Re: Retired Character Centre
Posted: Mon Jun 01, 2020 8:50 pm
by Modrageball
Elyion (Celas)
Level 59
Magic Being, Magic
HP: 13,450
MP: 13,450
STR: 59 (1)
AGI: 590 (10)
CON: 778 (12)
MIN: 778 (12)
SPI: 1,915 (25)
XP- 2,335,700
XP Required- 8,320,000, Holy Imperial Seal of Glory
Fame- 29
Gold- 11,870,800,000
Bonus Weeks: 6 (+32 Botanist-Only Weeks, +5 Wizard-Only Bonus Weeks, +4 Necromancer-Only Bonus Weeks, +2 Healer-Only Bonus Weeks, +3 Herpetologist Weeks, +3 Thief Weeks, +3 Crusher Weeks, +10 Unbound Guru Bonus Weeks, +1 Summoner Bonus Week)
Will Learn:
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive
Abjurer:
Abjuration Casting I- (Passive Ability, Abjurer) Abjuration spells cost possessor 20 less MP to cast
Abjuration Casting II- (Passive Ability, Abjurer) Abjuration spells cost possessor 200 less MP to cast
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Abjuration spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Apprentice Abjuration Attunement- (Passive Ability, Abjurer) All Abjuration spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Abjuration spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Abjuration spells cost 200 less MP
Aura of the Protector- (Stance Ability, Abjurer) All of possessor's allies gain +20 Defense for each Abjuration spell possessor has equipped
Basic Defensive Arts Training- (Passive Ability, Abjurer) +20 Defense
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Item Preservation Application Aptitude- (Passive Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 10
Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Arcane Vizier:
Apprentice Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 5% Magic Resistance
Apprentice Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +100 to all stats
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Arcane Vizier- (Passive Ability, Arcane Vizier) Possessor ignores (1 * (Possessor Level/5), rounded down)% Magic Resistance, Possessor ignores Magic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +50 to all stats
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +10 to all stats
Basic Acceleration Within Magic's Dominion- (Passive Ability, Arcane Vizier) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Magic
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
Arcanist:
Basic Arcanist Magic Attunement- (Passive Ability, Arcanist) All creatures summoned through Aracanist Magic spells or Cards gain +10 to all stats, All Cards that do damage deal an additional 60 damage, and all Arcanist Magic spells cost 10 less MP
Card Collector I- (Passive Ability, Arcanist) If possessor has at least 5 different Arcanist Magic spells equipped or in possessor's Deck-Based Arcanist deck, then possessor gains +50 to all stats
Card Collector II- (Passive Ability, Arcanist) If possessor has at least 20 different Arcanist Magic spells equipped or in possessor's Deck-Based Arcanist deck, then possessor gains +200 to all stats
Deck-Based Arcanist- (Passive Ability, Arcanist) Possessor may, at the start of a thread, voluntarily lose all Spell slots to become a Deck-Based Arcanist. A Deck-Based Arcanist possesses a deck of 60 Arcanist Magic spells. No more than four copies of any one spell may be in this deck. A mod randomizes the order of the spells in this deck and does not reveal this order. At the start of the thread, following other effects and events that are applied at the start of the thread that do not have this phrase in them, the player controlling the Deck-Based Arcanist draws seven spells. These spells may be used as though they were equipped. As soon as one of these spells is used as part of any action or effect, that spell is discarded and is placed in its respective player's discard pile of Arcanist Magic spells. At the start of each round, if possessor is a Deck-Based Arcanist and has less than 7 Arcanist Magic spells in hand, then possessor draws a spell. Possesor's maximum hand size is considered to be 7. If possessor's hand contains more cards than possessor's maximum hand size, then possessor must, at the start of possessor's next action, discard cards until possessor's hand contains a number of cards equal to or lower than possessor's maximum hand size. Objects within possessor's deck may be referred to as spells or cards even if they are not said things otherwise. If possessor would draw a spell, but possessor's deck is empty, then possessor's discard pile is placed in a random order, and its contents become its respective player's deck.
Blazing Sultan:
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
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 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
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points
Greater Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 25,000 points
Caliph of Corrosion:
Basic Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 1% Acid Resistance
Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Basic Command of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element allies gain +10 to all stats
Basic Zonal Acclimation of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats while in a Zone of Acid
Card Mystic:
Enchanted Deal- (Technique Ability, Card Mystic) Possessor may use 'Enchanted Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Magic element.
Flame Deal- (Technique Ability, Card Mystic) Possessor may use 'Flame Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Fire element.
Apprentice Card Training- (Passive Ability, Card Mystic) Possessor gains +50 Magical Attack and +50 Ranged Attack if possessor has a Card equipped, Possessor gains +20 to all stats if possessor has a Card equipped
Deft Deal- (Technique Ability, Card Mystic) Possessor may use 'Deft Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +5% To Hit.
Hexing Deal- (Technique Ability, Card Mystic) Possessor may use 'Hexing Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains a 20% chance of inflicting Hexed.
Dud Deal- (Technique Ability, Card Mystic) Possessor may use 'Dud Deal' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Card Mystic equipped. Said attack gains -1,000 Magical Attack and -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Deal Mastery- (Passive Ability, Card Mystic) Technique Abilities from the Card Mystic class whose name includes 'Deal' 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.
Ignition Deal- (Technique Ability, Card Mystic) Possessor may use 'Ignition Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Bubble Deal- (Technique Ability, Card Mystic) Possessor may use 'Bubble Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Water element.
Card Mystic- (Passive Ability, Card Mystic) Possessor gains +(50 * Possessor Level) Magical Attack and +(50 * Possessor Level) Ranged Attack if possessor has a Card equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Card equipped
Clearance:
Has a Basic Permit to Battle Baalrath- (Passive Ability, Clearance) Possessor may fight the monster 'Baalrath' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Chaos Butterfly- (Passive Ability, Clearance) Possessor may fight the monster 'Chaos Butterfly' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' for drops, This ability cannot be used in combos
Permitted to Battle Gold Brick Man- (Passive Ability, Clearance) Possessor may fight the monster Gold Brick Man for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Golden Ticket' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Coinlord:
Basic Command of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element pets and summons gain +50 to all stats
Basic Wealth Synchronization- (Passive Ability, Other: Coinlord) Possessor gains +25 to all stats if possessor is Wealth element
Basic Weaponization of Wealth- (Passive Ability, Other: Coinlord) Quantities of Wealth element Damage dealt by possessor are increased by 50 points
Conjurer:
Apprentice Conjurer Knowledge- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Conjurer Knowledge- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Conjurer- (Passive Ability, Conjurer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Elemental pet only, This ability provides +50 HP and +10 to all stats of possessor's Elemental pets and summons per Level of possessor
Defensive Elemental Communing I- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +50 Defense
Defensive Elemental Communing II- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +250 Defense
Elemental Calling I- (Passive Ability, Conjurer) Possessor's Elemental summons gain +20 to all stats
Elemental Calling II- (Passive Ability, Conjurer) Possessor's Elemental summons gain +200 HP
Elemental Calling III- (Passive Ability, Conjurer) Possessor's Elemental summons gain +500 MP
Elemental Calling IV- (Passive Ability, Conjurer) Possessor's Elemental summons gain +2,000 HP and +4,000 MP
Elemental Communing I- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +20 to all stats
Elemental Communing II- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +100 to all stats
Controller:
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Soul equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Bubble Impulse- (Technique Ability, Controller) Possessor may use 'Bubble Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Water element.
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Enchanted Impulse- (Technique Ability, Controller) Possessor may use 'Enchanted Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Magic element.
Flame Impulse- (Technique Ability, Controller) Possessor may use 'Flame Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Fire element.
Frost Impulse- (Technique Ability, Controller) Possessor may use 'Frost Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Ice element.
Impact Impulse- (Technique Ability, Controller) Possessor may use 'Impact Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Physical element.
Impulse Mastery- (Passive Ability, Controller) Technique Abilities from the Controller class whose name includes 'Impulse' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Shadow Impulse- (Technique Ability, Controller) Possessor may use 'Shadow Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Darkness element.
Stone Impulse- (Technique Ability, Controller) Possessor may use 'Stone Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Earth element.
Countess of Power:
Basic Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +50 to all stats
Basic Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 1% Energy Resistance
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Understanding of the Heart of Energy- (Passive Ability, Countess of Power) Possessor's Energy element allies gain +10 to all stats
Basic Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +50 to all stats while in a Zone of Energy
Diviner:
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Auto-Translate- (Passive Ability, Diviner) Possessor gains +200 MIN if any individual of a different subtype is present, Translates to and from common languages (both orally and in written form) as an RP effect
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Focus-Based Fortune Telling- (Passive Ability, Diviner) Possessor's Divining spells cost 50 less MP if possessor has a Magic Item, Crystal, or Trinket equipped, Possessor's Divining spells that provide a Magical Attack bonus provide an additional +20 points if possessor has a Magic Item, Crystal, or Trinket equipped
Read Tea Leaves- (Active Ability, Diviner) Possessor may spend an action and consume a charge from a Drink consumable that possessor has equipped to scan a target's stats
Zonal Perception- (Passive Ability, Diviner) Possessor gains +100 MIN for each Zone, Terrain, or Phantom Terrain present, to a max of +500, Possessor may, in RP threads, generally know the name of the area possessor is in
Ebon Chancellor:
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Elementalist:
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Aura of Earth- (Passive Ability, Elementalist) 5% Earth Resistance, +50 Defense if an Earth element Elemental Magic spell is equipped
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Drowning Deluge- (Active Ability, Elementalist) When possessor uses the 'Invoke Constant Deluge' ability, possessor may choose to attach an effect to said Zone that has a 50% chance of inflicting Drowning on opposing Chtonians and a 5% chance of inflicting Drowning on others at the start of each round, with said effect not stacking on the same Zone or across Zones
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Envoy of Air- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Air
Envoy of Earth- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Earth
Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Envoy of Water- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Water
Empowered by the Deluge- (Active Ability, Elementalist) When possessor uses the 'Invoke Constant Deluge' ability, possessor may choose to obtain a non-stacking buff that provides +2,000 to all stats while the Zone created by said use of said ability is present in the same battlespace as possessor
Invoke Constant Deluge- (Active Ability, Elementalist) Possessor may spend an action to create a Zone of Water that must be removed three times before it is actually removed (with individuals of Level 40 or greater being able to ignore this restriction)
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Enchanter:
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Enchant Building to Only Appear on Holidays- (Active Ability, Enchanter) Possessor may spend an action to give target Large Structure that is either willing or 20 or more Levels lower a special instance of Vanished that has no effect on a round number chosen by its inflictor at the time of its infliction, Can enchant buildings permanently as an RP effect for XP
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: Earth- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Earth to a spell instead of Magic
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Infuse Spell Essence: Ice- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Ice to a spell instead of Magic
Esoteric Wiseman:
Basic Command of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element pets and summons gain +50 to all stats
Basic Mystic Synchronization- (Passive Ability, Other: Esoteric Wiseman) Possessor gains +25 to all stats if Mystic element
Basic Understanding of the Heart of Mystic- (Passive Ability, Other: Esoteric Wiseman) Possessor's Mystic element allies gain +10 to all stats
Eternal Champion:
Basic Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +50 to all stats
Basic Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +10 to all stats
Basic Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats while in a Zone of Hope
Golomancer:
Apprentice Golomancy Attunement- (Passive Ability, Golomancer) All of possessor's Golomancy summons gain +2,000 HP and +200 CON
Basic Agility-Enhancing Golem Crafting- (Passive Ability, Golomancer) All of possessor's Golem summons gain +50 AGI
Basic Constitution-Enhancing Golem Crafting- (Passive Ability, Golomancer) All of possessor's Golem summons gain +50 CON
Basic Golomancy Attunement- (Passive Ability, Golomancer) All of possessor's Golomancy summons gain +200 HP and +20 CON
Basic Mind-Enhancing Golem Crafting- (Passive Ability, Golomancer) All of possessor's Golem summons gain +50 MIN
Basic Spirit-Enhancing Golem Crafting- (Passive Ability, Golomancer) All of possessor's Golem summons gain +50 SPI
Golomancy Casting I- (Passive Ability, Golomancer) Golomancy spells cost possessor 20 less MP to cast
Golomancy Casting II- (Passive Ability, Golomancer) Golomancy spells cost possessor 200 less MP to cast
Heavenly Protector:
Angel Traits- (Passive Ability, Heavenly Protector) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is an Angel
Apprentice Heavenly Protector Knowledge- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Angel- (Passive Ability, Heavenly Protector) Possessor may, at the beginning of a thread, choose to become the subtype Angel
Basic Heavenly Protector Knowledge- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Formshift: Angel- (Stance Ability, Heavenly Protector) Possessor's subtype becomes Angel
Healer:
Bolster Agility- (Technique Ability, Healer) Possessor may use Bolster Agility in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 AGI which stacks to a max of (20 x Possessor Level) AGI.
Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 CON which stacks to a max of (20 x Possessor Level) CON.
Bolster Defense- (Technique Ability, Healer) Possessor may use Bolster Defense in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Defense which stacks to a max of (20 x Possessor Level) Defense.
Bolster Magic- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max MP which stacks to a max of (20 x Possessor Level) Max MP.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Bolster Strength- (Technique Ability, Healer) Possessor may use Bolster Strength in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 STR which stacks to a max of (20 x Possessor Level) STR.
Apprentice Healer Attunement- (Passive Ability, Healer) All Healer Magic Spells cost possessor and possessor's allies 20 less MP to cast
Doctor- (Passive Ability, Healer) Possessor's actions that heal gain +200 Ranged, Melee or Magical Attack, Once per turn after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast
Heir to the Future:
Basic Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
Basic Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 1% Technology Resistance
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats
Basic Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats while in a Zone of Technology
Illusionist:
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
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
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
Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Fake Mind- (Passive Ability, Illusionist) Possessor gains +250 MIN if possessor's stats have not been scanned yet during this thread by any opponent
Focused Illusion Magic Casting- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Illusion Magic
Honeyed Words- (Passive Ability, Illusionist) Possessor's Magical Attack actions may gain 15% inflicts Charm if possessor's stats have not been scanned by an opponent
Illusionist- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have (500 * Possessor Level) more HP, (50 * Possessor Level) more of each stat, last (Possessor Level) rounds longer if they last over 1 round already, and require (50 * Possessor Level) more of the relevant stats to dispel
Illusion Magic Casting I- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 20 less MP to cast
Illusion Magic Casting II- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 200 less MP to cast
Ioun Master:
Apprentice Stone Training- (Passive Ability, Ioun Master) Possessor gains +50 Magical Attack if possessor has a Stone equipped, Possessor gains +20 to all stats if possessor has a Stone equipped
Basic Stone Training- (Passive Ability, Ioun Master) This character gains +6 Magical Attack when a Stone is equipped.
Bolt Detonation- (Technique Ability, Ioun Master) Possessor may use 'Bolt Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Electrical element.
Bright Detonation- (Technique Ability, Ioun Master) Possessor may use 'Bright Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Light element.
Flame Detonation- (Technique Ability, Ioun Master) Possessor may use 'Flame Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Fire element.
Frost Detonation- (Technique Ability, Ioun Master) Possessor may use 'Frost Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Ice element.
Ioun Master- (Passive Ability, Ioun Master) Possessor gains +(100 * Possessor Level) Magical Attack if possessor has a Stone equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Stone equipped
Pulse Detonation- (Technique Ability, Ioun Master) Possessor may use 'Pulse Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Energy element.
Detonation Mastery- (Passive Ability, Ioun Master) Technique Abilities from the Ioun Master class whose name includes 'Detonation' 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.
Shadow Detonation- (Technique Ability, Ioun Master) Possessor may use 'Shadow Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Darkness element.
Stone Detonation- (Technique Ability, Ioun Master) Possessor may use 'Stone Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Earth element.
