daguerreotype Camera' ability, possessor may choose to have a a 30% chance of inflicting Impaired: Blind on said individual
Built with Steampunk Tech- (Passive Ability, Gearwright) Possessor gains +200 to all stats if possessor is a Clockwork
Clackity-Clack Grabber-Claws- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +250 Melee Attack, and possessor's 'Melee Attack', 'Attack with Finesse' and 'Melee Overdrive' actions gain a 25% chance of inflicting an instance of Paralyzed that is automatically cured if its possessor and its source cease being in the same battlespace
Clockwork Crab-Claws- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +15,000 Melee Attack, and possessor's 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', and 'Melee Overdrive' actions gain a 75% chance of inflicting an instance of Paralyzed that is automatically cured if its possessor and its source cease being in the same battlespace
Clockwork Timing- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +1% Dodge and +1% To Hit
Clockwork Traits- (Passive Ability, Gearwright) Possessor gains Pain Immunity, Confusion Immunity (Exception- System Overload), Impaired Immunity, Poison Immunity, and Diseased Immunity (Exception- Diseased: Computer Virus) so long as possessor is a Clockwork
Clockwork Wonder- (Passive Ability, Gearwright) Possessor's actions may gain a 75% chance of inflicting Awestruck, Charm: Impressed, Charm, Invigorated, Invigorated: High Morale, or Stat Boost if possessor is a Clockwork
Compact, Folding Gear-Mechanisms- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor does not count against the Passenger Capacity of vehicles that possessor is a Passenger of, provided said vehicles possess Passenger Capacities that are greater than 0.
Contains a Clock- (Passive Ability, Gearwright) If possessor is a Clockwork, the round that possessor counts the current round as may not be changed by sources below Level 20 without possessor's permission
Contains a Very Convincing Clock- (Passive Ability, Gearwright) If possessor is a Clockwork and possessor's stats are scanned, the individual scanning possessor's stats, if either willing or both below Level 60 and with a lower MIN than possessor's MIN, changes the number of the round that it counts the current round as to the number of the round that possessor counts the current round as
Contains an Alarm Clock- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may cure all allies of Fatigued: Asleep at the start of each round
Cool Steam Whistle- (Passive Ability, Gearwright) If possessor is a Clockwork and casts a Leadership spell, switches rows voluntarily, picks up a passenger, or deploys a passenger, possessor may inflict Invigorated on up to 30 chosen allies
Extendable Gas Lamps- (Passive Ability, Gearwright) Possessor may choose at the beginning or end of any of its actions to gain the buff provided by its 'Integrated Gas-Powered Lamps' ability
Fast Gears- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +200 AGI
Gearwright- (Passive Ability, Gearwright) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Clockwork pet only, This ability provides +50 HP and +10 to all stats of possessor's Clockwork pets and summons per Level of possessor
Gratuitously Steampunk- (Passive Ability, Gearwright) If possessor is a Clockwork or has a Steam element Clothing equipped, possessor gains +500 to all stats, and all of possessor's passive abilities whose name includes 'Steam' have the stat bonuses they provide to possessor (including those present on buffs they provide) by 200 points (to a max of 20,000 points across all abilities)
Has a Wide-Angle Lens- (Passive Ability, Gearwright) Possessor's 'Inbuilt Daguerreotype Camera' actions may scan the stats of 15 individuals
Has Gears Covered in Ornamental Gears with Gear Designs on Them- (Passive Ability, Gearwright) Whenever one of possessor's Gearwright abilities or equipped Upgrade accessories would lose its text due to a source below Level 40 or would be destroyed by a source below Level 40, it gains an 80% chance of having such not happen
Inbuilt Daguerreotype Camera- (Active Ability, Gearwright) If possessor is a Clockwork, possessor may spend an action to scan the stats of a target below Level 20
Inbuilt Ornamental Typewriter- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor's allies may spend an action to acquire a buff that stacks 3 times that causes its possessor to count as having an additional Tome equipped that also (provides its possessor's allies with +200 to all stats as a bonus that stacks 5 times)
Inflatable Back-Deploying Clockwork Mini-Zeppelin- (Passive Ability, Gearwright) Possessor may, at the start of any round that possessor is a Clockwork, obtain a non-stacking buff that gives its possessor the subtype Aerial, +200 AGI, and 20% Earth Resistance
Inflatable Back-Deploying Clockwork Zeppelin- (Passive Ability, Gearwright) Possessor's 'Inflatable Back-Deploying Clockwork Mini-Zeppelin' ability's buff also gives its possessor +40,000 HP and +1,000 additional AGI
Integrated Gas-Powered Lamps- (Passive Ability, Gearwright) At the start of each round, possessor may, if possessor is a Clockwork, pay 500 MP to gain a buff that does not stack that causes its possessor's presence to count as the presence of an additional Zone of Light, with said buff lasting until either its possessor stops being a clockwork or until the next time possessor is able to make said choice to acquire said buff
Masterpiece of Engineering- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor's unmodified stats are increased by 200 points
Meticulously-Lubricating Gear-Heart- (Passive Ability, Gearwright) If possessor is a clockwork, possessor obtains +200 AGI at the start of each round as a buff that stacks 5 times
Necromancy Detecting Aetherflux Mapping-Eyes- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor may spend an action to obtain a buff that prevents entities below Level 45 in the same battlespace as its possessor from creating zones, terrains, or phantom terrains without its possessor's permission and that allows its possessor to scan the stats of all Undead and all entities who have at least one Necromancy spell equipped at the start of each round
Offensively Vent Steam- (Passive Ability, Gearwright) Whenever possessor performs a 'Vent Steam' action, possessor may deal 5,000 Flat Fire & Air element Damage to up to 5 targets
Passenger-Grabbing Clockwork Mega-Claw- (Passive Ability, Gearwright) Possessor may, at the start of any round that possessor is a Clockwork, obtain a non-stacking buff that gives its possessor +20,000 Melee Attack and the ability to pick up or deploy one willing target of one of possessor's 'Melee Attack' or 'Attack with Finesse' actions
Perpetual Motion- (Passive Ability, Gearwright) If possessor is a Clockwork or a Machine and is Level 40 or greater, possessor gains Immunity to Paralyzed, Stat Drain, and Fatigued as well as 15% Petrified Resistance, Sources below Level 60 cannot stop possessor from taking actions if possessor is a Clockwork or a Machine
Piston-Driven Blow- (Technique Ability, Gearwright) Possessor may use 'Piston-Driven Blow' in conjunction with a 'Melee Attack', 'Melee Overdrive', or 'Powerful Attack' action so long as no other technique is used and possessor is a Clockwork. Said action gains +500 Melee Attack and has its chances of inflicting Fatigued: Stun increased by 20%.
Piston-Frog Legs- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +500 AGI and (may use AGI as its turn-order-determining stat if possessor possesses at least 10 Base MIN)
Precise Clockwork Mind- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains Confusion Immunity
Reconfigurable Gear-Patterns- (Passive Ability, Gearwright) If possessor is a Clockwork, whenever possessor chances Stances, possessor obtains a buff that stacks 3 times that provides +200 to all stats
Reveal Ornamentally-Disguised Armaments- (Technique Ability, Gearwright) Possessor may use 'Reveal Ornamentally-Designed Armaments' in conjunction with a 'Ranged Attack' or 'Point Blank' action so long as no other technique is used and possessor is a Clockwork. Said action gains +300 Ranged Attack and a 30% chance of inflicting Confusion: Surprise.
Rotationally-Deployable Brass-and-Silver Hammer-Fists- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +15,000 Melee Attack, possessor's 'Melee Attack', 'Powerful Attack', and 'Melee Overdrive' actions have their chances of inflicting Fatigued: Stun increased by 60%, and possessor may choose to count as wielding up to 2 additional Hammers
Self-Restabilizing Clockwork Crab-Legs- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains Fatigued: Stun Immunity, Fatigued: Prone Immunity, and Stat Drain: AGI Drain Immunity
Self-Stabilizing Internal Gyroscope- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor has a 30% chance of recovering from Fatigued: Stun before each of possessor's actions
Set Clockwork Routine- (Passive Ability, Gearwright) At the start of each thread, possessor may name three actions and obtain a non-stacking buff that makes it so that whenever possessor performs one of said actions while possessor is a Clockwork, from the start of the action until the end of the round, said action's performer obtains a buff that stacks three times that provides +300 to all stats
Shockingly-Effective Foot-Deployable Roller-Skates with Gear-Shaped Wheels- (Passive Ability, Gearwright) Possessor may, if possessor is a Clockwork, choose at the beginning of a round to gain a non-stacking buff that provides +200 to its possessor's turn-order-determining stat sum for turn-order-determining purposes and that causes its possessor to have an additional Boots equipped
Snap-Out Eye-Binoculars- (Passive Ability, Gearwright) Possessor may, if possessor is a Clockwork, at the start of each round, obtain a non-stacking buff that allows its possessor to scan the stats of an individual who is either in the same battlespace and below Level 40 or who is in any battlespace that is part of the same battle who is below Level 20 at the start of each round
Snap-Out Steam-Canister Projectile Guns- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +500 Ranged Attack and may count as having an additional Gun equipped
Snap-Out Steam-Jet Guns- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +800 Ranged Attack and possessor's 'Ranged Attack' and 'Ranged Overdrive' actions may gain ('60% inflicts Pain' as well as the elements Fire & Water)
Spring-Loaded Pouncing- (Passive Ability, Gearwright) Possessor's 'Charge' actions deal 1,000 additional Damage if possessor is a Clockwork
Stained-Glass Mechanized Dragonfly Wings- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +600 AGI, possessor gains +600 SPI, and possessor's chances of inflicting Charm are increased by 10%
Steam Locomotive Momentum- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains a buff that provides +200 STR that stacks 10 times that lasts until the end of a round during which possessor does not switch rows whenever possessor switches rows (to a max of 3 times per round)
Steam-Canister Grappling Hook- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +200 Ranged Attack and possessor's 'Ranged Attack' actions, if not targeting individuals in the same row-order formation who are in the back row, may move possessor to the front row and may move targets who are below Level 20 who possess less Strength than possessor to the front row of their row-order formations
Steam-Powered Piston-Fists- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +500 Melee Attack, possessor gains +500 STR, and possessor's 'Melee Attack', 'Powerful Attack', and 'Melee Overdrive' actions may gain '30% inflicts Fatigued: Stun'
Steamfrog's Leaping Strike- (Technique Ability, Gearwright) Possessor may use 'Steamfrog's Leaping Strike' in conjunction with a 'Melee Overdrive', 'Powerful Attack', or 'Charge' action so long as no other technique is used and possessor is a Clockwork. Said action may be used from the back row, moves its user to the front row, deals full Damage to individuals below Level 40 who are in the back row, gains +700 Melee Attack, and gains +15% To Hit.
Vent Scalding Steam- (Passive Ability, Gearwright) When possessor performs a 'Vent Steam' action, possessor may attach an effect to the Zone it creates that does not stack on the same Zone and stacks 2 times across all Zones that deals 30,000 Flat Air & Fire element Damage to each individual in it at the start of each round
Vent Steam- (Active Ability, Gearwright) Possessor may spend an action to create a Zone of Air & Fire & Water & Technology that lasts 2 rounds
Well-Crafted Rotational Emotion-Displaying Masks- (Passive Ability, Gearwright) Possessor may choose to count as afflicted by Confusion: Fear, Confusion: Enraged, Confusion: Surprise, Confusion: Depression, Confusion, Confusion: Overwhelmed by Laughter, Invigorated, and/or Invigorated: High Morale if possessor is a Clockwork
Well-Oiled- (Passive Ability, Gearwright) Possessor obtains +1% Dodge and +1% To Hit if possessor is a Clockwork or a Machine
Working Like Clockwork- (Passive Ability, Gearwright) Possessor gains +2,000 to all stats while possessor possesses no debuffs or negative status effects and is a Clockwork
Zeppelin-Bottom Passenger-Compartment with Interior Gas Lighting- (Passive Ability, Gearwright) Possessor's 'Inflatable Back-Deploying Clockwork Mini-Zeppelin' ability's buff also gives its possessor the subtypes Vehicle and Vessel as well as a Passenger Capacity of 15 (along with the ability for possessor to spend an action to be able to pick up or deploy a passenger)
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.
Debilitating Shot- (Technique Ability, Gunner) Possessor may use 'Debilitating Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Stat Drain.
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
Improved Debilitating Shot- (Passive Ability, Gunner) Possessor's 'Debilitating Shot' technique has its chance of inflicting Stat Drain increased to 30%
Quick Draw- (Passive Ability, Gunner) This character gains 30 AGI on the first round of combat for each Gun equipped
Rapid Reloading- (Active Ability, Gunner) Possessor may choose a non-equipped Ammo accessory to be designated as an alternate Ammo for one equipped Ammo accessory, possessor may spend a turn switching between the two or switch between the two at no cost of time between battles
Shot on the Run- (Technique Ability, Gunner) Possessor may use 'Shot on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
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:
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.
Heir to the Future:
Apprentice Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +500 Defense against Technology
Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Basic Affinity to Healing Via Technology- (Passive Ability, Heir to the Future) Whenever possessor obtains Technology element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
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 Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats
Basic Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats while in a Zone of Technology
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
Illusionist:
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Jeweler:
Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
Ring-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Ring possessor has equipped
Kensei:
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Kinetic Emperor:
Apprentice Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 Defense against Physical
Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Apprentice Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 500 points
Basic Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +50 to all sftats
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 Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Physical- (Technique Ability, Kinetic Emperor) Possessor may use 'Elemental Attack-Conversion: Physical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Physical element and no other technique is used. Said action becomes solely the element Physical.
Kinetic Emperor- (Passive Ability, Kinetic Emperor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Physical Resistance, Possessor ignores Physical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +5,000 Defense against Physical
Improved Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Physical- (Passive Ability, Kinetic Emperor) Possessor may use the Technique 'Elemental Attack-Conversion: Physical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Physical element.
Lancer:
Apprentice Spear Training- (Passive Ability, Lancer) Possessor gains +50 Melee Attack if possessor has a Spear equipped, Possessor gains +20 to all stats if possessor has a Spear equipped
Basic Spear Training- (Passive Ability, Lancer) This character gains +6 Melee Attack when a Spear is equipped.
Classical Training in Standard Combat Utilizing the Spear- (Passive Ability, Lancer) Possessor may treat Spear as a Base Weapon subtype
Fish Spearer- (Active Ability, Lancer) This character may use Fish Spearer in conjunction with a Melee Attack, so long as no other technique is used and a Spear is equipped. This attack gains +110 Melee Attack against Aquatics.
Impale- (Active Ability, Lancer) Possessor, if in a Lancer stance, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 320 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of up to 2 equipped Spear weapons, that targets up to 1 individual in the front row and up to 1 individual in the back row (dealing full Damage to said individual in the back row), that is solely Physical element, and that costs 40 MP
Impale Arm- (Technique Ability, Lancer) This character may use Impale Arm in conjunction with a Melee Attack, so long as no other technique is used and a Spear is equipped. This attack gains +70 Melee Attack and has a 5% chance of disabling one of target's Weapon slots for 1-4 turns providing that target is equal or lower level than user and target's CON is lower than user's STR.
Impale Leg- (Technique Ability, Lancer) This character may use Impale Leg in conjunction with a Melee Attack, so long as no other technique is used and a Spear is equipped. This attack gains +70 Melee Attack and has a 5% chance of making target unable to change rows through a basic change rows action for 1-4 turns providing that target is equal or lower level than user and target's CON is lower than user's STR.
Inventive Spear Technique Use- (Passive Ability, Lancer) Possessor's Lancer techniques have the attack bonuses they provide increased by 300 points and have their minor status effect infliction chances increased by 5%
Lance Charge- (Technique Ability, Lancer) This character may use Lance Charge in conjunction with a Melee Attack, so long as no other technique is used and a Spear is equipped. This attack must be used from the back row, moves the user to the front row, and gains +45 Melee Attack.
Lancer- (Passive Ability, Lancer) Possessor gains +700 Melee Attack and +250 STR when a Spear is equipped plus an additional +(10 x Possessor Level) Melee Attack and +(10 x Possessor Level) STR if a Spear is equipped.
Spear Wielding I- (Passive Ability, Lancer) +5 to all stats when a Spear is equipped
Spear Wielding II- (Passive Ability, Lancer) +25 to all stats when a Spear is equipped, +50 Melee Attack when a Spear is equipped
Training Against Mounted Foes- (Passive Ability, Lancer) +145 Melee Attack against Steeds while a Spear is equipped
Mad Scientist:
Basic Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Electrical Invigoration- (Active Ability, Mad Scientist) Possessor's may use Electrical Invigoration in conjunction with a Melee, Ranged, or Magical Attack so long as no other technique is used. Said attack only includes attack bonuses from Electrical element sources, cannot inflict status effects, and only affects allies. Said attack first deals an amount of HP damage multiplied by a value between .05 and 3.25, with all increments of .05 being equally possible. Said attack then deals an amount of HP healing multiplied by a value between .45 and 2.15, with all increments of .05 being equally possible. Said HP healing is doubled against Bio-Horrors. Amounts of damage and healing inflicted by this technique may be increased by a maximum of 100,000 points due to this technique's multipliers
Mad Design- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +50 to all stats
Mechanist:
Apprentice Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +50 Defense
Defensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +250 Defense
Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +20 to all stats
Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 to all stats
Mechanist- (Passive Ability, Mechanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Machine pet only, This ability provides +50 HP and +10 to all stats of possessor's Machine pets and summons per Level of possessor
Offensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons have the Damage values of their abilities increased by 50 points
Offensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Merchant:
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Monk:
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Gymnastics Skills- (Passive Ability, Monk) Possessor gains +20 AGI
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Has Undergone Harsh Training- (Passive Ability, Monk) +400 HP
Martial Artist (2)- (Passive Ability, Monk) +300 Melee Attack if at least one Weapon slot is empty, +300 STR, AGI, and CON, +110 MIN and SPI, 120% To Hit, 15% Dodge, 10% Resilience
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Mountain King:
Apprentice Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +500 Defense against Earth
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Apprentice Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 500 points
Basic Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +50 to all stats
Basic Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +50 Defense against Earth
Basic Earth Resistance- (Passive Ability, Mountain King) Possessor gains 1% Earth Resistance
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Earth- (Technique Ability, Mountain King) Possessor may use 'Elemental Attack-Conversion: Earth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Earth element and no other technique is used. Said action becomes solely the element Earth.
Improved Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +5,000 Defense against Earth
Improved Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 5,000 points
Mountain King- (Passive Ability, Mountain King) Possessor ignores (1 * (Possessor Level/5), rounded down)% Earth Resistance, Possessor ignores Earth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Nonsynchronous Elemental Attack-Conversion: Earth- (Passive Ability, Mountain King) Possessor may use the Technique 'Elemental Attack-Conversion: Earth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Earth element.
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
Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
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
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
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
Scholar:
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Book Wielding I- (Passive Ability, Scholar) +5 to all stats when a Book is equipped
Book Wielding II- (Passive Ability, Scholar) +25 to all stats when a Book is equipped, +50 Magical Attack when a Book is equipped
Has Engaged in Lengthy Studies- (Passive Ability, Scholar) Possessor obtains +300 MIN
Has Read About Watchmaking- (Passive Ability, Scholar) Possessor obtains +25 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Watch', 'Clock', or 'Timepiece' equipped
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholarly- (Passive Ability, Scholar) Possessor obtains +200 uncapped MIN if possessor has a Book equipped
Speed Reading- (Passive Ability, Scholar) Possessor may equip or unequip a Book or Tome at the start of each round
Student of Histories- (Passive Ability, Scholar) Possessor obtains +50 MIN if at least 15 rounds have passed in battle and possessor has a Book equipped
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Scientist:
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Analytical- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 99
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells gain +10 Magical Attack and cost 10 less MP
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Knowledge of Basic Hyperspace Theory- (Passive Ability, Scientist) Possessor gains +100 MIN if the Terrain or Phantom Terrain is Space
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Mathematician- (Passive Ability, Scientist) Possessor gains +500 MIN
Psychiatrist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the start of each round
Psychologist- (Passive Ability, Scientist) Possessor gains +200 MIN
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
Skykeeper:
Aerial Traits- (Passive Ability, Skykeeper) Possessor gains +1 to all stats so long as possessor is an Aerial
Apprentice Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Balloon Essence- (Passive Ability, Skykeeper) If possessor is an Aerial, possessor may choose to count as being in the 'Form of Balloon' stance when not in said stance
Basic Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Capable of Flight- (Passive Ability, Skykeeper) Possessor gains +200 AGI, 10% Earth Resistance, and 50% Entombed Resistance if possessor is Air Element or an Aerial
Carrier Bird Trainer- (Passive Ability, Skykeeper) When possessor transfers the location of an Aerial with Messenger Bird Trainer, then possessor may send any one other non-pet item along with it, Possessor's Aerial pets and summons gain +15 STR
Dedicated Messenger Bird Trainer- (Passive Ability, Skykeeper) Possessor may use Messenger Bird Trainer up to 4 times per thread, Possessor's Aerial pets and summons gain +10 AGI
Form of Balloon- (Stance Ability, Skykeeper) If possessor is an Aerial, possessor gains +100 AGI and 10% Dodge
Messenger Bird Trainer- (Active Ability, Skykeeper) Possessor may, once per thread, un-equip an Aerial pet and have it immediately be removed from the thread or have it be traded to an ally who is at a different location in the same thread, Functions differently in RP threads, Possessor's Aerial pets and summons gain +10 AGI
Short-Distance Messenger Bird Trainer- (Passive Ability, Skykeeper) Possessor's Messenger Bird Trainer and Carrier Bird Trainer abilities may be used to transfer Aerials and items, respectively, to individuals at the same location, Possessor's Aerial pets and summons gain +10 AGI
Skykeeper- (Passive Ability, Skykeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Aerial pet only, This ability provides +50 HP and +10 to all stats of possessor's Aerial pets and summons per Level of possessor
Slayer Derivative: Gentleman Assassin:
Basic Bladecane Training- (Passive Ability, Gentleman Assassin) This character gains +6 Magical Attack when a Bladecane is equipped.