Kinetic Emperor:
Basic Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +50 to all stats
Basic Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 1% Physical Resistance
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Understanding of the Heart of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element allies gain +10 to all stats
Basic Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats while in a Zone of Physical
Lawbringer:
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance"
♢The Last Judge- (Passive Ability, Lawbringer) If possessor is wielding a Mace, is wearing Robes, and is Law element, possessor's opponents of equal and lower Level cannot counter possessor's counters, including preemptively
♢The Lawbringer, Bane of Primes- (Passive Ability, Lawbringer) Possessor's Critical chance is doubled (to a max of adding five times possessor's Level to it) against Primes if possessor is wielding a Mace
Mage-Archivist:
Basic Libram Magic Attunement- (Passive Ability, Other: Mage-Archivist) All Libram Magic spells possessor casts that possess a Magical Attack bonus that share an element with at least one Book or Tome possessor has equipped gain +100 uncapped Melee Attack, Libram Magic spells that share an element with at least one Book or Tome possessor has equipped cost possessor 100 less MP to cast
Magewright:
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Basic Magewright Proficiency- (Passive Ability, Magewright) Character gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune equipped.
Enhanced Item Familiarity- (Passive Ability, Magewright) Possessor's items that possess at least one Enhancement provide an additional +50 points to any stat that they provide bonuses to
Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Magically Charge Tome- (Technique Ability, Magewright) Possessor may use 'Magically Charge Tome' in conjunction with a 'Cast a Spell' action so long as a Tome is equipped and no other technique is used. Said action gives a non-stacking buff (including both not stacking on the same item or across items) to a Tome equipped by its performer that gives its possessing Tome the element Magic and '+15 Magical Attack', with said Magical Attack bonus being an additional bonus if said item already possesses such a bonus.
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Supporting Passage- (Technique Ability, Magewright) Possessor may use 'Supporting Passage' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long a a Tome is equipped and no other technique is used as part of said action. Possessor may use 'Relevant Quotation' and 'Supporting Passage' as components of the same action. Said action gains +15 Magical Attack if its performer has a Book and a Tome equipped that share an element.
Tomecast Spell- (Technique Ability, Magewright) Possessor may use 'Tomecast Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Tome is equipped and no other technique is used as part of said action. Spells cast as part of said action that share an element with at least one Tome equipped by said action's performer cost 500 less MP to cast.
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Magus:
Apprentice Orb Training- (Passive Ability, Magus) Possessor gains +50 Magical Attack if possessor has an Orb equipped, Possessor gains +20 to all stats if possessor has an Orb equipped
Basic Orb Training- (Passive Ability, Magus) Possessor gains +6 Magical Attack when an Orb is equipped.
Bolt Sphere- (Technique Ability, Magus) Possessor may use 'Bolt Sphere' in conjunction with a 'Magical Attack ' action, so long as no other technique is used and possessor has an Orb equipped. Said attack gains +100 Magical Attack and becomes solely Electricity element.
Bright Sphere- (Technique Ability, Magus) Possessor may use 'Bright Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Light element.
Bubble Sphere- (Technique Ability, Magus) Possessor may use 'Bubble Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Water element.
Caustic Sphere- (Technique Ability, Magus) Possessor may use 'Caustic Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Acid element.
Code Sphere- (Technique Ability, Magus) Possessor may use 'Code Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Technology element.
Magus- (Passive Ability, Magus) Possessor gains +(100 * Possessor Level) Magical Attack if possessor has an Orb equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Orb equipped
Sphere Mastery- (Passive Ability, Magus) Technique Abilities from the Magus class whose name includes 'Sphere' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Enchanted Sphere- (Technique Ability, Magus) Possessor may use 'Enchanted Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Magic element.
Flame Sphere- (Technique Ability, Magus) Possessor may use 'Flame Sphere' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack gains +100 Magical Attack and becomes solely Fire element.
Merchant:
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Gift Wrapper- (Passive Ability, Merchant) Possessor chooses on month of the year upon acquring this ability; possessor's per-item half-price sell cap is increased by 5,000 Gold during that month
Hilariously Good at Business Management- (Passive Ability, Merchant) Possessor obtains +5,000,000 Defense against Gold Damage, Possessor's Large Structure pets and summons gain +2,000,000 Defense against Gold Damage, Up to 200 times per thread, up to once per round, at the start of a round, possessor may, if possessor possesses at least 200,000,000 Gold, choose to obtain 5,000,000 Temporary Gold and have a 100% chance of inflicting Confusion: Overwhelmed by Laughter on up to 5 chosen oppoenents, Possessor may, up to once per month, while possessor possesses at least 200,000,000 Gold, claim 5,000,000 Gold in the Shop or Ability Shop
Independently Wealthy- (Passive Ability, Merchant) Possessor gains (100,000 x Possessor Level, to a max of Level 99) Gold per month
Item Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Items (as in the type Item, which most Materials and Antiquities have, not all items)
Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
Property Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Properties
Spell Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Spells
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Mind Lord:
Basic Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +50 to all stats
Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Understanding of the Heart of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element allies gain +10 to all stats
Basic Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +50 to all stats while in a Zone of Psychic
Mountain King:
Basic Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +50 to all stats
Basic Earth Resistance- (Passive Ability, Mountain King) Possessor gains 1% Earth Resistance
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Understanding of the Heart of Earth- (Passive Ability, Mountain King) Possessor's Earth element allies gain +10 to all stats
Basic Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +50 to all stats while in a Zone of Earth
Necromancer:
Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
Apprentice Necromancy Attunement- (Passive Ability, Necromancer) +250 Damage to all damage dealing Necromancy spells, +500 HP and +150 to damage for all Necromancy summons, all Necromancy spells that drain HP or stat points drain an additional 50 HP if they drain HP and 5 additional points of whatever stats they already drain, All Necromancy spells cost 50 less MP
Autodetect Undead- (Passive Ability, Necromancer) At the start of battle, possessor is informed of the number of opponents possessor faces who are below Level 80 who are Undead
Basic Necromancy Attunement- (Passive Ability, Necromancer) All Necromancy spells gain +10 Magical Attack and cost 10 less MP, and all Necromancy summons gain +20 HP and +10 to the damage of all their attacks
Grave-Cold Flesh- (Passive Ability, Necromancer) Possessor gains 1% Ice Resistance
Has Experienced the Influence of Necromantic Magics- (Passive Ability, Necromancer) 1% Darkness Resistance
Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Necromancy Casting I- (Passive Ability, Necromancer) Necromancy spells cost possessor 20 less MP to cast
Necromancy Casting II- (Passive Ability, Necromancer) Necromancy spells cost possessor 200 less MP to cast
Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers
Whispering Skull's Chant- (Technique Ability, Necromancer) Possessor may use Whispering Skull's Chant in conjunction with a Magical Attack action, so long as no other technique is being used and a Necromancy spell is being cast as part of said attack. Possessor gains +40 Magical Attack and has a 5% chance of inflicting Charm on Undead with this attack.
Ocean Prince:
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +10 to all stats
Basic Water Resistance- (Passive Ability, Ocean Prince) Possessor gains 1% Water Resistance
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Ritualist:
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Enchantment- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that give items Enhancements that are Enchantments cost 200 less MP and 200 less XP
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Ritual Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Ritual Magic Casting I- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 20 less MP to cast
Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast
Sage:
Basic Staff Training- (Passive Ability, Sage) This character gains +6 Melee Attack and +3 Magical Attack when a Staff is equipped
Apprentice Staff Training- (Passive Ability, Sage) Possessor gains +50 Magical Attack and +25 Melee Attack if possessor has a Staff equipped, Possessor gains +20 to all stats if possessor has a Staff equipped
Empower Staff- (Active Ability, Sage) Possessor may use an action to make it so that one Staff equipped by user gains +50 Melee Attack, +50 Magical Attack, +50 Defense, or +50 to any stat, stacks twice regardless of effects chosen
Sage- (Passive Ability, Sage) Possessor gains +(75 * Possessor Level) Magical Attack and +(25 * Possessor Level) Melee Attack if possessor has a Staff equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Staff equipped
Spiral Staff Strike- (Active Ability, Sage) Possessor may use Spiral Staff Strike in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +50 Melee Attack.
Spiral Staff Strike II- (Active Ability, Sage) Possessor may use Spiral Staff Strike in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +160 Melee Attack and has a 5% chance of inflicting Stun.
Staff of Infection- (Active Ability, Sage) Possessor may use Staff of Infection in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +30 Melee Attack has a 5% chance of inflicting Disease.
Staff Wielding I- (Passive Ability, Sage) +5 to all stats when a Staff is equipped
Staff Wielding II- (Passive Ability, Sage) +25 to all stats when a Staff is equipped, +25 Melee Attack and +25 Magical Attack when a Staff is equipped
Transform Staff (Elements)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a cloud of elements that acts on its creator's first action each turn, the cloud of elements, as an action, may initiate a Magical Attack that is solely Air, Earth, Fire, or Water element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and having its ultimate damage result halved, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the cloud of elements is destroyed, the staff is removed from the thread, The cloud of elements' creator may spend an action to turn it back into a staff and re-equip it, A cloud of elements thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread
Twin-Ended Staff Style- (Passive Ability, Sage) Possessor may choose to have equipped Staff weapons that are Weaponx1 instead become Weaponx2 and have their Melee Attack bonus doubled
Scholar:
Abstract-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Abstract-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Abstracts and gains +5% To Hit against Abstracts.
Abstract-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Abstract-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Abstracts and gains +25% Critical against Abstracts.
Adept Book Training- (Passive Ability, Scholar) Book weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Book weapons equipped that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Book
Angel-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Angel-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Angel-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Angel-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Angels and gains +25% Critical against Angels.
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Celestial-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Celestial-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.
Celestial-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Celestial-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Celestials and gains +25% Critical against Celestials.
Charming Passage- (Technique Ability, Scholar) Possessor may use 'Charming Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Charm.
Daemon-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Daemon-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Daemons and gains +5% To Hit against Daemons.
Daemon-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Daemon-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Daemons and gains +25% Critical against Daemons.
Darkspawn-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Darkspawn-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Darkspawn-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Darkspawn-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Darkspawn and gains +25% Critical against Darkspawn.
Demon-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Demon-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Demons and gains +5% To Hit against Demons.
Demon-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Demon-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Demons and gains +25% Critical against Demons.
Deva-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Deva-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Devas and gains +5% To Hit against Devas.
Deva-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Deva-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Devas and gains +25% Critical against Devas.
Devil-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Devil-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Devils and gains +5% To Hit against Devils.
Devil-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Devil-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Devils and gains +25% Critical against Devils.
Elemental-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Elemental-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Elementals and gains +5% To Hit against Elementals.
Elemental-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Elemental-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Elementals and gains +25% Critical against Elementals.
Envenomed Passage- (Technique Ability, Scholar) Possessor may use 'Envenomed Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Poison.
Fae-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Fae-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Fae and gains +5% To Hit against Fae.
Fae-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Fae-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Fae and gains +25% Critical against Fae.
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Horror-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Horror-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Horrors and gains +5% To Hit against Horrors.
Horror-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Horror-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Horrors and gains +25% Critical against Horrors.
Hexing Passage- (Technique Ability, Scholar) Possessor may use 'Hexing Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Hexed.
Ill Passage- (Technique Ability, Scholar) Possessor may use 'Ill Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Diseased.
Illuminated-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Illuminated-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Illuminated and gains +5% To Hit against Illuminated.
Illuminated-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Illuminated-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Illuminated and gains +25% Critical against Illuminated.
Impairing Passage- (Technique Ability, Scholar) Possessor may use 'Impairing Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Impaired.
Monster-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Monster-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Monsters and gains +5% To Hit against Monsters.
Monster-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Monster-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Monsters and gains +25% Critical against Monsters.
Passage Mastery- (Passive Ability, Scholar) Technique Abilities from the Scholar class whose name includes 'Passage' 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.
Paralytic Passage- (Technique Ability, Scholar) Possessor may use 'Paralytic Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Prime-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Prime-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Primes and gains +5% To Hit against Primes.
Prime-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Prime-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Primes and gains +25% Critical against Primes.
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Spirit-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Spirit-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Spirits and gains +5% To Hit against Spirits.
Spirit-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Spirit-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Spirits and gains +25% Critical against Spirits.
Solar Being-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Solar Being-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Solar Being-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Solar Being-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Solar Beings and gains +25% Critical against Solar Beings.
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Umbral-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Umbral-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Umbrals and gains +5% To Hit against Umbrals.
Umbral-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Umbral-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Umbrals and gains +25% Critical against Umbrals.
Undead-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Undead-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Undead and gains +5% To Hit against Undead.
Undead-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Undead-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Undead and gains +25% Critical against Undead.
Seer:
Apprentice Robe Mastery- (Passive Ability, Seer) Possessor gains +50 Defense if possessor has a Robe equipped
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Good at Keeping Robes Clean- (Passive Ability, Seer) Possessor gains 25% Paralyzed: Sticky Resistance if possessor is wearing a Robe
Predict Direction of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +250 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Direction of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +50 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Elemental Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one base element and gain +250 Defense against said element as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Elemental Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one base element and gain +50 Defense against said element as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +250 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +50 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Seer- (Passive Ability, Seer) Possessor gains +(50 * Possessor Level) Defense and +(1,000 * Possessor Level) MP if possessor has a Robe equipped
Seer's Vision- (Passive Ability, Seer) Individuals below Level 15 may not counter possessor's actions that scan stats if possessor is wearing a Robe
Snow Queen:
Basic Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
Basic Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 1% Ice Resistance
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +10 to all stats
Basic Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +50 to all stats while in a Zone of Ice
Summoner:
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Fading-Call-Augmenting Techniques- (Passive Ability, Summoner) Spells cast by possessor whose name includes 'Fading Call' deal 5,000 additional points of Damage whenever they deal Damage; Spells cast by possessor whose name includes 'Fading Call' that replicate abilities performed by entities from the Enemy List as though said entities were performing them deal 5,000 additional points of Damage whenever they deal Damage
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Knowledge of Basic Techniques in Summoning Air-Element Entities- (Passive Ability, Summoner) Possessor's Air-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Earth-Element Entities- (Passive Ability, Summoner) Possessor's Earth-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Electrical-Element Entities- (Passive Ability, Summoner) Possessor's Electrical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Energy-Element Entities- (Passive Ability, Summoner) Possessor's Energy-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats
Summoner Magic Casting I- (Passive Ability, Summoner) Summoner Magic spells cost possessor 20 less MP to cast
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Thunder Czar:
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Basic Affinity to Healing Via Electrical- (Passive Ability, Thunder Czar) Whenever possessor obtains Electrical element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 Defense against Electrical
Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats while in a Zone of Electrical
Defenses that Utilize Electrical- (Passive Ability, Thunder Czar) Possessor gains +500 Defense if possessor has any Electrical-element items equipped that provide a Defense bonus
Electrical Manipulation- (Passive Ability, Thunder Czar) Possessor may choose one of the following at the beginning of each round if Electrical element: Create a Zone of Electrical, Remove a Zone of Electrical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Electrical by either possessor or a source below Level 20, Add Electrical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Electrical element on a Electrical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Electrical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Electrical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Electrical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Electrical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Electrical, 5% Electrical Resistance, or +50 Defense against Electrical and 1% Electrical Resistance until the end of the round as a non-stacking buff
Partially Unfettered by the Bonds of Electrical- (Passive Ability, Thunder Czar) Possessor gains 5% Electrocuted Resistance
Thunder Czar- (Passive Ability, Thunder Czar) Possessor ignores (1 * (Possessor Level/5), rounded down)% Electrical Resistance, Possessor ignores Electrical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Veilwalker:
Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Etheral Magic spells gain +10 Magical Attack, havea 10% greater chance of working, and cost 10 less MP
Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast
Visualizer of Drifting Principles- (Passive Ability, Veilwalker) Possessor may claim Drifting Principles
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 Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Air Manipulation- (Passive Ability, Wind Duke) Possessor may choose one of the following at the beginning of each round if Air element: Create a Zone of Air, Remove a Zone of Air created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Air by either possessor or a source below Level 20, Add Air to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Air element on a Air element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Air, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Air, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Air element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Air to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Air, 5% Air Resistance, or +50 Defense against Air and 1% Air Resistance until the end of the round as a non-stacking buff
Apprentice Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +100 to all stats
Apprentice Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 500 points
Basic Air Resistance- (Passive Ability, Wind Duke) Possessor gains 1% Air Resistance
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +10 to all stats
Basic 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 Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +250 to all stats
Improved Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 5,000 points
Wind Duke- (Passive Ability, Wind Duke) Possessor ignores (1 * (Possessor Level/5), rounded down)% Air Resistance, Possessor ignores Air Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Wizard:
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Artisan of Wizardly Walls- (Passive Ability, Wizard) Non-entity objects created by possessor's Wizard Magic spells and Arcanist Magic spells whose name includes 'Wall' that possess an HP value have said value increased by 2,000,000 points and have values of Flat Damage they deal increased by 100,000 points
Basic Defensive Wizard Magic Casting- (Passive Ability, Wizard) Defense buffs generated by Wizard Magic spells cast by possessor are increased by 20 points, to a max of 200 points across all such buffs present on any one individual
Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Basic Utility Spellcasting- (Passive Ability, Wizard) Wizard Magic spells cast by possessor that buff stats do so by an additional 20 points, as an effect that stacks a max of 40 times across all buff instances per individual, Wizard Magic spells that possessor casts that have a chance of inflicting minor positive status effects have said chance raised by 1%, Wizard Magic spells cast by possessor that create or attach effects to Zones or Phantom Terrains cost possessor 100 less MP to cast
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Defensive Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the back row
Focused Wizard Magic Casting- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Wizard Magic
Gesture-Based Spellcasting Stance- (Stance Ability, Wizard) Possessor, if not afflicted with Paralyzed, gains +100 Magical Attack, +300 MP, and +50 SPI
Improved Defensive Wizard Magic Casting- (Passive Ability, Wizard) Defense buffs generated by Wizard Magic spells cast by possessor are increased by 30 points, to a max of 500 points across all such buffs present on any one individual
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
Magic-Amplifying Field- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 500 MP to cause all of possessor's allies, including possessor, to gain +100 Magical Attack for the remainder of the round as a non-stacking effect, and for all spells cast by possessor and possessor's allies to cost 100 less MP to cast as a non-stacking effect
Powerful Casting- (Technique Ability, Wizard) Possessor may use Powerful Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack gains +150 Magical Attack.