Basic Disguised Weaponry Training- (Passive Ability, Gentleman Assassin) The attack bonuses of each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt equipped increase by 45
Temporal Assassin- (Passive Ability, Gentleman Assassin) Possessor deals 60,000 additional Damage to individuals who count the current round's number as a different number than possessor does
Thief:
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Item Thievery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Locksmith- (Passive Ability, Thief) Possessor pierces 500 Defense while using a Thief Arts spell; Possessor treats the Resilience of Large Structures as though it were 20% lower
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Steal- (Active Ability, Thief) Possessor may spend an action and select a target. Possessor has a percent chance equal to (Poessessor's Level - Target's Level) of stealing a random item from said target's list of drops if said target would normally be able to provide drops, with said target no longer providing drops as it otherwise would. This ability may only steal one item per target per thread. This ability may not steal items from targets that are not normally fightable for drops on the enemy list. This ability may not steal items from targets that are higher level than its possessor or user. This ability may not steal items from targets that are Level 20 or greater.
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%
Vermin Master:
Apprentice Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
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
Insect Training I- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +20 to all stats
Insect Training II- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +100 to all stats
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
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
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 10% Fatigued Resistance
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
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Warrior:
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Combat Arts Casting I- (Passive Ability, Warrior) Combat Arts spells cost possessor 20 less MP to cast
Combat Arts Casting II- (Passive Ability, Warrior) Combat Arts spells cost possessor 200 less MP to cast
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Taunt- (Active Ability, Warrior) Possessor may spend an action so that target individual below Level 20 may not perform any action that does not target possessor until they have targeted possessor with an offensive action, with said effect being a non-stacking debuff.
Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.
Warlord:
Sometimes-Problematically Tall- (Passive Ability, Warlord) Possessor deals full Damage to targets in the back row and half Damage to targets in the front row
Wind Duke:
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Apprentice Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 500 points
Basic Air Resistance- (Passive Ability, Wind Duke) Possessor gains 1% Air Resistance
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Basic Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +50 Defense against Air
Basic Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +10 to all stats
Basic Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while in a Zone of Air
Improved Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 5,000 points
Wizard:
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
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
Possesses a Sliver of Veurmel's Magic- (Passive Ability, Wizard) Possessor gains +5,000 MP
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
Other: Grease Monkey
Basic Steam Synchronization- (Passive Ability, Other: Grease Monkey) Possessor gains +25 to all stats if possessor is Steam element
Other: Spatial Mage
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Other: Subspace Architect
Basic Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Inventory
Accessories
Accessory - Amulet
1 | Arena Member's Charm- (Accessory, Amulet, Wielder's Element, 100 Gold) +15 Damage for all attacks that include Wielder's Element as one of their element
Accessory - Bracelet
1 | Drakespawn Bracelet- (Accessory, Bracelet, Earth, 5,000 Gold) +20 Defense, +5 to all stats
Accessory - Broach
1 | Blood Emblem- (Accessory, Broach, Darkness & Blood, 15,500,000 Gold) +15,000 Melee Attack, +15,000 to all stats, 10% Blood Resistance, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat
1 | Drakespawn Broach- (Accessory, Broach, Earth, 5,000 Gold) 5% Air Resistance, 5% Earth Resistance, 5% Fire Resistance, 5% Water Resistance
2 | First Boss Badge (2)- (Accessory, Broach, Magic, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Opposing bosses below Level 10 that are listed as below Level 10 on the Boss List have their Boss Effects disabled, Wielder must be Level 12 or higher
1 | First Endurance Badge (2)- (Accessory, Broach, Magic, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Wielder gains 1 Buff Slot, to a max of 10, Wielder must be Level 12 or higher
1 | Second Boss Badge- (Accessory, Broach, Magic, 10,000,000 Gold) +10,000 Melee Attack, +10,000 Ranged Attack, +10,000 Magical Attack, +10,000 to all stats, 50% Dodge, 50% Critical, 50% Resilience, 150% to Hit, +100,000 HP, +100,000 MP, Opposing bosses below Level 30 that are listed as below Level 30 on the Boss List have their Boss Effects disabled, Wielder must be Level 44 or higher
Accessory - Cloak
1 | Flame Dragon Mantle- (Accessory, Cloak, Fire, 7,000,000 Gold) +7,400 Magical Attack, +6,900 SPI, +5,550 MIN, 30% Fire Resistance, 30% Critical for Magical Attacks
1 | Vampiric Dragon Mantle- (Accessory, Cloak, Blood & Darkness, 14,000,000 Gold) +14,400 Magical Attack, +14,900 SPI, +13,550 MIN, 30% Darkness Resistance, 15% Blood Resistance, Wearer's 'Magical Attack' and 'Ranged Attack' actions deal HP Drain
Accessory - Container
1 | Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle
1 | Celas Costume- (Accessory, Container, Wood & Moon, 3,000,000 Gold) Wearer's Base STR becomes 5, Wearer's Base AGI becomes 2, Wearer's Base CON becomes 5, Wearer's Base MIN becomes 1, Wearer's Base SPI becomes 3, Wearer's name becomes 'Costume', Wearer counts as having a Grand Armor armor named 'Celas' equipped that is also an Aquatic
1 | Class and Beauty: Gregor Armatto Signature Purse- (Accessory, Container, Earth & Air, 2,000,000 Gold) Wielder's Charm infliction chances are increased by 15% as a non-stacking effect
1 | Swolen Car- (Accessory, Container, Flesh & Rot & Technology, 500,000 Gold) +500 AGI, +500 CON, Wielder counts as additionally possessing the subtype Vehicle, 100% inflicts Confusion: Nausea
Accessory - Crown
1 | Drakespawn Tiara- (Accessory, Crown, Earth, 5,000 Gold) 5% Light Resistance, 5% Darkness Resistance, +5 to all stats, 5% Awestruck Resistance, 5% Voidstruck Resistance
1 | Iron Halo-Lotus- (Accessory, Crown, Law & Technology, 4,700,000 Gold) +4,700 Ranged Attack, +4,000 CON, +4,000 AGI, Pierces 2,000 Defense, 130% To Hit, 135% To Hit for Celestials, Illuminated, and Daemons, May not be worn by Abstracts, Demons, or Devas
Accessory - Crystal
1 | Star of Ruin- (Accessory, Crystal, Darkness & Destruction, 15,500,000 Gold) +15,000 Magical Attack, +15,000 to all stats, 10% Destruction Resistance, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat
1 | Volcano Dragon's Gem- (Accessory, Crystal, Fire, 9,000,000 Gold) +9,000 Magical Attack, +8,500 to all stats, +50,000 Damage to all of possessor's damage-dealing actions that are Fire element as a non-stacking effect
Accessory - Enchanted Item
1 | Suncrow Banner- (Accessory, Enchanted Item, Fire & Light & Air, 45,000,000 Gold) +45,000 SPI, Wielder's allies gain +4,500 to all stats as a non-stacking bonus, 30% Fire Resistance, 30% Light Resistance, 30% Air Resistance, 25% Atomic Resistance, Wielder must be Level 20 or greater
Accessory - Gadget
1 | Gigas-Steroid Hookah for Drug-Using Winners- (Accessory, Gadget, Physical & Time & Technology, 30,000,000 Gold) At the start of each round, for each Drug-granted non-Curse ability wielder possesses, to a max of 100 such abilities, wielder gains +300 STR as a buff that stacks (10 x the number of Drug-granted non-Curse abilities wielder possesses, to a max of 100 such abilities) times
Accessory - Gauntlet
1 | Samurai's Gauntlets- (Accessory, Gauntlets, Light & Physical, 40,000 Gold) +40 Defense, +40 Melee Attack, +5% critical enemies under level 60, +30 AGI, Samurai Blade abilities have a 5% greater chance of activating
Accessory - Mask
1 | Blackclad Order Force Commander’s Mask- (Accessory, Mask, Magic & Physical & Darkness, 3,500,000 Gold) +3,450 Magical Attack, +3,450 Defense, +1,200 to all stats, 20% Magic Resistance, 20% Darkness Resistance, 20% Acid Resistance, +35,000 MP, 45% Resilience against Magic element attacks and effects, 20% Resilience, 135% To Hit, Wearer’s Wizard Magic spells cost 5,000 less MP to cast, Wearer’s summons have a 4% lower chance of being uncontrolled