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
Wizard Magic Casting I- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Wizard Magic Casting II- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast
Wizardly Apprentice's Routine Spellcasting Practice- (Passive Ability, Wizard) Wizard Magic spells that possessor has cast at least 5 times during a thread cost possessor 250 less MP to cast for the remainder of the thread
Weirdworker:
Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Has Wished for Boundless Agility- (Passive Ability, Weirdworker) +2,000 AGI
Has Wished for Boundless Constitution- (Passive Ability, Weirdworker) +2,000 CON
Has Wished for Boundless Mind- (Passive Ability, Weirdworker) +2,000 MIN
Has Wished for Boundless Spirit- (Passive Ability, Weirdworker) +2,000 SPI
Has Wished for Boundless Strength- (Passive Ability, Weirdworker) +2,000 STR
♢Magicae Ex Aurum- (Active Ability, Weirdworker) Caster may spend an action to purchase, obtain, and optionally equip a single In Stock spell from the Shop, paying its cost in Gold
Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +20 to all stats
Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 to all stats
♢Mystic Regulatory Entity- (Passive Ability, Weirdworker) Possessor's opponents have the MP cost of spells they cast increased by (Possessor's Level * 10,000) MP, Possessor's allies (including possessor) have the MP cost of spells they cast reduced by (Possessor's Level * 10,000) MP
Weirdworker- (Passive Ability, Weirdworker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Magic Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Magic Being pets and summons per Level of possessor
Other: Wonderworker:
Apprentice Wonder Synchronization- (Passive Ability, Wonderworker) Possessor gains +50 to all stats for each Wonder element item equipped, Possessor's Wonder element pets and summons gain +250 to all stats
Basic Affinity to Healing Via Wonder- (Passive Ability, Other: Wonderworker) Whenever possessor obtains Wonder element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Wonder- (Passive Ability, Other: Wonderworker) Possessor's Wonder element pets and summons gain +50 to all stats
Basic Defenses Against Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +50 Defense against Wonder
Basic Understanding of the Heart of Wonder- (Passive Ability, Other: Wonderworker) Possessor's Wonder element allies gain +10 to all stats
Basic Weaponization of Wonder- (Passive Ability, Other: Wonderworker) Quantities of Wonder element Damage dealt by possessor are increased by 50 points
Basic Wonder Synchronization- (Passive Ability, Other: Wonderworker) Possessor gains +25 to all stats if Wonder element
Basic Zonal Acclimation of Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +50 to all stats while in a Zone of Wonder
Cloaked in Notions- (Stance Ability, Other: Wonderworker) If possessor is Wonder element, whenever possessor is attacked, possessor may choose to gain a 100% chance of inflicting a random minor or moderate negative status effect on said attacker, and, if said attacker is below possessor's Level and below Level 40, possessor gains a 20% chance of optionally cancelling said action, with everything that would happen before and after said action still occurring
Defenses that Utilize Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +500 Defense if possessor has any Wonder-element items equipped that provide a Defense bonus
Empowered By Wonder- (Passive Ability, Wonderworker) If possessor is Wonder element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Wonder
Wonderworker- (Passive Ability, Other: Wonderworker) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wonder Resistance, Possessor ignores Wonder Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Other: Xaos Xomptroller:
Omnimutable Chaosbody- (Passive Ability, Other: Xaos Xomptroller) At the start of each thread, possessor chooses a Level range consisting of Levels lower than and equal to possessor's Level, 12 Enemies from the Enemy List that are within that Level range are selected randomly, with the same Enemy not being able to be selected multiple times, A random Constant Effect possessed by each is chosen, Possessor may then choose up to 4 of the selected Constant Effects and obtain them for the duration of the thread as a buff that cannot be removed by sources that are not 20 or more Levels greater than possessor, Random decisions made by this ability may not be rerolled or controlled by sources below Level 999
Misc:
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Basic Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells cost 10 less Gold and 10 less XP
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost 10 less MP, XP, and Gold
Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Astral Magic spells cost possessor 10 less MP to cast
Basic Card Training- (Passive Ability, Card Mystic) This character gains +6 Magical Attack when a Card is equipped.
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Chaos Magic Attunement- (Passive Ability, Anarchomancer) All Chaos Magic spells gain +50 Magical Attack 50% of the time
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Basic Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +20 additional Magical Attack
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Basic Litigamancy Attunement- (Passive Ability, Other: Litigamancer) All Litigamancy spells cast by possessor that deal Gold Damage deal an additional 100 points, All Litigamancy spells cast by possessor that buff Defense against Gold Damage do so by 50 additional points as an effect that stacks a max of 200 times across all effects, All Litigamancy spells cost possessor 1,000 less Gold to cast
Basic Siege Weapon Training- (Passive Ability, Other: Siegemaster) Possessor gains +6 Ranged Attack if possessor has a Siege Weapon equipped
Built the Giant Statue- (Passive Ability, Evermason) Possessor's Golem summons gain +20,000 HP
Can Create Snowman-Animating Headwear- (Passive Ability, Clothier) If possessor is in a Zone of Ice, possessor may unequip a Hat to summon 1 Snowman from the Enemy List, with said Snowman being unsummoned if any individual equips said Hat, said Hat is destroyed, said Hat ceases to be an item, said Hat leaves the thread, or said Hat becomes a pet
Covered In Really Heavy Ornamentation- (Passive Ability, Evermason) Possessor's Charm infliction chances (including infliction chances of Charm: Impressed) are increased by 60%, Possessor obtains -2,000 AGI (to a minimum of 1) and -20% Dodge (to a minimum of 0%)
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Edible Lasagna Beard- (Passive Ability, Chef) Possessor may, once per thread at the start of an action, choose to deal itself 50,000 Flat Earth & Fire element HP Healing
Evergreen Needles- (Passive Ability, Botanist) If possessor is a Plant, possessor gains 5% Ice Resistance, +500 Defense against Ice, and may deal 5,000 Flat Physical or Earth element Damage to any individual who conducts an offensive action against possessor at the end of said action
Glowing Red Nose- (Passive Ability, Beastmaster) Possessor may choose for possessor and any of possessor's allies to ignore effects attached to zones by sources below Level 20
Jolly Laughter- (Passive Ability, Commander) Possessor may choose at the beginning of each round of battle to have a 40% chance of curing every individual (including opponents) in battle of Confusion: Depression
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Polar Elven Toymaking Skill- (Passive Ability, Crafter) Possessor's Golem, Clockwork, Robot, and Machine pets and summons gain +200 to all stats as a bonus that cannot increase their stats to above 1000% of their natural values, Temporary items created by possessor are considered to be worth 5,000 additional Gold
Statue-Crafter- (Passive Ability, Crafter) Possessor's Golem summons gain +200 to all stats and +5,000 HP
Very Light Feet- (Passive Ability, Skykeeper) If possessor's entry in a battlespace would cause one or more effects present on Zones of Air to destroy the Zones that they are on, possessor may choose for said effects to not do so if possessor is Air element.
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
Weatherman- (Passive Ability, Geomancer) Possessor gains +5,000 Defense against damage sources attached to Zones
Tasks:
None!
Weapons-
Armor-
Consumables-
Items-
Inherent spells:
Charm Cat- (Spell, Wizard Magic, Air, 40 MP, 15,000 Gold) 100% inflicts Charm on target individual who is below Level 5 whose name includes 'Cat'
Glowing Pebble- (Spell, Wizard Magic, Light & Earth, 5 MP, 2,000 Gold) Caster gains a buff that provids its possessor and all of its possessor's allies with 101% To Hit while in a Zone of Darkness
Fancy Globes- (Spell, Wizard Magic, Magic & Light, 300 MP, 7,000 Gold) 30% inflicts Charm: Impressed
Heat Tea To Just The Right Temperature- (Spell, Wizard Magic, Water & Fire, 3 MP, 1,700 Gold) Target Drink consumable gains '1% cures Fatigued, 1% cures Frozen, and 1% cures Burning'
Sense Magic- (Spell, Wizard Magic, Magic, 40 MP, 3,000 Gold) Caster is informed with a single 'yes' answer if any of caster's opponents are Magice element, possess any Magic element abilities, could drop and Magic element items, are carrying any Magic element items, have any Magic element items equipped, or have any Wizard Magic spells equipped
Douse- (Spell, Wizard Magic, Water, 60 MP, 2,000 Gold) 1% cures Burning
Lubricate- (Spell, Wizard Magic, Water, 30 MP, 1,100 Gold) Target gains 1% Paralyzed Resistance, 5% Cures Paralyzed from sources below Level 15
Freshen Up- (Spell, Wizard Magic, Air & Light & Magic, 100 MP, 2,000 Gold) Cures target debuff from a Level 1 source
Magic Spiderweb- (Spell, Wizard Magic, Darkness & Magic, 60 MP, 1,200 Gold) 1% inflicts Paralyzed
Prestidigitation- (Spell, Wizard Magic, Magic, 10 MP, 3,000 Gold) 5% inflicts Charm: Impressed
Mage Fist- (Spell, Wizard Magic, Physical, 600 MP, 30,000 Gold) +30 Magical Attack, 5% inflicts Fatigued: Stun
Glow- (Spell, Wizard Magic, Light, 300 MP, 6,000 Gold) Target may choose for individuals below Level 5 to treat it as being solely Light element
Reveal General Form- (Spell, Wizard Magic, Light & Air, 70,000 Gold) Target loses all Dodge-bonus-prodviding or Dodge-providing buffs from sources below Level 18
Spells-
Pets-
Transformations-
None
Permanent Consumables-
Artifacts-
Secret Formulae-
Secret Formula- Blood Tea
Requires:
1 Tea Kettle
Consumes:
1 Empty Teacup
2 Tea Leaves
5 Blood
Produces:
Blood Tea- (Consumable, Drink, Darkness, 1 Charge, 600 Gold) Deals 60 Flat Darkness element HP Healing, +6 MIN, +6 CON, stacks 30 times
Secret Formula- Businessman's Coffee
Requires:
1 Coffee Pot
Consumes:
1 Coffee Beans
1 Coffee Mug
1 Coffee Filter
500 Gold
Produces:
Businessman's Coffee- (Consumable, Drink, Technology & Air, 1 Charge, 900 Gold) +2 to all stats, +90 Defense against Gold Damage, 30% cures Fatigued, 20% Inflicts Invigorated
Secret Formula- Comically Huge Cup Of Coffee
Requires:
1 Coffee Pot
Consumes:
60 Coffee Beans
1 HUGE Coffee Mug
1 Coffee Filter
Produces:
Comically Huge Cup Of Coffee- (Consumable, Drink, Water & Fire & Earth, 60 Charges, 12,000 Gold) +2 to all stats, 20% Inflicts Invigorated
Secret Formula- Mystic Figurine: Golden Goat
Requires:
None
Consumes:
20,000,000 Gold
Produces:
Mystic Figurine: Golden Goat- (Consumable, Summoning Stone, Earth, Unlimited Charges, 20,000,000 Gold) Generates an attack with Strength as its Prime Attribute, a Damage value of 55,000, and a 115% chance of inflicting Fatigued: Stun, This action counts as being performed by a Level 35 Animal with a Strength stat of 15,500, This item's user must be Level 20 or greater
Secret Formula- Mystic Figurine: Sand Diamond Camel
Requires:
None
Consumes:
5 Sand Diamond
Produces:
Mystic Figurine: Sand Diamond Camel- (Consumable, Summoning Stone, Earth, Unlimited Charges, 36,000,000 Gold) Up to 5 target individuals who are either willing or below Level 50 are removed from a Zone of Earth or Fire created by a source below Level 65, This action counts as being performed by a Level 45 Animal, This item's user must be Level 40 or greater
Secret Formula- Tea
Requires:
1 Tea Kettle
Consumes:
1 Empty Teacup
1 Tea Leaves
Produces:
Tea- (Consumable, Drink, Earth, 1 Charge, 300 Gold) +5 CON, +15 MIN
Secret Formula- Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees
Requires:
None
Consumes:
1 Square Mile of Sakura Forest on a Random World
15 Hope Mana Oil
Produces:
Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees- (Spell, Geomancy, Hope, 20,000 MP, 2,000,000 Gold) Caster is afflicted with Elevated and deals full Damage to lower-Level individuals in the back row for one round, The terrain or phantom terrain must be Sakura Forest to cast this spell
Secret Formula- Wake the Dead
Requires:
1 Coffee Pot
Consumes:
2 Exotic Coffee Beans
1 Massive Sphere of Necromantic Energy
1 Empty Mug
Produces:
Wake the Dead- (Consumable, Drink, Darkness, 1 Charge, 8,900,000 Gold) Resurrects target individual killed by a source below Level 60 and applies a buff to said individual that changes its subtype to Undead, with said resurrection being cancelled if said buff leaves target or target ceases to count as the subtype Undead, 100% inflicts Invigorated, this item's name counts as including 'Coffee'
Secret Formula- Warmly Knitted Baked Bee Cannon (Serves 5,000,000)
Point Value- 5
Requires:
Any Knitting Needles worth over 10,000,000 Gold
Any Oven worth over 10,000,000 Gold
Consumes:
30 Pie Crust
30 Golem Glass
30 Mauve Watering Can
30 Honey
Produces:
Warmly Knitted Baked Bee Cannon (Serves 5,000,000)- (Weapon, Gun, Fire & Life, 40,000,000 Gold) +40,000 Ranged Attack, 100% may inflict Burning, Poison, and Pain, Wielder's actions that incorporate one or more of this item's attack bonuses count as coming from a source that additionally possesses the subtype Insect and that possesses 50,000,000 more Insect allies than it otherwise would, May Heal, 1 hit against 5,000,000
Secret Formula- Skilled Necromancer's Staff
Requires:
Any Weaponsmith's Tools (worth at least 90,000 Gold)
Consumes:
Orlumais Staff
100 Darkness Mana Oil
50 Sphere of Necromantic Energy
Necromancer's Staff
Necromancer's Book
Necromancer's Command Rod
Produces:
Skilled Necromancer's Staff- (Weapon, Staff, Darkness & Magic, 5,415,000 Gold) +4,750 Melee Attack, +5,680 Magical Attack, +4,000 MIN, +4,000 SPI, Wielder's Necromancy spells that provide a Magical Attack Bonus gain +4,500 additional Magical Attack, Wielder's Necromancy summons gain +400 to all stats as a non-stacking effect, Wielder's Necromancy spells cost 3,000 less MP, +16,000 MP that may only be used for Necromancy spells, Wielder may equip 5 additional Necromancy spells, provided wielder has no non-Necromancy spells equipped, 30% inflicts Charm on Undead, 20% Undead Resistance if wielder has the ability Necromancer
Secret Formula- Skilled Purifier's Staff
Requires:
Any Weaponsmith's Tools (worth at least 90,000 Gold)
Consumes:
Orlumais Staff
100 Light Mana Oil
50 Sphere of Brilliant Energy
Purifier's Staff
Purifier's Book
Produces:
Skilled Purifier's Staff- (Weapon, Staff, Light & Magic, 5,415,000 Gold) +4,750 Melee Attack, +5,680 Magical Attack, +4,000 MIN, +4,000 SPI, Wielder's spells that provide a Magical Attack Bonus gain +4,500 additional Magical Attack when targetting Undead offensively, Undead opposing wielder suffer -400 to all stats as a non-stacking effect, Wielder's Holy Magic, Divine Magic, Spirit Magic, Healer Magic, and Celestial Magic spells cost 3,000 less MP, 15% Critical against Undead, 135% To Hit against Undead, 15% inflicts Awestruck: Sealed on Undead, 10% Undead Resistance, Wielder may not equip or cast Necromancy spells
Awards-
Has completed (1) Forays into the Temple of Orithon for Lady Thelrain
Has Completed the First Holy Imperial Challenge of Worth: Test of Fortune
Has Completed the Second Holy Imperial Challenge of Worth: Test of Skill
Has Completed the Third Holy Imperial Challenge of Worth: Test of War
Has Completed the Fourth Holy Imperial Challenge of Worth: Test of Seeking
Has Completed the Fifth Holy Imperial Challenge of Worth: Test of Mastery
Has Completed the Sixth Holy Imperial Challenge of Worth: Test of Stamina
Has Completed the Seventh Holy Imperial Challenge of Worth: Test of Echoes
Has Completed the Eighth Holy Imperial Challenge of Worth: Test of Time
Has Completed the Ninth Holy Imperial Challenge of Worth: Test of Collecting
Has Completed the Tenth Holy Imperial Challenge of Worth: Test of Combat
Has Completed the Eleventh Holy Imperial Challenge of Worth: Test of Remembrance
Has Completed the Twelfth Holy Imperial Challenge of Worth: Test of Choices
Met Disco Horse
Has Completed the Nexus Bonus Dungeon: 'The Mad Artists's Studio' on Disc 9,476,311 + 1/2
Was Defeated by a Primal Magma Titan in the Dungeon 'The Halls of Origin' on Disc 9,476,311 + 1/2
Has Won the "Winter's Grasp" Event Match
Has Won the "A Massive Condor Appears" Event Match
Has Won the "First Test Against The Adversary's Forces" Event Match
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "Adventurers!" Event Match
Has Won the "First of the Arcane Spirits" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the "Fight Against the Storm" Event Match
Has Won the "Pillar of Self-Doubt" Event Match
Has Won the "The Rehanging" Event Match
Has Won the "Necromancer Lord Practice Bout" Event Match
Has Won the "Four Elementals" Event Match
'Came Third in a Trivia Contest'
'Bought an Egg at Walrusfest'
Talked About Magic With Remalius
A Subject In The Painting 'Living Magic In The Gazebo', Which Is Displayed In The Ivvingford Gallery In Luriveyl
Discovered Thanks To An Owl That Birds Can, In Fact, Be Annoying
Has Consumed 5 Attunement Book: Arcane Vizier
Has Consumed 5 Attunement Book: Blazing Sultan
Has Consumed 5 Attunement Book: Caliph of Corrosion
Has Consumed 5 Attunement Book: Countess of Power
Has Consumed 5 Attunement Book: Ebon Chancellor
Has Consumed 5 Attunement Book: Eternal Champion
Has Consumed 5 Attunement Book: Healer
Has Consumed 5 Attunement Book: Heir to the Future
Has Consumed 5 Attunement Book: Kinetic Emperor
Has Consumed 5 Attunement Book: Mind Lord
Has Consumed 5 Attunement Book: Mountain King
Has Consumed 5 Attunement Book: Necromancer
Has Consumed 5 Attunement Book: Ocean Prince
Has Consumed 5 Attunement Book: Ritualist
Has Consumed 5 Attunement Book: Snow Queen
Has Consumed 5 Attunement Book: Thunder Czar
Has Consumed 5 Attunement Book: Wind Duke
Has Consumed 5 Attunement Book: Abjurer
Has Consumed 5 Attunement Book: Diviner
Has Consumed 5 Attunement Book: Elementalist
Has Consumed 5 Attunement Book: Enchanter
Has Consumed 5 Attunement Book: Illusionist
Has Consumed 5 Attunement Book: Veilwalker
Has used 10 Manual of A Thousand Arts
Has used 12 Grandmaster's Texts
Was in the Walrusfest Secret Santa
Has Reached Round 21 in an Endurance Match
Has Reached Round 41 In A Pet Endurance Match
Built a Statue During the Holy Festival
Has Beaten 39 Bosses in Boss Rush Mode
Has Consumed 5 Essence Sphere: Ritualist
Has Consumed 5 Improved Essence Sphere: Ritualist
Has Consumed 5 Greater Essence Sphere: Ritualist
Has Consumed 5 Essence Sphere: Abjurer
Has Consumed 5 Improved Essence Sphere: Abjurer
Has Consumed 5 Greater Essence Sphere: Abjurer
Has Consumed 5 Improved Essence Sphere: Arcane Vizier
Has Consumed 5 Greater Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Conjurer
Has Consumed 5 Improved Essence Sphere: Conjurer
Has Consumed 5 Greater Essence Sphere: Conjurer
Has Consumed 5 Essence Sphere: Controller
Has Consumed 5 Improved Essence Sphere: Controller
Has Consumed 5 Greater Essence Sphere: Controller
Has Consumed 5 Essence Sphere: Elementalist
Has Consumed 5 Improved Essence Sphere: Elementalist
Has Consumed 5 Essence Sphere: Enchanter
Has Consumed 5 Improved Essence Sphere: Enchanter
Has Consumed 5 Greater Essence Sphere: Enchanter
Has Consumed 5 Improved Essence Sphere: Illusionist
Has Consumed 5 Greater Essence Sphere: Illusionist
Has Consumed 5 Essence Sphere: Ioun Master
Has Consumed 5 Improved Essence Sphere: Ioun Master
Has Consumed 5 Greater Essence Sphere: Ioun Master
Has Consumed 5 Essence Sphere: Magewright
Has Consumed 5 Improved Essence Sphere: Magewright
Has Consumed 5 Greater Essence Sphere: Magewright
Has Consumed 5 Essence Sphere: Magus
Has Consumed 5 Improved Essence Sphere: Magus
Has Consumed 5 Greater Essence Sphere: Magus
Has Consumed 5 Essence Sphere: Sage
Has Consumed 5 Improved Essence Sphere: Sage
Has Consumed 5 Greater Essence Sphere: Sage
Has Consumed 5 Essence Sphere: Seer
Has Consumed 5 Improved Essence Sphere: Seer
Has Consumed 5 Greater Essence Sphere: Seer
Has Consumed 5 Essence Sphere: Veilwalker
Has Consumed 5 Improved Essence Sphere: Veilwalker
Has Consumed 5 Greater Essence Sphere: Veilwalker
Has Consumed 5 Essence Sphere: Weirdworker
Has Consumed 5 Improved Essence Sphere: Weirdworker
Has Consumed 5 Greater Essence Sphere: Weirdworker
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Greater Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Blazing Sultan
Has Consumed 5 Essence Sphere: Caliph of Corrosion
Has Consumed 5 Essence Sphere: Card Mystic
Has Consumed 5 Essence Sphere: Countess of Power
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 5 Essence Sphere: Eternal Champion
Has Consumed 5 Essence Sphere: Healer
Has Consumed 5 Essence Sphere: Heir to the Future
Has Consumed 5 Essence Sphere: Kinetic Emperor
Has Consumed 5 Essence Sphere: Merchant
Has Consumed 5 Essence Sphere: Mind Lord
Has Consumed 5 Essence Sphere: Mountain King
Has Consumed 5 Essence Sphere: Necromancer
Has Consumed 5 Essence Sphere: Ocean Prince
Has Consumed 5 Essence Sphere: Snow Queen
Has Consumed 5 Essence Sphere: Thunder Czar
Has Consumed 5 Essence Sphere: Wind Duke
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Heavenly Protector
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 5 Essence Sphere: Golomancer
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Greater Essence Sphere: Blazing Sultan
Has Consumed 5 Greater Essence Sphere: Card Mystic
Has Consumed 5 Greater Essence Sphere: Merchant
Has Consumed 5 Greater Essence Sphere: Necromancer
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Blazing Sultan
Has Consumed 5 Improved Essence Sphere: Card Mystic
Has Consumed 5 Improved Essence Sphere: Healer
Has Consumed 5 Improved Essence Sphere: Merchant
Has Consumed 5 Improved Essence Sphere: Necromancer
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Golomancer
Has Consumed 5 Improved Essence Sphere: Illusionist
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Wizard
Has Consumed 5 Superior Essence Sphere: Necromancer
Learned the Wake The Dead Formula from Vivian
Learned the Businessman's Coffee Formula from Carl
Learned the Comically Huge Cup Of Coffee Formula from Carl
Learned the Blood Tea Formula from Vivian
Learned the Tea Formula from Vivian
Learned the Mystic Figurine: Sand Diamond Camel Formula from Idamyiir Luthos
Learned the Mystic Figurine: Golden Goat Formula from Idamyiir Luthos
Learned the Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees Formula from The East Wind
Has Completed 8 Frequent Formula Tasks
Has Completed the Mini Quest 'Trial of Memories'
Has Completed the Task "Eleventh Holy Imperial Challenge of Power: Test of Memories"
Has Completed the Task "Third Holy Imperial Challenge of Power: Test of Slaying"
Has Won the "Evergarden Defense Test" Event Match
Has Won the 'Seizing the Center' Event Match
Has Completed the Task "First Holy Imperial Challenge of Power: Test of Wealth"
Has Completed the Task "Fifth Holy Imperial Challenge of Power: Test of Opposition"
Lost to Karhu the BA Member (Who was Teamed-up with Steve Erwin from Noix) in a Replica of the Crystal Woods from Noix in the Parallel Collesseum During the Holy Festival
Cheered Up a Robot
Sponsored a Smoke Prospector
Has Defeated Three Level 39 Bosses in the Alternative Boss Rush Mode
Witnessed the Restoration of the Great Mage's Library
Participated in the 59th Match of Battle Day #3
Lost to Tolva in the 59th Match of Battle Day #3
Has Won the "You'll Never Get Me Pot o' Gold!" Event Match
Has Completed the Task "Second Holy Imperial Challenge of Power: Test of Talent"
Has Completed the Task "Fourth Holy Imperial Challenge of Power: Test of Hours"
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 "Twelfth Holy Imperial Challenge of Power: Test of Options"
Participated in the Holy Festival Events at the Festival Immediately Following the Crisis Across Infinite Nexii
Helped Build the Nexus Wallrus at Walrusfest
Re: Retired Character Centre
Posted: Thu Jun 15, 2023 3:13 pm
by Celas
Pulled from the Archives:
Patchy Wisdom(Shadowman)
Level 39
Human, Magic
HP- 10,850
MP- 17,550
STR - 78 (2)
AGI - 468 (12)
CON - 434 (6)
MIN - 702 (18)
SPI - 1,038 (22)
XP- 5,694,360
XP Required- 820,000, Holy Imperial Seal of Power
Fame- 21
Gold- 218,495,811
Bonus Weeks: 21, 4 Sorceress Bonus Weeks, 1 Channeler Bonus Weeks, 1 Shrine Maiden Bonus Weeks, 12 Necromancer Bonus Weeks, 36 Pactmaker)
Will learn:
Elemental Esoterica: Wood- (Passive Ability, Elementalist) Posessor's Wood element spell cost 500 less MP
Requires: Basic Elemental Magic Attunement
Cost: 200,000 Gold, 30 Weeks
On: 25th of April 2018
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Fortify Body
Overdrive
Combo- (Active Ability, Attack) Possessor may spend an action to perform any combo listed in the Combos section of the shop, provided that possessor possesses all of the necessary items, abilities, and other components that are part of said combo, expending said components in the normal manner for a combo, with any item resulting from this combo going to possessor and the use of this ability being non-reversible by sources below Level 1,000 (including getting back the items used in said combo)
Beastmaster
Highly-Pettable- (Passive Ability, Beastmaster) Whenever possessor is targeted with a non-offensive 'Melee Attack' or 'Attack with Finesse' action, the source of said action is afflicted with Invigorated
Biomancer
Basic Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 50 additional HP and MP and do 10 more damage with each of their attacks
Mutagenic Spell- (Active Ability, Biomancer) Possessor may use Mutagenic Spell in conjunction with a Magical Attack, so long as a Biomancy spell is being cast as part of said attack. This attack may shift up to 40 points from one of a willing target's stats to another one of said target's stats, stacks 5 times across all versions of Mutagenic Spell
Talent in Bioaugmenting Agility- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Agility do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Constitution- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Constitution do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Blessing
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Channeler
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Assumption of the Colors of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base elements of one an unequipped pet that possessor is carrying, with this ability not changing possessor's element if the chosen pet is not any base elements
Assumption of the Shapes of Beasts Within- (Passive Ability, Channeler) Possessor may choose at the beginning of a round to become the base subtypes of one an unequipped pet that possessor is carrying, with this ability not changing possessor's subtype if the chosen pet is not any base subtypes
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Supernatural Empathy- (Passive Ability, Channeler) Possessor counts as 1 Level higher, to a max of Level 30, for stat-scanning purposes as an effect that does not bypass 'Immune to Below Level X' effects
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transferral of Good Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor negative status effect from a source below Level 20 that said ally is afflicted with that possessor is afflicted with, with a 5% chance of curing this selected effect
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Transfer Mastery of Stats- (Passive Ability, Channeler) Whenever possessor transfers stat points from on source to another, possessor may transfer an additional 100 points
Channeled Power of Bound Hearts- (Passive Ability, Channeler) Possessor gains +200 to all stats for each unequipped pet that possessor is carrying, to a max of +1,000
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Empathic Resonance: Joy- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: Zesty, possessor may choose to be afflicted with Invigorated: Zesty. Whenever possessor is afflicted with Invigorated: Zesty, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: Zesty
Empathic Resonance: Love- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lovestruck, possessor may choose to be afflicted with Charm: Lovestruck. Whenever possessor is afflicted with Charm: Lovestruck, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lovestruck
Empathic Resonance: Lust- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lust, possessor may choose to be afflicted with Charm: Lust. Whenever possessor is afflicted with Charm: Lust, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lust
Empathic Resonance: Rage- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Enraged or Confusion: Berserk, possessor may choose to be afflicted with Confusion: Enraged or Confusion: Berserk, Whenever possessor is afflicted with Confusion: Enraged or Confusion: Berserk, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Enraged or Confusion: Berserk
Essence Channeling and Elemental Essence Synchronization (Special Type A)- (Passive Ability, Channeler) If possessor is on the same side of battle as an Ice element Fae or Elemental, possessor may choose for any of possessor's Magical Attack actions to gain 30% inflicts Frozen, If possessor is on the same side of battle as a Fire or Physical element Human or Dragon, possessor gains +2,000 Melee Attack, If possessor is on the same side of battle as a Fire or Destruction element Devil or Undead, possessor may choose to become Destruction element at the start of any of possessor's actions, If possessor is on the same side of battle as a Time element Human, possessor may choose to gain +3,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, If possessor is on the same side of battle as an individual with the ability 'Cheerful Oni's Drunken Battle Mastery', possessor suffers no negative effects from the status effect Poison: Drunk and may choose to gain +5,000 HP, If possessor is Wood element and possesses the ability Elementalist, possessor may cast Wood element Elemental Magic spells for 5,000 less MP and acts as though Call Unto Wood has been cast an additional time, If possessor is Metal element and possesses the ability Elementalist, possessor may cast Metal element Elemental Magic spells for 5,000 less MP and acts as though Call Unto Metal has been cast an additional time, If possessor is Light element and possesses the ability Elementalist, possessor may choose to treat any Light element Wizard Magic spells that possessor has equipped as Elemental Magic spells, If possessor is Darkness element and possesses the ability Elementalist, possessor may choose to treat any Darkness element Wizard Magic spells that possessor has equipped as Elemental Magic spells, If possessor is Earth element and possesses the ability Elementalist, possessor may cast Earth element Elemental Magic spells for 5,000 less MP and acts as though Call Unto Earth has been cast an additional time, If possessor is Air element and possesses the ability Elementalist, possessor may cast Air element Elemental Magic spells for 5,000 less MP and acts as though Call Unto Air has been cast an additional time, If possessor is Fire element and possesses the ability Elementalist, possessor may cast Fire element Elemental Magic spells for 5,000 less MP and acts as though Call Unto Fire has been cast an additional time, If possessor is Water element and possesses the ability Elementalist, possessor may cast Water element Elemental Magic spells for 5,000 less MP and acts as though Call Unto Water has been cast an additional time
Essence Channeling and Elemental Essence Synchronization (Special Type B)- (Passive Ability, Channeler) If possessor is on the same side of battle as an Air element Human or a Human with one or more Divine Magic spells equipped, possessor may change the subtype of any spell possessor is casting from Elemental Magic or Danmaku to Divine Magic, If possessor is on the same side of battle as a Blood element Devil or Undead, possessor may choose to become Blood element at the start of any of possessor's actions, If possessor is on the same side of battle as a Fire element Human or Aerial, possessor has a 5% chance once per thread of auto-resurrecting when killed by a source below Level 80 that is no more than 20 Levels greater than possessor as an effect that does not stop the end of battle, If possessor is on the same side of battle as a Celestial and either said Celestial is Earth element or possessor is wielding an Earth element Sword, possessor may choose at the beginning of each round to destroy a Zone created by a source below Level 80 that is no more than 20 Levels greater than possessor, If possessor is on the same side of battle as a Demon or Devil, possessor gains +5,000 MP and +500 MIN, If possessor is on the same side of battle as an individual who is more than one of the subtypes Humanoid, Shapeshifter, and Animal, possessor gains +500 AGI and 20% Dodge
Improved Essence Algorithm Use- (Passive Ability, Channeler) If possessor has changed its base stats or subtype using an ability whose name includes 'Essence Algorithm', possessor gains +2,000 uncapped points to all stats, If possessor is in a Transformation due to one of possessor's abilities whose name includes 'Essence Algorithm', possessor gains +5,000 to all stats
Improved Transferral of Health- (Passive Ability, Channeler) Whenever possessor transfers HP from one source to another, possessor may transfer an additional 2,500 points
Improved Transferral of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Chef
Booze it Up!- (Technique Ability, Chef) Possessor may use Booze it Up in conjunction with a Use an Item or Serve Food action, so long as no other technique is used and said action involves a Drink consumable that possesses a chance of inflicting Poison: Drunk, provided that said action contains possessor as one of its targets. All MP healing affecting possessor in said action is increased by 200 points, Possessor is afflicted with Poison: Drunk.