1 | Blackclad Order Mage’s Mask- (Accessory, Mask, Magic & Physical & Darkness, 1,500,000 Gold) +1,450 Magical Attack, +1,450 Defense, +600 to all stats, 15% Magic Resistance, 15% Darkness Resistance, 15% Acid Resistance, +15,000 MP, 40% Resilience against Magic element attacks and effects, 15% Resilience, 130% To Hit
1 | Great Tengu Mask- (Accessory, Mask, Air & Magic, 1,230,000 Gold) +1,240 Defense, +1,230 AGI, +1,230 SPI, 20% Air Resistance, 20% Darkness Resistance, 20% Magic Resistance, 20% Physical Resistance, Wearer may choose at the beginning of a thread to change its subtype to Spirit
Accessory - Magic Item
1 | Drakespawn Anklet- (Accessory, Magic Item, Earth, 5,000 Gold) +2% to Hit, +2% Enemy Miss, +5 to all stats
Accessory - Necklace
1 | Drakespawn Necklace- (Accessory, Necklace, Earth, 5,000 Gold) +20 Melee Attack, +5 to all stats
Accessory - Other: Elder Symbol
1 | Elder Symbol of Unbound Life- (Accessory, Other: Elder Symbol, Life, 36,000,000 Gold) +36,000 CON, +36,000 SPI, +360,000 HP as an effect that stacks twice, Wielder regenerates 360,000 HP at the start of every round as an effect that stacks twice, 10% Life Resistance
Accessory - Ring
1 | Drakespawn Ring- (Accessory, Ring, Earth, 5,000 Gold) +2% Critical, +2% Dodge, +5 to all stats
2 | Great Ring of Life and Magic- (Accessory, Ring, Life & Magic, 36,000,000 Gold) +360,000 HP and +360,000 MP as an effect that stacks 2 times, +36,000 CON, +36,000 MIN, Wearer regenerates 360,000 HP and 360,000 MP at the start of each round
10 | Mirage Ring- (Accessory, Ring, Magic, 5,000 Gold) 5% Confusion Resistance, +10 Magical Attack
3 | Ring of the Magi- (Accessory, Ring, Magic, 40,000,000 Gold) +40,000 Magical Attack, +40,000 MIN, +40,000 SPI, +400,000 MP as a bonus that stacks 3 times
Accessory - Seal
5 | Cleric's Seal- (Accessory, Seal, Light, 200 Gold) +3 SPI
5 | Fighter's Seal- (Accessory, Seal, Physical, 200 Gold) +3 STR, +3 CON
5 | Shifted Seal- (Accessory, Seal, Earth & Fire, 25,000 Gold) +50 to all stats, +100 Damage to all attacks that deal damage, Works while transformed into Shapeshifted Forms
5 | Thief's Seal- (Accessory, Seal, Magic, 200 Gold) +3 AGI
5 | Wizard's Seal- (Accessory, Seal, Magic, 200 Gold) +3 MIN
Accessory - Trinket
1 | Leering Pencil- (Accessory, Trinket, Darkness & Wood, 500 Gold) 15% inflicts Confusion: Fear: Disconcerted
Accessory - Tome
1 | 'How to Get Those Godly Muscles!'- (Accessory, Tome, Physical & Light, 150,000 Gold) Wielder may spend 5 actions in a row to obtain a non-stacking buff that provides +150 STR
1 | Building the Big City- (Accessory, Tome, Technology, 47,500 Gold) +48 MIN, Wielder's Large Structure summons gain a non-stacking buff that provides +48 CON and +480 HP
Accessory - Watch
200 | Antique Pocket Watch- (Accessory, Watch, Earth, 90,000 Gold) +50 AGI
Accessory - Wristwear
1 | Greater Armband of Purity- (Accessory, Wristwear, Light, 24,000,000 Gold) +24,000 Magical Attack, +24,000 Defense, 40% Resilience, Individuals below Level 40 cannot inflict status effects on possessor
Armors
Armor - Clothing
1 | Corset of REALLY Tight Squeezes- (Armorx.5, Clothing, Physical, 5,000,000 Gold) +5,000 Defense, +5,000 AGI, Wearer may not be prevented from targeting entities in the back row by entities below Level 60 who are in the front row of any row-order formation, Wearer may choose to count as up to 900,000 fewer entities for row-order purposes (to a minimum of 1), Wearer is dealt 50,000 Flat Physical element Damage at the start of each round and has a 95% chance of being afflicted with Pain and Suffocation at the start of each round
3 | Westerner's Clothes- (Armor, Clothing, Earth, 23,000 Gold) +22 Defense, 1% Fire Resistance, 1% Light Resistance, 1% Air Resistance, 1% Earth Resistance, 1% Physical Resistance
Armor - Light Armor
1 | Arena Member's Armor- (Armor, Light Armor, Wielder's Element, 100 Gold) +20 Defense, +10 Defense against Wielder's Element
1 | Lord of the Dead's Finery- (Armor, Light Armor, Darkness, 30,000,000 Gold) +30,000 Defense, +30,000 CON, +30,000 STR, +300,000 MP as a non-stacking bonus, 20% Darkness Resistance, 5% Undead Resistance
1 | Steam Mechanic's Uniform- (Armor, Light Armor, Steam, 35,000 Gold) +35 Defense, +35 MIN, Wearer's Clockwork allies gain +35 to all stats as a non-stacking bonus, Steam element Hypertech and Thief Arts spells cost wearer 35 less MP to cast as a non-stacking bonus
Armor - Robe
1 | Blackclad Order Robes- (Armor, Robe, Magic & Darkness, 1,980,000 Gold) +2,300 Defense, +1,000 CON, +1,500 MIN, +1,500 SPI, 20% Resilience, 10% Dodge, +15,000 MP, 20% Magic Resistance, 20% Darkness Resistance, 20% Acid Resistance
1 | Robe of the Presiding Judge- (Armor, Robe, Light & Earth, 2,100,000 Gold) +2,100 Defense, 15% Darkness Resistance, 15% Chaos Resistance, 12% Resilience, +890 CON, +1,420 SPI, +2,500 damage to damage-dealing attacks against Undead, Devas, Abstracts, and Demons, +2,500 to all stats if wearer has the ability 'Lawbringer', Wearer's Lawbringer abilities treat Hammers and the item 'Lethal Noose' as Maces
Consumables
Consumable - Drink
1 | A Nice, Piping Hot Cup Of Shut the Fuck Up- (Consumable, Drink, Fury, 1 Charge, 24,000,000 Gold) Deals 240,000 Flat Fire element Damage, 100% inflicts Impaired: Mute, Target, if below Level 60, obtains a non-stacking 50% chance of skipping each of its actions
1 | Venda-Cool Sour Apple Smash- (Consumable, Drink, Acid, 1 Charge, 6,000 Gold) Deals 60 Flat Acid element HP and MP Healing, 30% inflicts Invigorated
Consumable - Food
8 Golden Apple- (Consumable, Food, Life, 1 Charge, 40,000,000 Gold) Target becomes Immune to sources below Level 40 and Regenerates 400,000 HP at the start of each round, does not stack
Consumable - Lethal Item
1 | Box Full of Angry Snakes- (Consumable, Lethal Item, Earth & Acid, 1 Charge, 3,100 Gold) Deals 2,000 Flat Physical & Earth & Acid element damage, 15% inflicts Poison
1 | Energy Rain Fireworks- (Consumable, Lethal Item, Energy, 1 Charge, 3,000,000 Gold) User may deal 30,000 Flat Energy element Damage to up to 300 targets, with said targets acquiring a debuff that stacks 3 times that lasts 5 rounds that deals 30,000 Flat Energy element Damage to its possessor at the start of each round
1 | Remote that Detonates an Explosive Next to Its Target's Phylactery Without Regard to Distance- (Consumable, Lethal Item, Technology & Spatial & Destruction & Fire, 1 Charge, 30,000,000 Gold) Target Undead below Level 60 obtains a debuff that makes its possessor unable to resurrect itself
Consumable - Potion
5 | Curative Potion- (Consumable, Potion, Magic, 1 Charge, 3,900 Gold) +500 HP
5 | Handy Potion- (Consumable, Potion, Magic, 1 Charge, 50,000 Gold) Heals 5,000 HP and 5,000 MP, +50 to all stats
1 | Potion of Stout Body- (Consumable, Potion, Fire, 1 Charge, 8,000 Gold) +15 CON, lasts 18 turns, stacks 27 times
Consumable - Summoning Stone
1 | Wide Ball Summoning-Firework- (Consumable, Summoning Stone, Energy, 1 Charge, 500,000 Gold) User summons 10 Burstsphere from the Enemy List and may deal 5,000 Flat Energy element Damage to up to 50 targets, Max 10 summoned
Items
Item - Antiquity
5 | Alcohol- (Item, Antiquity, Water, 800 Gold)
1 | Basic Gunsmith's Tools- (Item, Antiquity, Technology, 21,000 Gold)
1 | Basic Jeweler's Tools- (Item, Antiquity, Technology & Earth, 18,000 Gold)
1 | Basic Tailor's Tools- (Item, Antiquity, Technology & Air, 6,000 Gold)
1 | Bigger Rail Commemorative Stamp- (Item, Antiquity, Air & Technology, 705,000 Gold)
1 | Blueprints for a Clockwork Gadget- (Item, Antiquity, Technology, 1,800 Gold)
1 | Burgerburg Travel Guide Special Edition: Learn the Greatest Burger Recipes- (Item, Antiquity, Fire & Earth, 15,500 Gold)
2 | Dungeon Clear Pennant: Brightbeard Caverns, Standard- (Item, Antiquity, Earth & Light, 50,000 Gold)
3 | Dungeon Clear Pennant: Crimson Citadel of Avandos, Standard- (Item, Antiquity, Fire & Physical, 50,000 Gold)
5 | Dungeon Clear Pennant: Temple of Orithon, Standard- (Item, Antiquity, Earth & Light, 50,000 Gold)
1 | Empty Yellow Box With Torn Wrapping Paper Outside It- (Item, Antiquity, Earth, 200 Gold)
200 | Fancy Letterhead- (Item, Antiquity, Earth & Technology, 37,000 Gold)
1 | Figurine of a Bear with a Parasol Balanced on a Ball- (Item, Antiquity, Air & Earth, 25,000 Gold)
1 | Formerly-Holy Water Someone Spit Out- (Item, Antiquity, Water, 16 Gold)
1 | Founder's 100th Birthday Edition Burgerburg Burgers Commemorative Stamp- (Item, Antiquity, Fire & Technology, 615,000 Gold)
1 | Gearwright's Tools- (Item, Antiquity, Technology, 20,000 Gold)
304 | Golden Trophy- (Item, Antiquity, Physical, 40,000 Gold)
1 | Phantom Challenge Clear Pennant: Brightbeard Caverns, Manethos Battle- (Item, Antiquity, Earth, 100,000 Gold)
1 | Phantom Challenge Clear Pennant: Brightbeard Caverns, Orindar Battle- (Item, Antiquity, Darkness, 100,000 Gold)
1 | Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Doppelganger Battle- (Item, Antiquity, Illusion, 100,000 Gold)
1 | Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Irastor Battle- (Item, Antiquity, Fire & Magic, 100,000 Gold)
1 | Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Lord Avandos Battle- (Item, Antiquity, Fire, 100,000 Gold)
1 | Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Lyrandora Battle- (Item, Antiquity, Fire, 100,000 Gold)
1 | Phantom Challenge Clear Pennant: Temple of Orithon, Azzhelossi Battle- (Item, Antiquity, Air, 100,000 Gold)