Combatant
Works Out Regularly- (Passive Ability, Combatant) Possessor gains +50 STR, +50 CON, +50 Melee Attack, and +100 HP
Conjuror
Basic Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Counselor of Faerie
Drown- (Active Ability, Counselor of Faerie) Possessor, if a Fae or an Aquatic, may spend an action to inflict Drowning, said action is solely Water) element, and costs 5,000 MP
Eat Cucumber- (Active Ability, Counselor of Faerie) Possessor, if a Fae, Aquatic, or Spirit, may spend an action to conduct an attack that has a Prime Attribute of Mind, has a base Damage value of 25,000 that it incorporates as though possessor were an Enemy, that may incorporate (The Gold value of any one equipped Food item / 1,000) as a Melee Attack bonus that it incorporates, that Heals HP, that may only target its caster, is solely Water & Earth element, and costs 2,000 MP
Essence Algorithm: Kappa- (Passive Ability, Counselor of Faerie) At the beginning of a thread, possessor may choose to become the subtype Fae and gain the base stats: STR 12, CON 5, AGI 6, MIN 25, SPI 12, and to be able to choose, if a monster on the enemy list exists named 'Kappa', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Irrigate- (Active Ability, Counselor of Faerie) Possessor, if a Fae, Aquatic, or Spirit, may spend an action to create a Zone of Water or add Water to the elements a Zone possesses, provided said zone was created by a source below Level 20, with said action being solely Water element and costing 6,000 MP
Kappa Resistances- (Passive Ability, Counselor of Faerie) Possessor, if a Fae or an Aquatic, obtains 50% Water Resistance and 25% Acid Resistance
Kappa's Aquatic Camouflage- (Passive Ability, Counselor of Faerie) Possessor, if a Fae, may choose to replace possessor's subtype with Aquatic at the start of a thread, and possessor, if a Fae or an Aquatic, gains +30% Dodge while in a Zone of Water
Kappa's Head Full of Water- (Passive Ability, Counselor of Faerie) Possessor, if a Fae or an Aquatic, obtains +1,500 to all stats, If possessor is afflicted with Fatigued: Stun or Fatigued: Dehydration, possessor is also immediately afflicted with a debuff that prevents possessor from acting if below Level 60 that is immediately cured if possessor enters a Zone of Water
Kappa's Semi-Spiritual State- (Passive Ability, Counselor of Faerie) Possessor, if a Fae, may choose to replace possessor's subtype with Spirit at the start of a thread
Kappa's Shell- (Passive Ability, Counselor of Faerie) Possessor, if a Fae or an Aquatic, obtains +5,000 Defense, 15% Physical Resistance, and +35% Resilience
Ravage- (Active Ability, Counselor of Faerie) Possessor, if a Fae, Aquatic, or Spirit, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 6,000 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Fist Weapon items, has a 30% chance of inflicting Wounded: Maimed, is solely Physical element, and costs 6,500 MP
Secret Medicine- (Active Ability, Counselor of Faerie) Possessor, if a Fae or Spirit, may spend an action to conduct an attack that has a Prime Attribute of Mind, has a base Damage value of 35,000 that it incorporates as though possessor were an Enemy, that may incorporate (The Gold value of any one equipped Medicine item / 1,000) as a Magical Attack bonus that it incorporates, that Heals HP, that cures any two chosen minor negative status effects, is solely Magic & Technology element, and costs 10,000 MP
Sumo Slam- (Active Ability, Counselor of Faerie) Possessor, if a Fae, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 5,000 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Shield items, has a 50% chance of inflicting Fatigued: Stun, is solely Physical element, and costs 3,000 MP
Webbed Claw- (Active Ability, Counselor of Faerie) Possessor, if a Fae or an Aquatic, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 6,000 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Fist Weapon items, is solely (Physical or Physical & Water) element, and costs 0 MP
Count of Blood
Crimson Steward- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may, at the start of each round, choose a Blood-element ally, not including possessor, with said ally obtaining a buff that provides +2,000 to all stats so long as its possessor is in the same battle as possessor on the same side of battle, with said buff not stacking and only being able to be present on one individual at a time from each creator, with newly created instances of said buff causing prior instances of said buff to vanish
Chronicler of Eternity
Basic Chronicler of Eternity Knowledge- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Demonologist
Basic Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Demonologist- (Passive Ability, Demonologist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Demon pet only, This ability provides +50 HP and +10 to all stats of possessor's Demon pets and summons per Level of possessor
Demon's Form- (Passive Ability, Demonologist) Possessor may choose to change possessor's subtype to Demon at the beginning of a thread. Should possessor be a Demon and not have used this ability to become one at the beginning of a thread, then this ability provides possessor with +50 to all stats.
Demon Traits- (Passive Ability, Demonologist) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Demon
Elementalist
Adept Elemental Magic Attunement- (Passive Ability, Elementalist) Possessor's Elemental Magic spells cost 10,000 less MP, Possessor's Elemental Magic spells that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Elemental Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Aeromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Air element Elemental Magic spells, All Air element Elemental Magic spells cost 50 less MP, all Air element Elemental Magic summons gain +200 to all stats, Air element Elemental Magic spells that provide an AGI boost that only affect turn order boost it by 50 points further, Air element Elemental Magic spells that have a chance of inflicting Stun have a 5% greater chance
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Aquatic Lancing- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 200 Water element damage per user level that still has a chance of missing as though it was not a flat-damage attack and has a 5% chance of inflicting Stat Drain: Slowed so long as possessor has a Water element Elemental Magic spell equipped, +40 Magical Attack for Water element Elemental Magic spells
Aqueous Column of Protection- (Stance Ability, Elementalist) User must have at least 3 Water element Elemental Magic spells equipped, +100 Defense, +50 Defense against stat damage
Aura of Air- (Passive Ability, Elementalist) 5% Air Resistance, 5% Dodge if an Air element Elemental Magic spell is equipped
Aura of Earth- (Passive Ability, Elementalist) 5% Earth Resistance, +50 Defense if an Earth element Elemental Magic spell is equipped
Aura of Fire- (Passive Ability, Elementalist) 5% Fire Resistance, +50 Defense if a Fire element Elemental Magic spell is equipped
Aura of Summer- (Passive Ability, Elementalist) Possessor gains 5% Elemental Magic Resistance, Possessor's offensive actions may ignore a single elemental resistance (but not Immunity or Absorbtion) of lower Level than possessor who are below Level 20
Aura of Water- (Passive Ability, Elementalist) 5% Water Resistance, +25 Defense against stat damage and damage caused by status effects if a Water element Elemental Magic spell is equipped
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Caller of the Air Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Air element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Suffocation have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Earth Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Earth element Elementals gain +50 to all stats, +15 Defense against stat damage, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Entombed have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Fire Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Fire element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +500 damage to all damage-dealing attacks, their attacks that have a chance of inflicting Burning have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Water Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Water element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +40 Defense, and +20 stat damage to all stat-damage-dealing attacks, their attacks that have a chance of inflicting Drowning have a 1% higher chance, said summons cost 150 less MP to summon
Conflux Shield- (Stance Ability, Elementalist) User must have at least 3 multi-element Elemental Magic spells equipped, Possessor gains +500 Defense against single-element actions and effects
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Elemental Magic Casting I- (Passive Ability, Elementalist) Elemental Magic spells cost possessor 20 less MP to cast
Elemental Magic Casting II- (Passive Ability, Elementalist) Elemental Magic spells cost possessor 200 less MP to cast
Envoy of Air- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Air
Envoy of Earth- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Earth
Envoy of Fall- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Fall
Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Envoy of Spring- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Spring
Envoy of Summer- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Summer
Envoy of Water- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Water
Envoy of Winter- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Winter
Ever-Present Earthen Dome- (Stance Ability, Elementalist) User must have at least 3 Earth element Elemental Magic spells equipped, +100 Defense, +2,000 HP
Flaming Pillar of Self- (Stance Ability, Elementalist) User must have at least 3 Fire element Elemental Magic spells equipped, +100 Defense, you may deal 1,000 Fire element damage to anyone who targets you with an offensive action as a counter
Float Upon the Levitating Wind- (Stance Ability, Elementalist) User must have at least 3 Air element Elemental Magic spells equipped, +100 Defense, +200 AGI
Form Metal Guardian Orbs- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to give a target a buff that provides +50 Defense, lasts 1 round, and stacks 4 times so long as an Earth element Elemental Magic spell is equipped, +40 Magical Attack for Earth element Elemental Magic spells
Hand of Cloud- (Passive Ability, Elementalist) +20 Magical Attack and +1% Dodge for each Air element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Suffocation
Hand of Dancing Fire- (Passive Ability, Elementalist) +5% to Hit with Fire element Elemental Magic spells, +25 AGI if a Fire element Elemental Magic spell is equipped
Hand of Endless Summer- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if a multi-element element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely any two base elements if no weapon is equipped
Hand of Frost- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Ice element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions that cause a reduction of stats for turn-order-determining purposes cause an additional 20 point reduction for each Ice element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Frozen
Hand of Blazing Flame- (Passive Ability, Elementalist) +40 Melee Attack for each open weapon slot if a Fire element elemental magic spell is equipped, melee attacks may be solely Fire element if no weapon is equipped
Hand of Blustering Wind- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Air element elemental magic spell is equipped, melee attacks may be solely Air element if no weapon is equipped
Hand of Flame- (Passive Ability, Elementalist) +20 Magical Attack and +1% Critical for each Fire element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Burning
Hand of Frost- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Ice element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions that cause a reduction of stats for turn-order-determining purposes cause an additional 20 point reduction for each Ice element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Frozen
Hand of Glittering Mineral- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Earth element elemental magic spell is equipped, melee attacks may be solely Earth element if no weapon is equipped
Hand of Gravel- (Passive Ability, Elementalist) +20 Magical Attack and +1% Resilience for each Earth element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Entombed
Hand of Multiple Elements- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each multi-element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions that deal Flat damage deal an additional 500 such points for each multi-element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting any one minor status effect
Hand of Open Sky- (Passive Ability, Elementalist) Air element Elemental Magic spells that increase AGI increase it by 25 more points, +25 AGI if an Air element Elemental Magic spell is equipped
Hand of Salty Brine- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if a Water element elemental magic spell is equipped, melee attacks may be solely Water element if no weapon is equipped
Hand of Seafoam- (Passive Ability, Elementalist) +20 Magical Attack and +1% to Hit for each Water element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Drowning
Hand of Sparks- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Electrical element Elemental Magic spell equipped to a max of 10 spells, Possessor's non-offensive actions that cause an increase of stats for turn-order-determining purposes cause an additional 20 point increase for each Electrical element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Electrocuted
Hand of the Inflexible Tide- (Passive Ability, Elementalist) Water element Elemental Magic spells have a 1% chance of ignoring up to 20% status effect resistance, +25 CON if a Water element Elemental Magic spell is equipped
Hand of Unbroken Stone- (Passive Ability, Elementalist) Earth element Elemental Magic spells that confer resistance to Earth have a 25% chance of conferring an equal amount of Physical resistance, to a max of 25%, +25 CON if a Earth element Elemental Magic spell is equipped
Heart of Air- (Passive Ability, Elementalist) +10 Magical Attack for Air element Elemental Magic, 5% Air Resistance
Heart of Earth- (Passive Ability, Elementalist) +10 Magical Attack for Earth element Elemental Magic, 5% Earth Resistance
Heart of Fire- (Passive Ability, Elementalist) +10 Magical Attack for Fire element Elemental Magic, 5% Fire Resistance
Heart of Water- (Passive Ability, Elementalist) +10 Magical Attack for Water element Elemental Magic, 5% Water Resistance
Hydromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Water element Elemental Magic spells, All Water element Elemental Magic spells cost 50 less MP, all Water element Elemental Magic summons gain +200 to all stats, Water element Elemental Magic spells that deal stat damage deal 5 more points, Water element Elemental Magic spells that Heal HP or MP heal 500 more, and Water element Elemental spells that heal stat damage heal 50 more points per target
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Multipartite Assault- (Passive/Active Ability, Elementalist) Elemental Magic spells cast by possessor that possess more than one element and a Magical Attack bonus gain +40 additional Magical Attack, So long as possessor has a multi-element Elemental Magic spell equipped, then for each open weapon slot that possessor possesses, to a max of 200 such slots, possessor gains an additional action each turn that may only be used to make an attack against a single target that does a (500 * possessor's Level) Flat Damage that still has a chance of missing as though it was not a Flat-Damage attack that is solely any two base elements
Multipartite Assault Expansion- (Passive Ability, Elementalist) The attack generated by possessor's 'Multipartite Assault' ability may also select the elements Blood and Atomic as though they were base elements
Project Mini Tornados- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 200 Air element damage per user level that hits 4 targets that still has a chance of missing as though it was not a flat-damage attack so long as possessor has an Air element Elemental Magic spell equipped, +40 Magical Attack for Air element Elemental Magic spells
Purity of Air- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Air element may deal solely Air element damage, Air element Elemental Magic spells gain +50 Magical Attack and if they have a chance of providing positive status effect beneifits for allies have a 3% greater chance
Purity of Earth- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Earth element may deal solely Earth element damage, Earth element Elemental Magic spells gain +50 Magical Attack and provide an additional +10 Defense for all defense-granting buffs
Purity of Fire- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Fire element may deal solely Fire element damage, Fire element Elemental Magic spells gain +100 Magical Attack
Purity of Water- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Water element may deal solely Water element damage, Water element Elemental Magic spells gain +60 Magical Attack and do 20 more stat damage if they deal stat damage
Pyromancer- (Passive Ability, Elementalist) +1,000 Damage to all damage dealing Fire element Elemental Magic spells, All Fire element Elemental Magic spells cost 50 less MP, all Fire element Elemental Magic summons gain +200 to all stats, Fire element Elemental Magic spells gain +5% Critical, Fire element Elemental Magic spells that have a percentage chance of hitting multiple targets have a 3% greater chance
Teramancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Earth element Elemental Magic spells, All Earth element Elemental Magic spells cost 50 less MP, all Earth element Elemental Magic summons gain +200 to all stats, Earth element Elemental Magic spells that raise Defense raise it by 20 more points, Earth element Elemental Magic spells that forcibly shift row formations for multiple targets affect 5 more targets
Speak the Hibernal Tongue- (Passive Ability, Elementalist) Possessor's Ice element spells gain +5 Magical Attack
Speak the Tongue of Earths- (Passive Ability, Elementalist) Earth element spells gain +5 Magical Attack
Speak the Tongue of Flames- (Passive Ability, Elementalist) Fire element spells gain +5 Magical Attack
Speak the Tongue of Skies- (Passive Ability, Elementalist) Air element spells gain +5 Magical Attack
Speak the Tongue of Waves- (Passive Ability, Elementalist) Water element spells gain +5 Magical Attack
Toss Flame Globes- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 500 Fire element damage per user level that still has a chance of missing as though it was not a flat-damage attack so long as possessor has a Fire element Elemental Magic spell equipped, +40 Magical Attack for Fire element Elemental Magic spells
Friendship
Ally of the Cavern Beasts- (Passive Ability, Friendship) Earth element Elemental and Cthonian allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Earth element Elemental
Ally of the Flame Beasts- (Passive Ability, Friendship) Fire element Elemental allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Fire element Elemental
Ally of Hibernal Beasts- (Passive Ability, Friendship) Possessor's Ice element Elemental and Magic Being allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is an Ice element Elemental
Ally of the Sea Beasts- (Passive Ability, Friendship) Water element Elemental and Aquatic allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Water element Elemental
Ally of the Sky Beasts- (Passive Ability, Friendship) Air element Elemental and Aerial allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Air element Elemental
Fan of Lili- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lili Von'Mion', Possessor suffers -200 to all stats if one of possessor's opponents is named 'Lili Von'Mion', Individuals named 'Lili Von'Mion' may add '30% inflicts Charm: Impressed' to hits of their actions that target possessor
Good Friend of Darston Candata'chagin'heldelu- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies or opponents is named 'Darston Candata'chagin'heldelu', If an individual in the same battle as possessor named 'Darston Candata'chagin'heldelu' has any stats that (not counting this potential bonus) are higher than possessor's respective stats, possessor obtains +100 to said stats
Openly Loves Darston- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Darston Candata'chagin'heldelu', Possessor gains +100 to all stats if afflicted with Charm from a source named 'Darston Candata'chagin'heldelu', Possessor suffers -200 to all stats if one of possessor's opponents is named 'Darston Candata'chagin'heldelu', The infliction chances of Charm for individuals named 'Darston Candata'chagin'heldelu' are increased by 25% against possessor
Secretly Loves Nira- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Nirrechau "Nira" Reccateu', Possessor gains +100 to all stats if afflicted with Charm from a source named 'Nirrechau "Nira" Reccateu', Possessor suffers -200 to all stats if one of possessor's opponents is named 'Nirrechau "Nira" Reccateu', The infliction chances of Charm for individuals named 'Nirrechau "Nira" Reccateu' are increased by 25% against possessor
Hemotheurge
Basic Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +10 Magical Attack if they already possessed a Magical Attack bonus and cost possessor 10 less MP or HP
Ioun Master
Fires Energy Lasers from Crystals- (Passive Ability, Ioun Master) Possessor gains +500 Magical Attack and +500 Ranged Attack for each equipped Stone, Ioun Stone, or Crystal, to a max of 200 such items
Magewright
Basic Magewright Proficiency- (Passive Ability, Magewright) Character gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune equipped.
Merchant
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
Metamorph
Apprentice Shapeshifted Form User- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP
Basic Bolstering of Shapeshifted Offense- (Passive Ability, Metamorph) Possessor's Shapeshifted Form transformations' abilities' Damage values increase by 1,000 points
Basic Bolstering of Shapeshifted Toughness- (Passive Ability, Metamorph) Possessor's Shapeshifted Form transformations gain +2,000 HP
Basic Shapeshifed Form User- (Passive Ability, Metamorph) All Shapeshifted Form 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
Deathshift (Beginner) (Passive Ability, Metamorph)- Once per thread, if possessor is non-transformed, has a Shapeshifted Form equipped, and is killed by damage from an attack that does damage no greater than possessor's max Defense plus max HP, possessor has a 1% chance of immediately tranforming into said Shapeshifted Form, if possessor de-transforms from all transformations during the remainder of the thread, then possessor dies immediately
Metamorph- (Passive Ability, Metamorph) All of possesser's Shapeshifted Form transformations gain +25 to all stats per possessor level
Retain Shapeshifted Characteristics (Lesser) (Passive Ability, Metamorph) Possessor may, when de-transforming from any Shapeshifted Form gain, as a buff that does not stack, +250 to any one stat, provided that said stat is the highest stat said Shapeshifted Form naturally possessed (or was tied for said position)
Retain Shapeshifted Characteristics (Minor) (Passive Ability, Metamorph) Possessor may, when de-transforming from any Shapeshifted Form gain, as a buff that does not stack, +50 to any one stat, provided that said stat is the highest stat said Shapeshifted Form naturally possessed (or was tied for said position)
Reverse Deathshift (Beginner)- (Passive Ability, Metamorph) Once per thread, if possessor is transformed into a Shapeshifted Form and is killed by damage from an attack that does damage no greater than possessor's max Defense plus max HP, possessor has a 1% chance of immediately tranforming out of said Shapeshifted Form, if possessor re-transforms into the same form during the remainder of the thread, then possessor dies immediately
Monk
Combination Attack: Double-Phoenix Awesome Beatdown- (Passive / Technique Ability, Monk) Possessor may use Combination Attack: Double-Phoenix Awesome Beatdown' in conjunction with a 'Melee Overdrive' action if possessor has a willing unique ally named 'Darston Candata'chagin'heldelu'. Said action becomes a Combo Move that uses an action of its performer and said unique ally, Said action gains the element Fire and a 100% chance of inflicting Burning, Said action gains +80% To Hit, Said action gains '4 hits against 1', said action suffers multi-hit Dodge-alterations every 2 hits against a target instead of every 1 hit against said target, Said action's Prime Attribute becomes (Possessor's Strength or Spirit + said ally's Strength or Spirit) and incorperates the Melee and Magical Attack bonuses of both participants, and, at the end of said action, both participants regenerate 800,000 HP at the end of said action. This ability's possessor counts as possessing an additional Friendship ability as a passive effect, including for prerequisite purposes.
Pactmaker
Apprentice Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Devil- (Passive Ability, Pactmaker) Possessor may, at the beginning of a thread, choose to become the subtype Devil
Basic Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Basic Knowledge of Devil Names- (Passive Ability, Pactmaker) Possessor counts as one Level greater for stat-scanning purposes when scanning the stats of Devils, to a max of Level 20
Basic Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Understanding of Namebinding- (Passive Ability, Pactmaker) Possessor's Magical Attack and Cast a Spell actions that target Devils below Level 20 whose stats have been scanned by possessor may gain '60% inflicts Charm'
Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Bind Magic to Unwilling Lives- (Passive Ability, Pactmaker) Whenever possessor creates a buff or a debuff, possessor may select an individual who is either willing or below Level 20, said buff or debuff cannot be removed by individuals below Level 20 without possessor's permission while said individual is alive
Defensive Devil Instruction I- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +50 Defense
Devil Instruction II- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 to all stats
Devil Instruction I- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +20 to all stats
Devil of Lust- (Passive Ability, Pactmaker) Possessor suffers no negative effects from the status effect Charm: Lust if possessor is a Devil
Devil Traits- (Passive Ability, Pactmaker) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Devil
Devilish Age-Resistance- (Passive Ability, Pactmaker) If possessor is a Devil, possessor gains Fatigued: Elderly Immunity
Devilish Negotiator- (Passive Ability, Pactmaker) Possessor's actions which inflict Charm may, should possessor desire such, have said chance increase by 5%, to a max of 20%
Empowered By Envy- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has performed an action of the same name as an action performed by a different individual earlier in the same round during same battle
Empowered By Gluttony- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has used two or more different Food consumables on itself during said battle
Empowered By Greed- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has dealt Gold Drain during said battle
Empowered By Lust- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Charm: Lust
Empowered By Sloth- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has passed an action during said battle
Empowered By Wrath- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Berserk
Empowered By Pride- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor refuses a buff from an ally
Empowered By Sorrow- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Depression
Envy Strike- (Technique Ability, Pactmaker) Possessor may use 'Envy Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action becomes solely any combination of base elements that its target is.
Formshift: Devil- (Stance Ability, Pactmaker) Possessor's subtype becomes Devil
Greed Strike- (Technique Ability, Pactmaker) Possessor may use 'Greed Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action deals Gold Damage instead of HP Damage.
Gluttony Strike- (Technique Ability, Pactmaker) Possessor may use 'Gluttony Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action deals 1/2 Damage and deals HP Drain instead of HP Damage.
Knowledge Of Empowerment Through Sin- (Passive Ability, Pactmaker) Possessor gains +50 to all stats if possessor is not Good element
Leech Good Fortune to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Hexed: Ill Fortune at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Joy to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Confusion: Depression at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Magic to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to take 5,000 Flat Darkness element MP Damage at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Vigor to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Fatigued at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Lust Devil's Kiss- (Technique Ability, Pactmaker) Possessor may use 'Lust Devil's Kiss' in conjunction with a 'Melee Attack' or 'Attack With Finesse' action if possessor is a Devil. Said action gains 60% inflicts Charm: Lust.
Lust Strike- (Technique Ability, Pactmaker) Possessor may use 'Lust Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Charm: Lust'.
Mystic Sacrifice- (Passive Ability, Pactmaker) Possessor may also apply Perform Sacrifice to Magical Attacks
Negotiate for Cheaper Summons- (Passive Ability, Pactmaker) Spells that summon Devils cost possessor 2,500 less MP to cast
Offensive Devil Instruction I- (Passive Ability, Pactmaker) Possessor's Devil pets and summons have the Damage values of their abilities increased by 50 points
Offensive Devil Instruction II- (Passive Ability, Pactmaker) Possessor's Devil pets and summons have the Damage values of their abilities increased by 500 points
Perform Sacrifice- (Active Ability, Pactmaker) Possessor's may use Perform Sacrifice in conjunction with a Melee Attack so long as no other technique is used. Should possessor kill one or more targets with said Melee Attack, possessor gains 100 MP per slain individual that goes into a separate pool of MP that may only be used to cast Dark Magic or spells which summon Devils, with said pool of MP beginning with 0 MP in it and having a max MP capacity equal to 1/4 possessor's modified, unbuffed Max MP. Possessor may not gain MP from the same individual multiple times in one thread.
Pactmaker- (Passive Ability, Pactmaker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Devil pet only, This ability provides +50 HP and +10 to all stats of possessor's Devil pets and summons per Level of possessor
Pride Strike- (Technique Ability, Pactmaker) Possessor may use 'Pride Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action may not be countered by individuals below its performer's Level who are below Level 60.
Sacrificial Ritual Leader- (Passive Ability, Pactmaker) On rounds in which possessor uses Perform Sacrifice as part of at least one action, kills made by possessor's pets and summons count as having been killed by an action including Perform Sacrifice, to a max of 200 such occurrences per round
Sacrificially Empowered Caster- (Passive Ability, Pactmaker) Possessor gains +250 Magical Attack as a buff and possessor's spells cost 150 MP less on turns following possessor's successful use of Perform Sacrifice as part of an attack that killed at least one target that provided possessor with MP via Perform Sacrifice, does not stack, with this effect lasting (1 + (Possessor Level / 5, rounded down)) rounds.Self-Devil-Binding- (Active Ability, Pactmaker) At the start of each thread, possessor may bring a Devil pet that is Level 1 or lower into the thread attached to this ability. Possessor may spend an action to replicate any ability possessed by said Devil, doing so as though said Devil were performing said ability
Self-Devil-Binding- (Active Ability, Pactmaker) At the start of each thread, possessor may bring a Devil pet that is Level 1 or lower into the thread attached to this ability. Possessor may spend an action to replicate any ability possessed by said Devil, doing so as though said Devil were performing said ability
Sixfold-Sold Soul- (Passive Ability, Pactmaker) Possessor is afflicted with Cursed: Damned at the start of each thread; this instance of Cursed: Damned may not be cured by sources below Level 100, Possessor may post once per month to claim 36 Pactmaker bonus weeks, Has RP effects
Sloth Strike- (Technique Ability, Pactmaker) Possessor may use 'Sloth Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Fatigued'.
Sorrow Strike- (Technique Ability, Pactmaker) Possessor may use 'Sorrow Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Confusion: Depression'.
Speed-Focused Devil Instruction I- (Passive Ability, Pactmaker) Possessor's Devil pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Devil Instruction II- (Passive Ability, Pactmaker) Possessor's Devil pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Unfair Negotiator- (Passive Ability, Pactmaker) Whenever an individual transfers HP or MP to possessor, possessor may choose to have an additional 5,000 points be transferred
Wrath Strike- (Technique Ability, Pactmaker) Possessor may use 'Wrath Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains +100 Melee Attack, +100 Magical Attack, +100 Ranged Attack, and gains '30% inflicts Confusion: Berserk'.
Write With the Blood of a Nearby Individual- (Passive Ability, Pactmaker) Whenever possessor casts a spell, possessor may deal 500 Flat Darkness element Damage to any individual in the same battle to make said spell cost 500 less MP
Protector
Classic Protector Methods- (Passive Ability, Protector) All Light Armor worn by possessor provides +50 additional Defense per (possessor level / 2, rounded down), This ability counts as the ability 'Protector' for prerequisite purposes
Ravager
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
Scholar
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Speaker of the Text of Air- (Stance Ability, Scholar) If a Air element Book is equipped, possessor may choose to make magical attacks solely Air element. +75 Magical Attack to Air element magical attacks.
Speaker of the Text of Earth- (Stance Ability, Scholar) If a Earth element Book is equipped, possessor may choose to make magical attacks solely Earth element. +75 Magical Attack to Earth element magical attacks.
Speaker of the Text of Fall- (Stance Ability, Scholar) If an Acid element Book is equipped, possessor may choose to make magical attacks solely Acid element. +75 Magical Attack to Acid element magical attacks.