1 | Phantom Challenge Clear Pennant: Temple of Orithon, Khrommanguard Battle- (Item, Antiquity, Light, 100,000 Gold)
1 | Phantom Challenge Clear Pennant: Temple of Orithon, Khyzz-Drikk Battle- (Item, Antiquity, Water, 100,000 Gold)
1 | Phantom Challenge Clear Pennant: Temple of Orithon, Sentinel Battle- (Item, Antiquity, Warding, 400,000 Gold)
1 | Pot with White Wings that Might Be Sorta Holy?- (Item, Antiquity, Light & Earth & Hope, 700 Gold)
2 | Scrap Metal- (Item, Antiquity, Technology & Physical, 30 Gold)
1 | Thousand-Year Conch- (Item, Antiquity, Time & Water & Earth & Color, 60,000,000 Gold)
1 | Trophy-Key to Biggerburg- (Item, Antiquity, Earth & Technology, 500,000 Gold)
1 | Zeppelin with a Sweet Dwarven Face on the Front- (Item, Antiquity, Air & Steam & Earth, 15,000,000 Gold)
Item - Material
1 | Awesomeness (2)- (Item, Material, Light & Fire & Electrical & Glory, 5,000,000 Gold)
1 | Large Container of Air Mana Oil- (Item, Material, Air, 50,000 Gold)
1 | Large Container of Earth Mana Oil- (Item, Material, Earth, 50,000 Gold)
1 | Large Container of Fire Mana Oil- (Item, Material, Fire, 50,000 Gold)
1 | Large Container of Water Mana Oil- (Item, Material, Water, 50,000 Gold)
5 | Magic Copper Ore- (Item, Material, Magic, 5,000 Gold)
5 | Magic Gold Ore- (Item, Material, Magic, 100,000 Gold)
5 | Magic Silver Ore- (Item, Material, Magic, 50,000 Gold)
Item - Property
1 | *Biggerburg's Big Underground Shopping Complex- (Item, Property, Technology & Earth, 47,000,000 Gold)
Item - Resource
1 | Leprechaun's Magical Pot o' Gold- (Item, Resource, Magic & Wealth, 50,000,000 Gold) This item produces 5,000,000 Gold at the start of each month
Item - Ticket
2 | Warpped-Up Wonder Double-Pack- (Item, Ticket, Wonder, 72,000,000 Gold) Can be opened at the Warehouse for two rolls on the Wrapped-Up Wonder table
Pets
Pet - Bio-Horror
1 | Horrid, Mutated Servant- (Pet, Bio-Horror, Acid, Lv.1, 900 Gold)
HP- 150
MP- 100
STR- 20
AGI- 12
CON- 13
MIN- 15
SPI- 8
XP- 0
XP Needed- 1,000 (Standard Multiplier x1)
Minimum Level- 1
Defense- 14
Defense against Stat Damage- 1
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Prime Attribute- Strength
Abilities-
Fist and Claw- 35 Damage, Physical, 0 MP
Spit Acid- 35 Damage, Acid, 0 MP
Assist- Caster's controller gains +7 MIN, does not stack, lasts 1 round, Physical & Acid, 0 MP
Pet - Clockwork
10 | Clockwork Servant- (Pet, Clockwork, Technology, Lv.1, 16,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x1)
Minimum Level- 1
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Pain Immunity, Confusion Immunity (except Confusion: System Overload), Impaired Immunity, Poison Immunity, Diseased Immunity (except Diseased: Computer Virus)
Prime Attribute- Strength
Constant Effects-
None
Abilities-
Clockwork Punch- # Damage, Physical or Technology, 0 MP
Gear Grind- # MIN Damage, # CON Damage, Technology & Air, 0 MP
Cuppa' Oil- # Damage, Heals Clockworks, Robots, Machines, and Mechs, Technology & Water, # MP
Pet - Human
1 | Futuristic Mercenary who Likes Going by the Name 'Mad Dog'- (Pet, Human, Technology & Fire, Lv. 1, 79,000 Gold)
HP- 320
MP- 180
STR- 23
AGI- 23
CON- 20
MIN- 14
SPI- 14
XP- 0
XP Needed- 1,000 (Standard Multiplier x1)
Minimum Level- 1
Defense- 18
Defense against Stat Damage- 1
Critical Chance- 1%
Resilience- 1%
To Hit- 101%
Dodge- 1%
Resistances and Immunities- 20% Fatigued Resistance
Prime Attribute- Strength or Agility
Constant Effects-
Call me 'Mad Dog'- Possessor may respond to effects as though possessor's name were 'Mad Dog', Constant Effect
Terrain Affinity: City- Possessor gains +11 to all stats if the terrain or phantom terrain is City, Constant Effect
Terrain Affinity: Ruins- Possessor gains +11 to all stats if the terrain or phantom terrain is Ruins, Constant Effect
Terrain Affinity: Wasteland- Possessor gains +11 to all stats if the terrain or phantom terrain is Wasteland, Constant Effect
Terrain Affinity: Road- Possessor gains +11 to all stats if the terrain or phantom terrain is Road, Constant Effect
Abilities-
Rough Punch- 35 Damage, Physical, 0 MP
Cyberblade- 42 Damage, Physical or Technology or Electrical or Physical & Technology or Physical & Electrical or Electrical & Technology or Physical & Technology & Electrical, 0 MP
'Dog's Jaw' Handcannon- 48 Damage, 15% inflicts Fatigued: Stun, Technology & Physical, 18 MP
Scavenge- +15 to a random stat, stacks 3 times, Technology, 22 MP
1 | X-Treme X-Terminator- (Pet, Human, Acid, Lv.1, 35,000 Gold)
Pet Nickname: Elfreda
HP- 250
MP- 250
STR- 17
AGI- 22
CON- 19
MIN- 18
SPI- 17
XP- 0
XP Needed- 1,000 (Standard Multiplier x1)
Minimum Level- 1
Defense- 15
Critical Chance- 1%
Resilience- 0%
To Hit- 100%
Dodge- 0%
Resistances and Immunities- None
Prime Attribute- Agility
Constant Effects-
None
Abilities-
12-Gauge Rat-Stopper- 45 Damage, may inflict 1 hit against 3 if all targets are Insects, Aerials, or Animals, Technology & Physical, 0 MP
The Death Mist- 30% inflicts Poison, 1 hit against 5, Acid, 15 MP
Bug-Burner Bomb- 30 Damage, 30% inflicts Burning against Animals and Insects, 1 hit against 5, Fire & Air, 20 MP
Pet - Robot
6 | Police Defender Elite
Level 18
Robot, Technology
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 50% Physical Resistance, 25% Technology Resistance, 50% Magic Weakness, 50% Psychic Weakness, Pain Immunity, Confusion Immunity (excluding Confusion: System Overload), Impaired Immunity, Poison Immunity, Diseased Immunity (excluding Diseased: Computer Virus)
Prime Attribute- Strength
Constant Effects-
None
Abilities-
Robo Fist- # Damage, 25% may inflict Fatigued: Stun, 0 MP
Announcement- 50% may inflict Invigorated: High Morale, 50% may inflict Confusion: Fear, 1 hit against 50, Air & Technology, 0 MP
POLICE LASER- # Damage, 2 hits against 2, Energy & Technology, # MP
Electric Handcuffs- # Damage, This action may deal no Damage, 80% may inflict Electrocuted, 80% inflicts Entombed: Incarcerated, 100% inflicts Paralyzed, Electrical & Physical & Technology, # MP
Supression Spray- 100% inflicts Paralyzed, 80% inflicts Entombed: Incarcerated, 1 hit against 200, Technology & Earth & Water, # MP
Riot Bombs- # Damage, This action deals # additional Damage to Units, May inflict Fatigued: Knocked Out instead of killing targets through HP Damage, 60% may inflict Burning, 1 hit against 300, Fire & Technology, # MP
Anti-Kangaroo Beam- # Damage, This action gains +#% Critical against Animals, This action deals double Damage (to a max of 2,000,000 additional points) to targets below Level 18 whose name includes 'Kangaroo', Technology & Darkness, # MP
Drops-
# Gold
# XP
50% Arrest Warrant for a Kangaroo- (Item, Antiquity, Earth, 80 Gold)
50% Handy Nightstick- (Weapon, Club, Physical & Technology, 16,700 Gold) +15 Melee Attack, 30% inflicts Fatigued: Stun, Possessor may equip this item at the start of a round if possessor has an open slot it can go into
Permanent Consumables
Permanent Consumable- Modular Upgrade
Landhawk Decal- (Permanent Consumable, Modular Upgrade, Earth & Air, 1 Charge, 30,000 Gold) Gives target Armor the Modular Upgrade Enhancement 'Applied Landhawk Decal'
Spells
Spell - Celestial Magic
1 | Celestial Wind- (Spell, Celestial Magic, Air, 12,000 MP, 3,000,000 Gold) +3,000 Magical Attack, Heals allies, 30% inflicts suffocation on opponents, 1 hit against 30, deals 1/3 Damage
Spell - Divining
1 | Detect Traps- (Spell, Divining, Magic, 70 MP, 65,000 Gold) Caster and up to 5 targets gain +500 Defense against Traps, has RP effects, stacks 5 times
Spell - Elemental Magic
1 | Elemental Air Blast- (Spell, Elemental Magic, Air, 500 MP, 600,000 Gold) +600 Magical Attack, +600 additional Magical Attack if in a Zone of Air, deals 105% normal damage to Earth element targets, to a max of 1,000,000 additional damage, Call Unto Air must have been cast to cast this spell
Spell - Golomancy
1 | Wonder of the Ages: Construct Elemental Clock-Colossus- (Spell, Golomancy, Earth & Physical, 120,000 MP, 120,000,000 Gold) Summons 1 Colossus from the enemy list that naturally has 'Elemental Clock-' at the beginning of its name, that is naturally additionally a Clockwork, that obtains a buff at the time of its creation that cannot be removed by sources below Level 80 that are below caster's Level that allows itself to become any combination of base elements at the start of each round, that gives its possessor 30% Resistance to any base element that it is, and that allows its possessor to add or remove any combination of base elements from any of its attacks or actions, Costs 120,000,000 Gold to cast, takes 15 actions to cast, Caster must be Level 40 or greater and must possess the ability 'Adept Golomancy Attunement' or the ability 'Adept Gearwright Knowledge'
Spell - Holy Magic
1 | Greater Angelic Healing- (Spell, Holy Magic, Light, 1,300 MP, 1,541,000 Gold) +1,540 Magical Attack, Heals, May cure 2 debuffs or minor negative status effect from a source below Level 60 if caster is at least Level 20
1 | Improved Angelic Healing- (Spell, Holy Magic, Light, 300 MP, 541,000 Gold) +540 Magical Attack, Heals, May cure 1 debuff or minor negative status effect from a source below Level 40
Spell - Hypertech
1 | Nuke- (Spell, Hypertech, Atomic, 120,000 MP, 60,000,000 Gold) +60,000 Ranged Attack, 60% inflicts Poison: Irradiated, 1 hit against 600,000, deals 3/4 Damage