Speaker of the Text of Fire- (Stance Ability, Scholar) If a Fire element Book is equipped, possessor may choose to make magical attacks solely Fire element. +75 Magical Attack to Fire element magical attacks.
Speaker of the Text of Spring- (Stance Ability, Scholar) If an Electrical element Book is equipped, possessor may choose to make magical attacks solely Electrical element. +75 Magical Attack to Electrical element magical attacks.
Speaker of the Text of Summer- (Stance Ability, Scholar) If a multi-element Book is equipped, possessor may choose to make magical attacks solely Energy element. +75 Magical Attack to multi-element magical attacks.
Speaker of the Text of Water- (Stance Ability, Scholar) If a Water element Book is equipped, possessor may choose to make magical attacks solely Water element. +75 Magical Attack to Water element magical attacks.
Speaker of the Text of Winter- (Stance Ability, Scholar) If an Ice element Book is equipped, possessor may choose to make magical attacks solely Iceelement. +75 Magical Attack to Ice element magical attacks.
Seakeeper
Abyss of the Mind- (Active Ability, Seakeeper) Possessor, if an Aquatic and Level 20 or greater, may spend an action to conduct an attack that has a Prime Attribute of Mind, has a base Damage value of 4,000 that it incorporates as though possessor were an Enemy, incorporates the Magical Attack bonuses of equipped Assault Matrix items, that inflicts Manablasted, Confusion, Pain, and Charm, that possesses '1 hit against 15', is solely Psychic element, and costs 210,000 MP
Assault Spout- (Active Ability, Seakeeper) Possessor, if an Aquatic and Level 20 or greater, may spend an action to conduct an attack that has a Prime Attribute of Constitution, has a base Damage value of 8,000 that it incorporates as though possessor were an Enemy, incorporates the Ranged Attack bonuses of equipped Gun items, that inlficts Fatigued: Stun, that possesses '1 hit against 15', is solely Water element, and costs 75,000 MP
Essence Algorithm: Great White Whale- (Passive Ability, Seakeeper) At the beginning of a thread, possessor may become the subtype Aquatic, gain the base stats: STR 40, CON 20, AGI 5, MIN 5, SPI 5, and to be able to choose, and if a monster on the enemy list exists named 'Great White Whale', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Great Whale Body Slam- (Active Ability, Seakeeper) Possessor, if an Aquatic and Level 20 or greater, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 34,000 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Shield items, that inflicts Fatigued: Stun, that has a 25% chance of inflicting Fatigued: Knocked out, is solely Physical element, and costs 0 MP
Great Whale Who Dwells Amidst The Waves- (Passive Ability, Seakeeper) If possessor is an Aquatic and is Level 20 or greater a Zone of Water is created when possessor enters battle, it may not be removed or altered by individuals of lower level than possessor without possessor's permission, All zones that are of base elements that are not Water are removed when possessor enters battle, Individuals of lower level than possessor may not create Zones of base elements other than Water while possessor is in battle, and possessor gains +3,000 to all stats, +350,000 HP, +350,000 MP, and +8,000 to all Damage values possessor's abilities possess while possessor is in a Zone of Water
Great White Whale Resistances- (Passive Ability, Seakeeper) If possessor is an Aquatic and is Level 20 or greater, possessor obrtains 50% Water Resistance, 45% Physical Resistance, 75% Minor Status Effect Ressistance, 35% Moderate STatus Effect Resistance, 2% Major Status Effect REsistance, 50% Vessel Resistance, and 50% Spear Resistance
Leg-Eater- (Active Ability, Seakeeper) Possessor, if an Aquatic and Level 20 or greater, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 38,000 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Fist Weapon items, that inflicts Wounded: Maimed, is solely Physical element, and costs 80,000 MP
Legendary Whale- (Passive Ability, Seakeeper) If possessor is an Aquatic and is Level 20 or greater, possessor obtains +1,300,000 HP, May count as up to 20 individuals in its row for row-order determining purposes, is immune to individuals below Level 15, and cannot be afflicted with status effects by individuals below Level 40
Ship-Wrecker- (Active Ability, Seakeeper) Possessor, if an Aquatic and Level 20 or greater, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 30,000 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Shield items, that deals double Damage to Vessels, to a max of 1,000,000,000 additional Damage, is solely (Earth or Physical or Water) element, and costs 68,000 MP
Summon Boom Urchins (Active Ability, Seakeeper) Possessor may spend an action to summon a number of Boom Urchin from the enemy list equal to or less than possessor's Level, Max 20 summoned
Whale's Curse of Obsession- (Passive Ability, Seakeeper) If possessor is an Aquatic and is Level 20 or greater, Any individual defeated by possessor's side of battle or that flees from battle against possessor's side of battle is afflicted with the ability Curse of Obsession (Great White Whale) from the ability shop
Seer
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Shrine Maiden
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Guarded Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not summoned any non-'Spirit Magic' summons during this thread
Guarded Purity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not been afflicted with any negative status effects during this thread
Summons Through Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +100 to all stats if summoned while possessor is not afflicted with any negative status effects
Shrine Maiden- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +380 additional Magical Attack, have a 50% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 1,500 more HP, 100 more to each stat, and stay for 5 rounds longer, plus an additional +15 additional Magical Attack per possessor level
Spiritual Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source
Spiritual Impurity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source
Summons Through Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +100 to all stats if summoned while one of possessor's opponents is afflicted with at least one negative status effect with possessor as a source
Skykeeper
Wakes Up At The Crack Of Dawn- (Passive Ability, Skykeeper) At the start of battle and every time a Chronogeomantic Zone of Dawn is created, possessor is cured of Fatigued and Fatigued: Asleep
Slayer
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000
Sorceress
Acid Splashing- (Passive Ability, Sorceress) This character gains +25 Magical Attack when an Acid element Wand is equipped
Apprentice Wand Training- (Passive Ability, Sorceress) Possessor gains +50 Magical Attack if possessor has a Wand equipped, Possessor gains +20 to all stats if possessor has a Wand equipped
Attunement of the Faintly Drifting Clouds- (Passive Ability, Sorceress) This character gains +2% Dodge when an Air element Wand is equipped
Basic Wand Training- (Passive Ability, Sorceress) This character gains +6 Magical Attack when a Wand is equipped
Flame Zapping- (Passive Ability, Sorceress) This character gains +25 Magical Attack when a Fire element Wand is equipped
Hand of the Sparkling Wand- (Passive Ability, Sorceress) This character gains +25 Magical Attack when an multi-element Wand is equipped
Ice Zapping- (Passive Ability, Sorceress) This character gains +25 Magical Attack when an Ice element Wand is equipped
Painter- (Passive Ability, Sorceress) Items that possessor creates obtain a non-stacking buff that causes SPI bonuses they provide to be increased by 150 points
Sorceress- (Passive Ability, Sorceress) Possessor gains +700 Magical Attack and +50 to all stats when a Wand is equipped plus an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats if a Wand is equipped.
Thunder Zapping- (Passive Ability, Sorceress) This character gains +25 Magical Attack when an Electrical element Wand is equipped
Wand Wielding I- (Passive Ability, Sorceress) +5 to all stats when a Wand is equipped
Wand Wielding II- (Passive Ability, Sorceress) +25 to all stats when a Wand is equipped, +50 Magical Attack when a Wand is equipped
Sun Duke
Sun Duke- (Passive Ability, Other: Sun Duke) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Solar Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Solar Being pets and summons per Level of possessor
Superhero
Better Than Before- (Passive Ability, Other: Superhero) Possessor's unmodified stats are increased by 500 points
Super ANGER- (Passive Ability, Superhero) Possessor may choose to become cured of Charm or Confusion (excepting Confusion: Berserk and Confusion: Enraged) at the start of any of possessor's action
Thermonuclear Disciple
Zonal Atomic Control- (Passive Ability, Other: Thermonuclear Disciple) Possessor may, at the start of each round, choose one Zone of Atomic that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80
Warrior
Bravery in the Face of Terror- (Passive Ability, Warrior) Possessor gains Confusion: Fear Immunity
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
Permanent Item Effect
Has Consumed 1 of the Permanent Consumable "Cookie PLUS"- (Passive Ability, Permanent Item Effect) +50,000 HP, Cannot be used in combos
From Vashna/Nira for a hopeful Ms. Kazumi:
Prepare Fruits- (Spell, Other: Culinary Arts, Earth & Light, 10 MP, 30,000 Gold) +40 Magical Attack, Heals, Each Food that the caster has equipped may expend 1 charge to increase the amount healed by 500
Restore Plants- (Spell, Healer Magic, Light, 20 MP, 27,000 Gold) +22 Magical Attack, Can only be used on Plants, Heals target, 5% Cures Poison, Paralysis, and Weakness
Floral Ray- (Spell, Wizard Magic, Light & Earth, 15 MP, 30,000 Gold) +31 Magical Attack
Song of Flowers- (Spell, Bardic Music, Light & Earth, 30 MP, 35,000 Gold) +300 HP to target for each Plant in battle on the caster's side, may be maintained for 0 MP for an unlimited number of turns unless the caster does something else
Prayer Unto the Plant Gods- (Spell, Divine Magic, Light & Earth & Water, 0 MP, 40,000 Gold) +20 to all stats for all allied Plants, +40 MP for caster, allied plants get +5% dodge, which does not stack, stacks 5 times
Seasonal Blessing- (Spell, Druid Magic, Light & Earth, 15 MP, 16,000 Gold) +20 to all stats, does not stack, 5% heals target for 7,000
3 Flower Petal Dress- (Armor, Clothing, Light, 67,500 Gold) +69 Defense, Heals wearer for 50 HP each turn
10 Rare Flowers- (Item, Antiquity, Earth, 7,000 Gold)
Weapons-
2 Adamantine Greatsword- (Weapon, Sword, Earth, 28,700,000 Gold) +29,500 Melee Attack, +29,300 STR, Wielder ignores the Defense of individuals below Level 20, Wielder ignores the Physical Resistance, Immunity, and Reflection of individuals below Level 20, Pierces 10,000 Defense, Wielder must be at least Level 35
6 Axe of Stone Hewing-(Weapon, Axe, Earth, 28,000 Gold) +30 Melee Attack, +50 Melee Attack against Earth element foes
Bloodknight General's Spear- (Weapon, Spear, Darkness & Physical & Blood, 3,100,000 Gold) +3,400 Melee Attack, deals HP Drain, +3,400 STR, +3,000 CON, 25% Critical, Wielder's allies gain +200 to all stats as a bonus that stacks a max of 5 times
2 Camera of Spirit Sealing- (Weaponx2, Deadly Item, Light & Magic, 1,114,000 Gold) +2,550 Ranged Attack, +2,110 Magical Attack, +1,570 SPI, Possessor's Ranged Attacks use Spirit as their prime attribute, 15% inflicts Blind, Deals 110 SPI damage on hit, Ignores "Fully Disembodied", Deals 1.3 times normal damage to Undead and Spirits, +5% Critical against Undead and Spirits
5 Cleaving Axe-(Weapon, Axe, Fire, 20,000 Gold) +25 Melee Attack, +2% Critical
Confusion-Cleaving Blade- (Weaponx2, Sword, Magic & Psychic & Physical, 2,685,000 Gold) +5,100 Melee Attack, +4,100 MIN, +3,870 AGI, 95% cures Confusion on hit, 115% To Hit
Crowbar of Bashing- (Weapon, Tool, Earth, 24,000 Gold) +26 Melee Attack, +200 Damage against foes with over 350 Defense, -500 Damage against foes with over 180,000 Defense
7 Dwarven Axe- (Weapon, Axe, Earth, 12,000 Gold) +25 Melee Attack
89 Demon’s Flaming Sickle- (Weaponx2, Scythe, Fire & Darkness, 825,000 Gold) +1,850 Melee Attack, +1,600 STR, +1,600 AGI, +1,600 SPI, 20% inflicts Burning, 10% inflicts Voidstruck, 5% inflicts Wounded, 25% Critical
126 Demon’s Sickle- (Weaponx2, Scythe, Darkness, 825,000 Gold) +1,850 Melee Attack, +1,600 STR, +1,600 AGI, +1,600 SPI, 10% inflicts Voidstruck, 5% inflicts Wounded, 25% Critical
Elementalist Sage's Tome (Special Type A)- (Weapon, Book, Earth & Air & Fire & Water & Light & Darkness & Wood & Metal, 3,100,000 Gold) +3,400 Magical Attack, +3,400 SPI, +3,000 AGI, +3,400 MIN, 25% Critical, 135% To Hit, Wielder's Earth, Air, Fire, Water, Light, Darkness, Wood, and Metal element allies gain +500 to all stats as a bonus that does not stack, 10% Elemental Resistance, 10% Air Resistance, 10% Earth Resistance, 10% Water Resistance, 10% Fire Resistance, 10% Light Resistance, 10% Darkness Resistance, 10% Wood Resistance, 10% Metal Resistance
Essence of the Endless Summer- (Weapon, Force, Energy, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Ranged Attack, +60,000 Magical Attack, Wielder's actions may become solely Energy element, 40% Energy Resistance, If an source below Level 60 would deal wielder Energy element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Energy Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater
Essence of the Endless Spring- (Weapon, Force, Electrical, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Ranged Attack, +60,000 Magical Attack, Wielder's actions may become solely Electrical element, 40% Electical Resistance, If an source below Level 60 would deal wielder Electrical element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Electrical Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater
Essence of the Eternal Autumn- (Weapon, Force, Acid, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Ranged Attack, +60,000 Magical Attack, Wielder's actions may become solely Acid element, 40% Acid Resistance, If an source below Level 60 would deal wielder Acid element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Acid Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater
Essence of the Eternal Winter- (Weapon, Force, Ice, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Ranged Attack, +60,000 Magical Attack, Wielder's actions may become solely Ice element, 40% Ice Resistance, If an source below Level 60 would deal wielder Ice element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Ice Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater
Exorcismal Yin-Yang Orb- (Weapon, Orb, Magic & Light, 94,000 Gold) +110 Magical Attack, +110 SPI, +45 CON, Possessor's Spirit Magic spells gain an additional +110 Magical Attack and cost 10 less MP, Possessor's Divine Magic spells gain an additional +90 Magical Attack and cost 70 less MP, 5% inflicts Awestruck
Fiesta Rod- (Weapon, Wand, Chaos & Magic, 36,000 Gold) +35 Magical Attack, 5% inflicts Confusion, Heals one random ally of wielder for 500 HP each time wielder performs an offensive action