Spell - Shaman Magic
1 | Totemic Magic: Flame Cloak- (Spell, Shaman Magic, Fire & Magic, 11,000 MP, 6,500,000 Gold) Places a buff on caster that deals 80,000 Flat Fire element damage to up to 30 targets at the start of each round, does not stack
Spell - Wizard Magic
1 | Formula of Water: Grand Sphere of Water- (Spell, Wizard Magic, Water, 2,400 MP, 341,000 Gold) +320 Magical Attack, 15% inflicts Stun, may deal 1/50 damage to up to 600 additional targets
1 | Mass Confuse- (Spell, Wizard Magic, Magic, 70 MP, 20,000 Gold) +2 Magical Attack, 15% Confusion, 1 hit against 19
1 | Wizard’s Void- (Spell, Wizard Magic, Darkness, 7,500 MP, 2,600,000 Gold) +2,750 Magical Attack, 30% inflicts Voidstruck, 1 hit against 30, deals 1/2 damage
Transformations
None
Weapons
Weapon - Axe
1 | Axe of the Perpetual Gigas- (Weapon, Axe, Physical & Time & Technology, 30,000,000 Gold) +30,000 Melee Attack, Wielder gains +3,000 STR as a buff that stacks 10 times at the start of each round, with wielder being able to choose up to three times per thread to re-acquire all lost instances of this buff before an action
1 | Grand Cleaver- (Weapon, Axe, Physical, 25,000 Gold) +30 Melee Attack, -15 AGI if STR is under 60
1 | Mitchell Marshall Tableware: Food-Choppin' Axe- (Weapon, Axe, Physical & Technology, 200 Gold) +2 Melee Attack, +2 additional Melee Attack against Foods
Weapon - Book
1 | A Whack to the Noggin! The Art of Book-Based Self Defense- (Weapon, Book, Physical, 50,000 Gold) Wielder's equipped Book weapons that do not possess a Melee Attack bonus gain a Melee Attack bonus equal to their Gold value divided by 1,000, to a max of +50,000
Weapon - Bow
1 | Arena Member's Bow- (Weaponx2, Bow, Wielder's Element, 100 Gold) +20 Ranged Attack, +10 Damage of Wielder's Element
Weapon - Force: Chaos Talon
2 | Mimmorico- (Weapon, Force: Chaos Talon, Illusion, 50,000,000 Gold) This weapon, at the start of a thread, copies a non-unique weapon with a listed cost that is under 50,000,000 that is in stock in the Shop and becomes that weapon for the remainder of the thread
Weapon - Gun
1 | Fifth-Metal Blaster- (Weapon, Gun, Technology & Psychic & Metal, 5,000,000 Gold) +5,000 Ranged Attack, +5,000 SPI, Wielder's 'Ranged Attack' actions use SPI as their Prime Attribute
2 | Gun of Occasional Awesomeness +5- (Weapon, Gun, Technology & Light, 50,000 Gold) +5 Ranged Attack, 1% it instead provides +5,000 Ranged Attack
1 | Steampunk Dwarf's Rifle- (Weapon, Gun, Steam & Technology & Air, 15,000 Gold) +15 Ranged Attack, Wielder deals 150 additional Damage to Chaos-element targets
3 | Tardil-Style Assault Rifle- (Weapon, Gun, Physical, 47,000 Gold) +53 Ranged Attack, +30 AGI
Weapon - Polearm: Spear
1 | Amazing Drillko (Doesn't Like You Like *That*!)- (Weapon, Polearm: Spear, Atomic & Mystic & Glory & Destruction, 80,000,000 Gold) +160,000 Melee Attack, +160,000 Damage dealt, Wielder Pierces all Defense of entities below Level 80, If wielder is fighting no opponent 15 Levels or greater than wielder, this weapon has a 5% chance of preventing its wielder's actions from occurring, If wielder is fighting no opponent of greater Level and has, previously within the same thread, performed a Technique that did not require a Spear, Tool, or something with 'Drill' in its name to use, this chance is increased to 25%, This weapon may be targeted as an entity for the purposes of effects that inflict Charm, and, if it is afflicted with Charm by its wielder, loses its chance to make actions not work, This weapon additionally possesses the subtype Tool, Wielder must be Level 40 or greater
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
3 | Businessman Conch Spear- (Weaponx2, Polearm: Spear, Water, 60,000 Gold) +55 Melee Attack, +5 to all stats
1 | Executive Conch Spear- (Weaponx2, Polearm: Spear, Fire, 80,000 Gold) +98 Physical Attack, +20 to all stats
Weapon - Remote: Assault Matrix
1 | Iron Lotus Assault Array- (Weapon, Remote: Assault Matrix, Law & Technology, 4,800,000 Gold) +4,900 Ranged Attack, +4,400 MIN, +4,400 SPI, Wielder’s Ranged Attacks may use MIN or SPI as their Prime Attribute, Wearer deals 2x damage to Abstracts as a multiplier that does not stack with other damage multipliers that specifically trigger against subtypes
Weapon - Scythe
1 | Moon Whip-Sickle- (Weapon, Scythe, Magic & Physical, 195,000 Gold) +250 Melee Attack, +195 Magical Attack, 12% Critical, +440 additional Melee Attack against Plants, +200 STR if any foes are Plants
1 | Moon Whip-Sickle- (Weapon, Scythe, Magic & Physical, 195,000 Gold) +250 Melee Attack, +195 Magical Attack, 12% Critical, +440 additional Melee Attack against Plants, +200 STR if any foes are Plants
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
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Weapon - Shield
1 | Arena Member's Shield- (Weapon, Shield, Wielder's Element, 100 Gold) +15 Defense, +10 Damage of Wielder's Element
1 | Eight Hand Mirror- (Weapon, Shield, Glory & Light, 140,000,000 Gold) +140,000 Defense, +35,000 Melee Attack, 50% reflects the actions of individuals below Level 60, 8% reflects the actions of individuals named 'Orochi' who are below Level 100, Wielder must be Level 40 or greater
1 | Great Sarisscos Shield- (Weapon, Shield, Earth & Physical, 80,000 Gold) +69 Defense, +15 STR, +20 CON
Weapon - Staff
1 | Arena Member's Staff- (Weaponx2, Staff, Wielder's Element, 100 Gold) +20 Magical Attack, +10 Damage of Wielder's Element
1 | Blackclad Order Energy Staff- (Weapon, Staff, Magic & Physical, 2,100,000 Gold) +2,100 Melee Attack, +2,400 Magical Attack, +2,000 MIN, +2,000 SPI, 15% Critical, 20% Critical with Physical element Magical Attack actions, +5,000 MP
Weapon - Sword
1 | Arena Member's Blade- (Weapon, Sword, Wielder's Element, 100 Gold) +15 Melee Attack , +10 Damage of Wielder's Element
1 | Grass-Cutter Sword- (Weapon, Sword, Glory & Light & Water & Earth & Electrical & Air & Fire, 180,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +180,000 CON, +180,000 SPI, 130% Critical, 230% To Hit, Wielder may create or destroy a Zone of Air at the start of each round, Possessor may deal 1,800,000 Flat Fire element Damage to one opponent at the start of each round, 1% inflicts Instant Death, 1% inflicts Cursed, Wielder must be Level 40 or greater
12 | Locartian Drakespawn Blade- (Weapon, Sword, Water, 40,000 Gold) +50 Melee, Physical Attacks using Combat Art spells have a 5% chance of inflicting Bleeding
1 | Queen of Winter's Blade- (Weapon, Sword, Ice, 25,000,000 Gold) +25,000 Melee Attack, +21,500 Magical Attack, 30% inflicts Frozen, This item's presence at the start of each round counts as a casting of Call Unto Seasons: Winter
Weapon - Throwing Weapon: Orb
1 | Glowing Lutruzz Spheres- (Weapon, Orb, Electrical & Energy & Spatial, 733,777 Gold) +733 Magical Attack, 50% inflicts Electrocuted, Overload, or Voidstruck: Torn Across Space
Weapon - Tool
1 | A Large, Golden Drill- (Weapon, Tool, Earth & Wealth & Technology, 500,000 Gold) +500 Melee Attack, +500 STR, Wielder deals 5% more Gold Damage (to a max of 5,000,000 more)
1 | Earth-Shaking Trowel- (Weapon, Tool, Earth, 75,000 Gold) +15 Melee Attack, +75 Magical Attack, 15% Critical against Earth element targets
w/ Triumphant- This item's wielder becomes Immune to individuals below Level 20 if at least level 20, This item's wielder gains +20,000 to all stats, this item provides +20,000 additional Melee Attack, +20,000 additional Ranged Attack, and +20,000 additional Magical Attack, Enchantment
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
1 | Greaseblast Wrench- (Weapon, Tool, Steam & Water & Darkness, 97,500 Gold) +90 Melee Attack, +80 Ranged Attack, 50% inflicts Fatigued: Prone, 50% inflicts Burning: Flammable
1| Mage-Mortar Trowel- (Weapon, Tool, Magic & Earth, 5,500,000 Gold) +5,000 Melee Attack, +5,500 Magical Attack, Wielder's Golem summons gain +50,000 HP and +5,000 to all stats as a non-stacking buff at the time of their summoning
Weapon - Wand
1 | Insurrection Baton- (Weapon, Wand, Darkness & Psychic, 7,100,000 Gold) +1 Magical Attack, At the beginning of each round, as an effect that does not stack across multiple copies of this item with which version works being determined randomly in the case that multiple instances of this item are present, wielder may cause each opponent below Level 20 to perform an action of wielder's choice
Weapon - Wand: Fan
1 | Great Tengu's Fan- (Weapon, Wand: Fan, Air, 1,250,000 Gold) +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 AGI, 30% Dodge, If wielder's Melee Attack or Ranged Attack action damages an individual who has less than 20% of its Max HP that is below Level 45 at either the start or end of wielder's attack, then wielder may forcibly shift said individual's row, with said individual only being able to be moved for row-number-ordering purposes if no other individual may be moved to correct any imbalances, Wielder gains +1,000 to all stats if a Mask is equipped
Artifacts
None
Awards-
Has Saved Imbelsberg from the Bluewar Ministry
Defeated Talitha, The Least of the Unbroken Circle, on Indrasena-un-Sesamara.
Has Several Features in the Hope Islands Named After Her on Indrasena-un-Sesamara.
Solved the Dwindling Spawn Rate Problems in Biggerburg by Removing the Kangaroo-Detecting Fork
Owns the Big Underground Shopping Complex
Has Won the "Adventurers!" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the 'Seizing the Center' Event Match
Has Won the "First Test Against The Adversary's Forces" Event Match
Has Won the "First of the Arcane Spirits" Event Match
Has Won the "Winter's Grasp" Event Match" Event Match
Has Won the "You'll Never Get Me Pot o' Gold!" Event Match
Has Won the "The Rehanging" Event Match
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "Four Elementals" Event Match
Has Beaten 39 Bosses in Boss Rush Mode
Has Defeated Three Level 40 Bosses in the Alternative Boss Rush Mode
Has Reached Round 21 in an Endurance Match
Has Reached Round 41 in an Pet Endurance Match
Has Completed the Mini Quest 'Trial of Memories'
Has Consumed 5 Attunement Book: Blazing Sultan
Has Consumed 5 Attunement Book: Heir to the Future
Has Consumed 5 Attunement Book: Kinetic Emperor
Has Consumed 5 Attunement Book: Monk
Has Consumed 5 Attunement Book: Mountain King
Has Consumed 5 Attunement Book: Scientist
Has Consumed 5 Attunement Book: Thief
Has Consumed 5 Attunement Book: Wanderer
Has Consumed 5 Attunement Book: Warrior
Has Consumed 5 Attunement Book: Wind Duke
Has Consumed 5 Attunement Book: Wizard
Has Consumed 5 Essence Sphere: Architect
Has Consumed 5 Improved Essence Sphere: Architect
Has Consumed 5 Greater Essence Sphere: Architect
Has Consumed 5 Essence Sphere: Blazing Sultan
Has Consumed 5 Improved Essence Sphere: Blazing Sultan
Has Consumed 5 Greater Essence Sphere: Blazing Sultan
Has Consumed 5 Essence Sphere: Captain
Has Consumed 5 Improved Essence Sphere: Captain
Has Consumed 5 Greater Essence Sphere: Captain
Has Consumed 5 Essence Sphere: Counselor of Faerie
Has Consumed 5 Improved Essence Sphere: Counselor of Faerie
Has Consumed 5 Greater Essence Sphere: Counselor of Faerie
Has Consumed 5 Essence Sphere: Crafter
Has Consumed 5 Improved Essence Sphere: Crafter
Has Consumed 5 Greater Essence Sphere: Crafter
Has Consumed 5 Essence Sphere: Crusher
Has Consumed 5 Improved Essence Sphere: Crusher
Has Consumed 5 Greater Essence Sphere: Crusher
Has Consumed 5 Essence Sphere: Diplomat
Has Consumed 5 Improved Essence Sphere: Diplomat
Has Consumed 5 Greater Essence Sphere: Diplomat
Has Consumed 5 Essence Sphere: Driver
Has Consumed 5 Improved Essence Sphere: Driver
Has Consumed 5 Greater Essence Sphere: Driver
Has Consumed 5 Essence Sphere: Engineer
Has Consumed 5 Improved Essence Sphere: Engineer
Has Consumed 5 Greater Essence Sphere: Engineer
Has Consumed 5 Essence Sphere: Gearwright
Has Consumed 5 Improved Essence Sphere: Gearwright
Has Consumed 5 Greater Essence Sphere: Gearwright
Has Consumed 5 Essence Sphere: Gunner
Has Consumed 5 Improved Essence Sphere: Gunner
Has Consumed 5 Greater Essence Sphere: Gunner
Has Consumed 5 Essence Sphere: Heir to the Future
Has Consumed 5 Improved Essence Sphere: Heir to the Future
Has Consumed 5 Greater Essence Sphere: Heir to the Future
Has Consumed 5 Essence Sphere: Kinetic Emperor
Has Consumed 5 Improved Essence Sphere: Kinetic Emperor
Has Consumed 5 Greater Essence Sphere: Kinetic Emperor
Has Consumed 5 Essence Sphere: Mechanist
Has Consumed 5 Improved Essence Sphere: Mechanist
Has Consumed 5 Greater Essence Sphere: Mechanist
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Mountain King
Has Consumed 5 Improved Essence Sphere: Mountain King
Has Consumed 5 Greater Essence Sphere: Mountain King
Has Consumed 5 Essence Sphere: Protector
Has Consumed 5 Improved Essence Sphere: Protector
Has Consumed 5 Greater Essence Sphere: Protector
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Scientist
Has Consumed 5 Improved Essence Sphere: Scientist
Has Consumed 5 Greater Essence Sphere: Scientist
Has Consumed 5 Essence Sphere: Thief
Has Consumed 5 Improved Essence Sphere: Thief
Has Consumed 5 Greater Essence Sphere: Thief
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Consumed 5 Greater Essence Sphere: Warrior
Has Consumed 5 Essence Sphere: Wind Duke
Has Consumed 5 Improved Essence Sphere: Wind Duke
Has Consumed 5 Greater Essence Sphere: Wind Duke
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Wizard
Has Consumed 5 Greater Essence Sphere: Wizard
Has Consumed 2 Essence Sphere: Commander
Has Consumed 5 Essence Sphere: Jeweler
Has used 10 Manual of A Thousand Arts
Has Used 12 Grandmaster's Text
Has Completed the Task "First Holy Imperial Challenge of Worth: Test of Fortune"
Has Completed the Task "Second Holy Imperial Challenge of Worth: Test of Skill"
Has Completed the Task "Third Holy Imperial Challenge of Worth: Test of War"
Has Completed the Task "Fourth Holy Imperial Challenge of Worth: Test of Seeking"
Has Completed the Task "Fifth Holy Imperial Challenge of Worth: Test of Mastery"
Has Completed the Task "Sixth Holy Imperial Challenge of Worth: Test of Stamina"
Has Completed the Task "Seventh Holy Imperial Challenge of Worth: Test of Echoes"
Has Completed the Task "Eighth Holy Imperial Challenge of Worth: Test of Time"
Has Completed the Task "Ninth Holy Imperial Challenge of Worth: Test of Collecting"
Has Completed the Task "Tenth Holy Imperial Challenge of Worth: Test of Combat"
Has Completed the Task "Eleventh Holy Imperial Challenge of Worth: Test of Remembrance"
Has Completed the Task "Twelfth Holy Imperial Challenge of Worth: Test of Choices"
Has Completed the Task "First Holy Imperial Challenge of Power: Test of Wealth"
Has Completed the Task "Second Holy Imperial Challenge of Power: Test of Talent"
Has Completed the Task "Third Holy Imperial Challenge of Power: Test of Slaying"
Has Completed the Task "Fourth Holy Imperial Challenge of Power: Test of Hours"
Has Completed the Task "Fifth Holy Imperial Challenge of Power: Test of Opposition"
Has Completed the Task "Sixth Holy Imperial Challenge of Power: Test of Tenacity"
Has Completed the Task "Seventh Holy Imperial Challenge of Power: Test of Essence"
Has Completed the Task "Eighth Holy Imperial Challenge of Power: Test of Leadership"
Has Completed the Task "Ninth Holy Imperial Challenge of Power: Test of Fame and Fortune"
Has Completed the Task "Tenth Holy Imperial Challenge of Power: Test of Versatility"
Has Completed the Task "Eleventh Holy Imperial Challenge of Power: Test of Memories"
Has Completed the Task "Twelfth Holy Imperial Challenge of Power: Test of Options"
Celestine von Reuter, the Clockwork Fairy
- Ordo Hereticus
- Inquisitor
- Posts: 110
- Joined: Wed May 27, 2020 10:26 pm
- Location: Sanctum Prioris, Holy Terra
Celestine von Reuter, the Clockwork Fairy
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.
This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
- The Nottest of Daves
- High Plains Drifter
- Posts: 1299
- Joined: Wed May 27, 2020 11:49 pm
- Location: The House of Windsor
Re: Celestine von Reuter, the Clockwork Fairy
Celestine von Reuter, the Clockwork Fairy
Level 59 BA Member
Clockwork, Technology
HP: 26,500
MP: 33,250
STR: 1,310 (10)
AGI: 1,060 (10)
CON: 1,060 (10)
MIN: 1,330 (15)
SPI: 1,410 (15)
XP- 43,261,035
XP Required- 8,320,000, Holy Imperial Seal of Glory
Fame- 28
Gold- 7,773,155
Bonus Weeks: 106
Weeks: 1 Counselor of Faerie, 1 Mechanist, 1 Jeweler
Awards-
Has Saved Imbelsberg from the Bluewar Ministry
Defeated Talitha, The Least of the Unbroken Circle, on Indrasena-un-Sesamara.
Has Several Features in the Hope Islands Named After Her on Indrasena-un-Sesamara.
Solved the Dwindling Spawn Rate Problems in Biggerburg by Removing the Kangaroo-Detecting Fork
Owns the Big Underground Shopping Complex
Level 59 BA Member
Clockwork, Technology
HP: 26,500
MP: 33,250
STR: 1,310 (10)
AGI: 1,060 (10)
CON: 1,060 (10)
MIN: 1,330 (15)
SPI: 1,410 (15)
XP- 43,261,035
XP Required- 8,320,000, Holy Imperial Seal of Glory
Fame- 28
Gold- 7,773,155
Bonus Weeks: 106
Weeks: 1 Counselor of Faerie, 1 Mechanist, 1 Jeweler
Awards-
Has Saved Imbelsberg from the Bluewar Ministry
Defeated Talitha, The Least of the Unbroken Circle, on Indrasena-un-Sesamara.
Has Several Features in the Hope Islands Named After Her on Indrasena-un-Sesamara.
Solved the Dwindling Spawn Rate Problems in Biggerburg by Removing the Kangaroo-Detecting Fork
Owns the Big Underground Shopping Complex
Equipment wrote: Weapons (2)
Amazing Drillko (Doesn't Like You Like *That*!)- (Weapon, Spear, Atomic & Mystic & Glory & Destruction, 80,000,000 Gold) +160,000 Melee Attack, +160,000 Damage dealt, Wielder Pierces all Defense of entities below Level 80, If wielder is fighting no opponent 15 Levels or greater than wielder, this weapon has a 5% chance of preventing its wielder's actions from occurring, If wielder is fighting no opponent of greater Level and has, previously within the same thread, performed a Technique that did not require a Spear, Tool, or something with 'Drill' in its name to use, this chance is increased to 25%, This weapon may be targeted as an entity for the purposes of effects that inflict Charm, and, if it is afflicted with Charm by its wielder, loses its chance to make actions not work, This weapon additionally possesses the subtype Tool, Wielder must be Level 40 or greater
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
Earth-Shaking Trowel- (Weapon, Tool, Earth, 75,000 Gold) +15 Melee Attack, +75 Magical Attack, 15% Critical against Earth element targets
w/ Triumphant- This item's wielder becomes Immune to individuals below Level 20 if at least level 20, This item's wielder gains +20,000 to all stats, this item provides +20,000 additional Melee Attack, +20,000 additional Ranged Attack, and +20,000 additional Magical Attack, Enchantment
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Armor (1)
Fadefractal Silk Lab Coat- (Armor, Light Armor, Illusion & Technology & Aether, 120,000,000 Gold) +120,000 Defense, +120,000 MIN, +1,200,000 MP as a non-stacking bonus, 95% Dodge, Stat Drain Immunity, Poison Immunity, Dissolving Immunity, Antimatter Immunity, Wearer has a 95% chance at the start of each round of being cured of each minor or moderate negative status effect, Wearer has the duration of debuffs present on wearer that possess durations measured in rounds that are from sources below Level 80 reduced by 5 rounds, to a minimum of 1, as a non-stacking effect, Wearer must be Level 40 or greater
Accessories (5)
Blood Emblem- (Accessory, Broach, Darkness & Blood, 15,500,000 Gold) +15,000 Melee Attack, +15,000 to all stats, 10% Blood Resistance, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat
Cloak of Glorious Majesty- (Accessory, Cloak, Glory & Nobility, 140,000,000 Gold) +120,000 Defense, +100,000 to all stats, +1,000,000 Defense against Gold Damage, Wearer's allies gain +10,000 to all stats as a non-stacking bonus if none of their oppoenents are more than 19 Levels greater than wearer, Wearer must be Level 40 or greater
Great Ring of Life and Magic- (Accessory, Ring, Life & Magic, 36,000,000 Gold) +360,000 HP and +360,000 MP as an effect that stacks 2 times, +36,000 CON, +36,000 MIN, Wearer regenerates 360,000 HP and 360,000 MP at the start of each round
Greater Armband of Purity- (Accessory, Wristwear, Light, 24,000,000 Gold) +24,000 Magical Attack, +24,000 Defense, 40% Resilience, Individuals below Level 40 cannot inflict status effects on possessor
Second Boss Badge- (Accessory, Broach, Magic, 10,000,000 Gold) +10,000 Melee Attack, +10,000 Ranged Attack, +10,000 Magical Attack, +10,000 to all stats, 50% Dodge, 50% Critical, 50% Resilience, 150% to Hit, +100,000 HP, +100,000 MP, Opposing bosses below Level 30 that are listed as below Level 30 on the Boss List have their Boss Effects disabled, Wielder must be Level 44 or higher
Consumables (5)
4 Golden Apple- (Consumable, Food, Life, 1 Charge, 40,000,000 Gold) Target becomes Immune to sources below Level 40 and Regenerates 400,000 HP at the start of each round, does not stack
Remote that Detonates an Explosive Next to Its Target's Phylactery Without Regard to Distance- (Consumable, Lethal Item, Technology & Spatial & Destruction & Fire, 1 Charge, 30,000,000 Gold) Target Undead below Level 60 obtains a debuff that makes its possessor unable to resurrect itself
Spells (5)
Blessing of the Feathered Serpent- (Spell, Shaman Magic, Magic & Light & Acid, 400,000 MP, 40,000,000 Gold) +40,000 to all stats, Target obtains 2 chosen minor positive status effects and one chosen moderate positive status effect, Does not stack
Bottled Stardust- (Spell, Alchemy, Astral & Magic, 170,000 MP, 170,000,000 Gold) Target obtains +35,000 to all stats as a non-stacking buff and is cured of all (negative status effects and debuffs) from sources below Level 80, Caster must be Level 40 or greater
Celestial Wind- (Spell, Celestial Magic, Air, 12,000 MP, 3,000,000 Gold) +3,000 Magical Attack, Heals allies, 30% inflicts Suffocation on opponents, 1 hit against 30, deals 1/3 Damage
Colossus Hurl- (Spell, Unarmed Technique, Earth & Physical & Air, 100,000 MP, 61,000,000 Gold) +61,000 Melee Attack, +61,000 Ranged Attack, Caster may change target's row to the Front Row or the Back Row if target is below Level 90 and has lower Strength than caster or is below Level 40, Caster must be Level 40 or greater
Wonder of the Ages: Construct Elemental Clock-Colossus- (Spell, Golomancy, Earth & Physical, 120,000 MP, 120,000,000 Gold) Summons 1 Colossus from the enemy list that naturally has 'Elemental Clock-' at the beginning of its name, that is naturally additionally a Clockwork, that obtains a buff at the time of its creation that cannot be removed by sources below Level 80 that are below caster's Level that allows itself to become any combination of base elements at the start of each round, that gives its possessor 30% Resistance to any base element that it is, and that allows its possessor to add or remove any combination of base elements from any of its attacks or actions, Costs 120,000,000 Gold to cast, takes 15 actions to cast, Caster must be Level 40 or greater and must possess the ability 'Adept Golomancy Attunement' or the ability 'Adept Gearwright Knowledge'
Carried
Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle
Essence of the First Fire- (Weapon, Force, Fire, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Ranged Attack, +60,000 Magical Attack, Wielder's actions may become solely Fire element, 40% Fire Resistance, If an source below Level 60 would deal possessor Fire element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater
Greater Shining Blade of Healing Light- (Weapon, Sword, Life & Light, 21,000,000 Gold) +21,000 Melee Attack, +21,000 STR, +21,000 CON, +21,000 SPI, 40% may inflict Awestruck, Wielder regenerates 21,000 HP at the start of every round, Wielder's 'Melee Attack', 'Magical Attack', 'Overdrive', 'Melee Overdrive', and 'Attack with Finesse' actions gain 'May Heal'
w/ Rune of Yashekmo (2)- Provides +12,000 MP, Possessor's Fire element attacks deal 120,000 additional Damage, Affects Armor, Weapons, Pets, and Accessories, Inscribed Rune
Hambelstern Prototype Cannon- (Weapon, Gun, Technology, 31,522,355 Gold) +29,830 Ranged Attack, +30,890 AGI, +30,570 MIN, +50,000 MP, 20% Technology Resistance, 15% Electrical Resistance, Damage from wielder pierces an additional 15,000 Defense as an effect that does not stack with itself
Valkyrie's Lance- (Weapon, Spear, Air & Light & War, 63,000,000 Gold) +63,000 Melee Attack, +63,000 STR, +63,000 AGI, +60,000 CON, +63,000 SPI, 90% Critical, 180% To Hit, Individuals killed by wielder may not be resurrected except by individuals of Level 60 or greater, Wielder must be Level 40 or greater
Class and Beauty: Gregor Armatto Signature Purse- (Accessory, Container, Earth & Air, 2,000,000 Gold) Wielder's Charm infliction chances are increased by 15% as a non-stacking effect
5 Global Shielding System- (Accessory, Gadget, Technology & Warding, 200,000,000 Gold) +200,000 Defense, Wielder's allies obtain +20,000 Defense as a buff that stacks 5 times
Ring of the Magi- (Accessory, Ring, Magic, 40,000,000 Gold) +40,000 Magical Attack, +40,000 MIN, +40,000 SPI, +400,000 MP as a bonus that stacks 3 times
Star of Ruin- (Accessory, Crystal, Darkness & Destruction, 15,500,000 Gold) +15,000 Magical Attack, +15,000 to all stats, 10% Destruction Resistance, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat
Suncrow Banner- (Accessory, Enchanted Item, Fire & Light & Air, 45,000,000 Gold) +45,000 SPI, Wielder's allies gain +4,500 to all stats as a non-stacking bonus, 30% Fire Resistance, 30% Light Resistance, 30% Air Resistance, 25% Atomic Resistance, Wielder must be Level 20 or greater
Vampiric Dragon Mantle- (Accessory, Cloak, Blood & Darkness, 14,000,000 Gold) +14,400 Magical Attack, +14,900 SPI, +13,550 MIN, 30% Darkness Resistance, 15% Blood Resistance, Wearer's 'Magical Attack' and 'Ranged Attack' actions deal HP Drain
Volcano Dragon's Gem- (Accessory, Crystal, Fire, 9,000,000 Gold) +9,000 Magical Attack, +8,500 to all stats, +50,000 Damage to all of possessor's damage-dealing actions that are Fire element as a non-stacking effect
Modified Stats wrote: Celestine von Reuter, the Clockwork Fairy (The Nottest of Daves)
Level 59 BA Member
Clockwork & Fae (& Aerial & Vehicle & Vessel), Technology
HP: 830,400 (2,640,000 buffed)
MP: 2,003,750 (3,867,000 buffed)
STR: 13,100 (88,100 buffed)
AGI: 10,600 (85,600 buffed)
CON: 10,600 (85,600 buffed)
MIN: 13,350 (88,350 buffed)
SPI: 14,100 (89,100 buffed)
BUFFS
Blessing of the Feathered Serpent: +40,000 to all stats
Bottled Stardust: +35,000 to all stats
Zeppelin Buff: Possessor may, at the start of any round that possessor is a Clockwork, obtain a non-stacking buff that gives its possessor the additional subtypes Aerial & Vehicle & Vessel, +1,500 AGI, +40,000 HP, 20% Earth Resistance, 50% Entombed Resistance, and a Passenger Capacity of 15.
ATTACK
To Hit:
150%
+5%
Critical:
50%
+1%
Tool Critical Modifier: x4
Melee Attack:
145,458 (stat cap STR x2)
Buffed: 295,458
Magical Attack:
38,405
Buffed: 54,280
Ranged Attack:
11,700
Buffed: 11,700
Amazing Drillko:
+160,000 Damage dealt
Wielder Pierces all Defense of entities below Level 80
If wielder is fighting no opponent 15 Levels or greater than wielder, this weapon has a 5% chance of preventing its wielder's actions from occurring, If wielder is fighting no opponent of greater Level and has, previously within the same thread, performed a Technique that did not require a Spear, Tool, or something with 'Drill' in its name to use, this chance is increased to 25%, This weapon may be targeted as an entity for the purposes of effects that inflict Charm, and, if it is afflicted with Charm by its wielder, loses its chance to make actions not work
DEFENSE
Defense:
84,800
Buffed: 294,000
Dodge:
95%
+5%
Resilience:
50%
+1%
Immunities:
Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
Possessor gains Entombed Immunity against sources below level 60
Drowning: Tide Trapped
Fatigued: Prone
Fatigued: Sleep
Fatigued: Stun
Fatigued
Pain
Confusion (Exception- Confusion: System Overload)
Confusion
Impaired
Poison
Diseased (Exception- Diseased: Computer Virus)
Paralyzed
Stat Drain: AGI Drain
Stat Drain
Dissolving
Antimatter
Resistances:
100% Drowning (but not its sub-status effects)
15% Petrified
10% Blood
Possessor's Defense may not be pierced by sources below Level 20
Individuals below Level 20 may not inflict negative status effects on possessor
Individuals below Level 40 cannot inflict status effects on possessor
Sources below Level 60 cannot stop possessor from taking actions if possessor is a Clockwork or a Machine
Wearer has the duration of debuffs present on wearer that possess durations measured in rounds that are from sources below Level 80 reduced by 5 rounds, to a minimum of 1
EFFECTS
Start of Battle:
None
Start of Round:
Wearer has a 95% chance at the start of each round of being cured of each minor or moderate negative status effect
Active:
If possessor is a Clockwork and casts a Leadership spell, switches rows voluntarily, picks up a passenger, or deploys a passenger, possessor may inflict Invigorated on up to 30 chosen allies
Possessor's actions may gain a 75% chance of inflicting Awestruck, Charm: Impressed, Charm, Invigorated, Invigorated: High Morale, or Stat Boost if possessor is a Clockwork
Possessor may choose to count as afflicted by Confusion: Fear, Confusion: Enraged, Confusion: Surprise, Confusion: Depression, Confusion, Confusion: Overwhelmed by Laughter, Invigorated, and/or Invigorated: High Morale if possessor is a Clockwork
Possessor may cure one ally of Charm or Confusion at the start of each round
Possessor may cure one ally of Charm or Confusion at the end of each round
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
Possessor may spend an action so that target individual below Level 20 may not perform any action that does not target possessor until they have targeted possessor with an offensive action, with said effect being a non-stacking debuff.
Passive:
Possessor deals full Damage to targets in the back row and half Damage to targets in the front row
Possessor's Charm infliction chances are increased by 30% against Robots, Machines, and Clockworks
Possessor's Charm infliction chances are increased by 30%
If possessor is a Golem or a Clockwork, possessor's Charm infliction chances are increased by 10%
If possessor is a Clockwork, possessor's chances of inflicting Charm are increased by 10%
If possessor is a Clockwork and possessor's current HP is equal to possessor's Max HP, possessor's Charm infliction chances are increased by 10%
If possessor is a Clockwork, possessor's actions may gain a 30% chance of inflicting Charm: Impressed
Dulcinea de Montréal, Nightmares' Angel | Celestine von Reuter, The Clockwork Fairy | Ryuutarou Ishinori, The Spirit of Ramen | Willoughby the Atomikitty
Enrica Stracciatella
Professor Jack Durham
The Cydonian Rangers: Anaximander Lamda-Sigma-1, Chief Ranger
The Grand Fraternal Order and Wondrous Guild of the Citadel of the Fisherman
The Church of Timeless Truth
The Society for the Appreciation of Innovation and Noble Tradition
Enrica Stracciatella
Professor Jack Durham
The Cydonian Rangers: Anaximander Lamda-Sigma-1, Chief Ranger
The Grand Fraternal Order and Wondrous Guild of the Citadel of the Fisherman
The Church of Timeless Truth
The Society for the Appreciation of Innovation and Noble Tradition