Flamechain Firesphere Assault Grid- (Weapon, Assault Matrix, Fire, 65,000,000 Gold) +60,000 Ranged Attack, Wielder's 'Ranged Attack actions may use 'Mind' or 'Spirit' as their Prime Attribute and gain a 5% chance of repeating a single time the round after they are originally performed, to a max of repeating once per round and not repeating on rounds during which any of wielder's other actions have repeated
8 Flameworm Jawbone- (Weapon, Deadly Item, Fire, 300 Gold) +6 Melee Attack
Force of Fire- (Weapon, Force, Fire, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 30% Resilience, Wielder’s element becomes solely Fire and may not be changed by sources below Level 50, All of wielder's actions become solely Fire element, Wielder may not cast Water element spells, 30% Fire Resistance, 100% Water Weakness
Ghostly Piano- (Weaponx2, Instrument, Darkness, 60,000 Gold) +125 Magical Attack, +50 SPI, +50 MIN, 5% inflicts Confusion: Fear, 5% Darkness Resistance, +300 MP, Bardic Music spells cost wielder 200 less MP to cast
Ghostly Trumpet- (Weaponx2, Instrument, Darkness, 60,000 Gold) +125 Magical Attack, +100 SPI, 10% inflicts Confusion: Fear, 5% Darkness Resistance, 5% Air Resistance, 105% To Hit
Ghostly Violin- (Weaponx2, Instrument, Darkness, 60,000 Gold) +125 Magical Attack, +100 SPI, 5% inflicts Confusion: Fear, 10% Darkness Resistance, 5% Dodge
Great Soulcrystal Staff Which Bears the Soul of the World's Hero- (Weapon, Staff, Light & Glory & Magic, 65,000,000 Gold) +65,680 Magical Attack, +65,000 to all stats, +100,000 MP, 15% Base Element Resistance, 15% Glory Resistance, 80% Critical, 80% Dodge, 80% Resilience, 180% To Hit, Wielder counts as wielding an additional Soul
9 Growth Rod: Winter- (Weapon, Wand, Ice, 50,000 Gold) +30 Magical Attack, wielder may skip a turn to heal target Ice element individual for 1,000 HP
Imperial Blade of Avandos- (Weapon, Sword, Air & Water, 12,000 Gold) +23 Melee Attack
Imperial Bow of Avandos- (Weapon, Bow, Air & Water, 12,000 Gold) +23 Ranged Attack
20 Minor Spellbook of a Single Season- (Weapon, Book, Magic, 2,000 Gold) +25 Magical Attack to sources that gain bonuses or use requiring one of: Call Unto Seasons: Spring, Call Unto Seasons: Summer, Call Unto Seasons: Fall, or Call Unto Seasons: Winter, which of the four is affected is chosen at the beginning of each thread
Primordial Codex of the Elder Elements- (Weapon, Book, Earth & Air & Fire & Water, 120,000,000 Gold) +120,000 Magical Attack, At the beginning of wielder's first action each round, wielder may choose to produce an effect that counts as Call Unto Air, Call Unto Earth, Call Unto Fire, and/or Call Unto Water being cast, All of wielder's Elemental pets and summons get +12,000 to all stats as a non-stacking bonus, 35% Air Resistance, 35% Earth Resistance, 35% Fire Resistance, 35% Water Resistance, If a source below Level 60 would deal possessor Air, Earth, Fire, or Water element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Air, Earth, Fire, and Water Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater and must possess the ability 'Adept Elemental Magic Attunement' or the abilities 'Elementalist' and 'Archmage of the Ancients'
2 Raptor Blade- (Weapon, Sword, Magic, 5,000 Gold) +15 Melee Attack, Drains 15 MP per Hit
3 Samurai Blade of Balshinsur- (Weapon, Sword, Technology & Electrical, 90,000 Gold) +140 Melee Attack, 5% Critical, +300 Damage against Electrical element foes
Seasonal Growth Rod- (Weapon, Wand, Acid, 116,000 Gold) +120 Magical Attack, wielder may skip a turn to heal target Air, Earth, Fire, Water, Electrical, Acid, or Ice element individual for 4,000 HP
Shrine Maiden's Talisman of Fire- (Weapon, Card, Fire, 146,000 Gold) +170 Magical Attack, +150 SPI, +150 AGI, 10%
Critical, 5% Fire Resistance, +200 Defense against Fire, 5% inflicts Burning, 5% inflicts Fatigued
Siren's Voice- (Weapon, Instrument, Air & Sonic, 5,900,000 Gold) +5,500 Magical Attack, +3,000 SPI, 30% inflicts Charm
Snowstone- (Weapon, Stone, Ice, 75,000 Gold) +63 Magical Attack, 1 hit against 5, deals 1/5 damage
Thermonuclear Control Rod- (Weapon, Wand, Fire & Atomic, 60,000,000 Gold) +60,000 Magical Attack, +60,000 Ranged Attack, +60,000 MIN, +60,000 SPI, 60% inflicts Impaired: Poison: Irradiated, 35% inflicts Burning, 35% inflicts Antimatter: Atomic Meltdown, 25% Atomic Resistance, 25% Fire Resistance, Wielder may create or destroy a Zone of Atomic at the start of each round, Wielder must be Level 40 or greater or must be both (Level 20 or greater AND possesses the ability 'Thermonuclear Disciple')
Tome of Collected Lore- (Weapon, Book, Magic, 65,000 Gold) +60 Magical Attack, +10,000 MP, +300 MIN, -100 STR
5 Totally Awesome Dead Walrus!- (Weapon, Other: Chaos Talon, Water, 70,000 Gold) +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, +70 to all stats
8 Totally, Absolutely Awesome Dead Walrus, Silver Edition!- (Weapon, Other: Chaos Talon, Water, 240,000 Gold) +240 Melee Attack, +240 Ranged Attack, +240 Magical Attack, +240 to all stats
7 Totally, Absolutely, Completely Awesome Dead Walrus, Gold Edition!- (Weapon, Other: Chaos Talon, Water, 950,000 Gold) +950 Melee Attack, +950 Ranged Attack, +950 Magical Attack, +950 to all stats
4 Totally, Absolutely, Completely, Unequivocally Awesome Dead Walrus, Platinum Edition!- (Weapon, Other: Chaos Talon, Water, 2,000,000 Gold) +1,900 Melee Attack, +1,900 Ranged Attack, +1,900 Magical Attack, +1,900 to all stats, 19% Critical, 19% Resilience, 119% To Hit, 19% Dodge
Totally, Absolutely, Completely, Unequivocally, Unremittingly Awesome Dead Walrus, Emerald Edition!- (Weapon, Other: Chaos Talon, Water, 20,000,000 Gold) +19,000 Melee Attack, +19,000 Ranged Attack, +19,000 Magical Attack, +19,000 to all stats, 29% Critical, 29% Resilience, 129% To Hit, 29% Dodge, Wielder ignores the Resistances of individuals below Level 10, Wielder must be at least Level 20
Unusual Celestial's Shrine-Wrecking Sword of Terrain Control- (Weapon, Sword, Earth & Light & Water & Air & Fire, 9,200,000 Gold) +9,150 Melee Attack, +5,330 Ranged Attack, +8,804 Magical Attack, Wielder may spend an action to destroy any phantom terrain created by an individual below Level 60, Wielder may spend an action to destroy and zone, terrain, or phantom terrain created by an individual who possesses the ability 'Shrine Maiden' who is below Level 81, Wielder may spend an action to create a phantom terrain that is any terrain type named in the ability Base Terrain Element Alteration, Wielder gains the ability Base Terrain Element Alteration, Wielder may spend an action to change any phantom terrain created by an individual below Level 60 into any terrain type named in the ability Base Terrain Element Alteration, Any stat bonuses wielder gets based on being within a zone type, terrain type, or phantom terrain type (but not from a specific effect on said zone, terrain, or phantom terrain), to stats are increased by +50, with said effect occurring a max of 200 times, 35% may inflict Fatigued: Stun
Ven-Prauvsdale II- (Weapon, Staff, Light & Magic, 140,000 Gold) +130 Melee Attack, +130 Magical Attack, Healer Magic Spells cast by wielder cost 400 less MP, +140 additional Magical Attack for Healer Magic spells, 20% Confusion Resistance, 20% Paralysis Resistance, 20% Poison Resistance, 40% Fear Resistance, 20% Charm Resistance, 20% Berserk Resistance, 20% AGI Drain Resistance, 20% CON Drain Resistance, 20% SPI Drain Resistance, 20% STR Drain Resistance, 20% MIN Drain Resistance, 20% Hexed Resistance, 20% Pain Resistance, 20% Ill Fortune Resistance, 20% Stunned Resistance, 5% Wounded Resistance
Winter Bush's Branch- (Weapon, Wand, Ice & Earth, 47,000 Gold) +48 Magical Attack, +2% Critical for Ice element spells
Winter General's Blade- (Weapon, Sword, Ice, 3,100,000 Gold) +3,400 Melee Attack, +3,000 Defense against Ice, +3,400 CON, +2,800 AGI, +3,000 STR, +3,200 SPI, 25% Critical, 135% To Hit, 20% inflicts Frozen, Wielder's allies gain +200 to all stats as a bonus that stacks 5 times, 25% Ice Resistance
7 Yin-Yang Orb- (Weapon, Orb, Magic & Light, 24,000 Gold) +21 Magical Attack, Possessor's Spirit Magic spells gain an additional +40 Magical Attack and cost 10 less MP, Possessor's Divine Magic spells gain an additional +10 Magical Attack and cost 5 less MP
Armor-
Damaged Botanica Worker's Suit- (Armor, Clothing, Technology, 5,700 Gold) +4 Defense, Identifies character as a Artillicas Botanica worker
Dress of the Queen of Seasons- (Armor, Clothing, Electrical & Energy & Acid & Ice, 60,000,000 Gold) +60,000 Defense, +60,000 CON, +60,000 MIN, +60,000 SPI, +300,000 HP as a non-stacking bonus, +600,000 MP as a non-stacking bonus, 40% Electrical Resistance, 40% Energy Resistance, 30% Acid Resistance, 40% Ice Resistance, 15% Elemental Magic Resistance, 5% Spirit Resistance, 5% Elemental Resistance
3 Elaborate Martial Artist's Gear- (Armor, Clothing, Physical, 75,000 Gold) +50 Defense, +99 Melee Attack, Melee Attacks with no weapons other than Fist Weapons equipped have a 5% chance of inflicting Stun
Expert Fire Channeler's Pants- (Armorx.5, Clothing, Fire, 710,000 Gold) +701 Defense, +800 Defense against Fire, 30% Fire Resistance, Wielder gains +300 Melee Attack, Ranged Attack, and Magical Attack if in a Zone of Fire, Wearer may regenerate 5,000 HP and 5,000 MP per round while in a Zone of Fire, Wearer may spend an action to create a Zone of Fire, Wearer deals an additional 25,000 Fire damage on hit for the first hit of each action if in a Zone of Fire, Wielder's Fire lement spells, Elementalist Magic spells, and Channeling spells cost 3,000 less MP to cast, Wielder may, at the start of battle, declare up to 2 willing targets to become Fire element, Any individual conducting an offensive action against wearer may be dealt 25,000 Flat Fire element damage
Gallow Garb- (Armor, Clothing, Darkness, 865,970 Gold) +920 Defense, 15% Darkness Resistance, 12% Resilience, +840 STR, +620 CON, +2% Dodge if wearer is Undead
Lesser Channeler's Robe- (Armor, Robe, Magic & Psychic, 114,000 Gold) +114 Defense, +110 MIN, +110 SPI, Wielder's Channeling spells cost 250 less MP to cast, Wielder's Channeling spells that may transfer HP or MP may transfer an additional 50 points
Robe of Silver Glory- (Armor, Robe, Magic, 100,000 Gold) +50 Defense, +400 MP, +15 to all stats
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
Accessories-
5 Antique Pocket Watch- (Accessory, Trinket, Earth, 90,000 Gold) +50 AGI
Charm of Fire- (Accessory, Amulet, Fire, 4,500 Gold) +25 Damage for all Fire Element Attacks, This item causes things to respond to its wearer as though its wearer had already cast Call Unto Fire
Circling Flame Globe- (Accessory, Ioun Stone, Fire, 65,000 Gold) Possessor gains an additional action each turn that may only be used to make an attack that does a flat 500 Fire element damage per two user levels, rounded up, (to a max of 30,000 Damage) that still has a chance of missing as though it was not a flat-damage attack so long as possessor has a Fire element Elemental Magic spell equipped, deals 2,000 additional Fire damage if possessor has the ability Pyromancer
5 Cleric's Seal- (Accessory, Seal, Light, 200 Gold) +3 SPI
Drakespawn Anklet- (Accessory, Magic Item, Earth, 5,000 Gold) +2% to Hit, +2% Enemy Miss, +5 to all stats
Drakespawn Bracelet- (Accessory, Bracelet, Earth, 5,000 Gold) +20 Defense, +5 to all stats
Drakespawn Broach- (Accessory, Broach, Earth, 5,000 Gold) 5% Air Resistance, 5% Earth Resistance, 5% Fire Resistance, 5% Water Resistance
Drakespawn Ring- (Accessory, Ring, Earth, 5,000 Gold) +2% Critical, +2% Dodge, +5 to all stats
Drakespawn Tiara- (Accessory, Crown, Earth, 5,000 Gold) 5% Light Resistance, 5% Darkness Resistance, +5 to all stats, 5% Awestruck Resistance, 5% Voidstruck Resistance
Drakiri Tiara (Minor Ruby)- (Accessory, Crown, Fire, 30,000 Gold) +30 MIN, +10 Defense, 5% Fire Resistance
Enough Applauding Robot Women to Fill a Stadium- (Accessory, Gadget, Technology, 30,000,000 Gold) +3 Fame, Wielder is afflicted with a random minor positive status effect at the start of each round
Essence Spark of Life- (Accessory, Other: Mystic Infusion, Light & Magic, 1,000,000 Gold) Wielder regenerates 10,000 HP per round, +10,000 HP
Eyes of Confusion- (Accessoryx2, Eyewear, Air & Darkness & Magic & Psychic, 89,000 Gold) Wearer may spend an action to inflict Confusion with a 60% chance of success
5 Fighter's Seal- (Accessory, Seal, Physical, 200 Gold) +3 STR, +3 CON
First Boss Badge- (Accessory, Broach, Universe, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Opposing bossess below Level 10 that are listed as below Level 10 on the Boss List have their Boss Effects disabled, Wielder must be Level 12 or higher
w/
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
First 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
9 Frozen Wraith’s Shroud- (Accessory, Cloak, Darkness & Ice, 486,000 Gold) +450 Defense, +300 SPI, +3,000 HP, 15% Ice Resistance, 10% Darkness Resistance, 10% Physical Resistance, 5% Human Resistance, 5% Spirit Resistance
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
Holy Festival Scarf- (Accessory, Amulet, Hope & Wonder, 5,000,000 Gold) +500 Defense against Stat Damage, +5,000 to all stats, 30% Moon Resistance
Huntmaster's Bandolier- (Accessory, Container, Air & Physical, 1,250,000 Gold) +1,000 Ranged Attack, +1,400 AGI, +800 AGI for determining turn order, but not bonus actions, on the first turn, 12% Critical, 12% Dodge, 111% to Hit, 12% Resilience, grants either an additional Weapon slot that can contain a Throwing Weapon or two additional spell slots that can each contain a Thief Arts spell or three additional consumable slots that can each contain a Lethal Item, Wearer counts the first three turns of battle as the first turn of battle for purposes of spell and ability effects, gives +250 to all stats for each piece of equipment with 'Huntmaster' in its name, to a max of +1,250, Humans drop an additional 100 Gold at the end of battle if they otherwise do drop Gold, The Enhancement 'Unbreakable' may be applied to owner's items with the word 'Huntmaster' in their name for free
Lesser Medallion of the Flameheart- (Accessory, Amulet, Fire, 17,000 Gold) +25 Magical Attack, +250 Damage for all of wielder's Fire Element Attacks, 5% Fire Resistance, This item causes things to respond to its wearer as though its wearer had already cast Call Unto Fire
10 Lethal Cuteness- (Accessory, Upgrade, Light, 5,000,000 Gold) Wielder's opponents who aren't immune or Resistant to Charm take 500,000 Flat Light or Physical element Damage at the start of every round
Minor Ring of War- (Accessory, Ring, Earth & Fire, 10,000 Gold) +10 Melee Attack
5 Necklace of Protection- (Accessory, Amulet, Magic, 10,000 Gold) +10 Defense
Paul's Customz Brand Bike Handles- (Accessory, Upgrade, Physical & Technology, 15,000,000 Gold) Wielder's Vehicle transformations whose name includes 'Bike' or 'Cycle' gain +15% Dodge as a non-stacking bonus
Poofy Hat- (Accessory, Hat, Physical & Air & Light, 1,900 Gold) +5 Defense, 1% Dodge against Physical element attacks
Purified Viper Sigil- (Accessory, Sigil, Darkness, 1,000 Gold) +15 Melee Attack, 1% Poisons enemy on hit
Self-Templating Pattern-Design: Tia Telaria- (Accessory, Other: Mystic Infusion, Fire, 100,000,000 Gold) Wielder's subtype becomes solely Humanoid and wielder's element becomes solely Fire, Wielder's Base STR becomes 5, Wielder's Base AGI becomes 16, Wielder's Base CON becomes 7, Wielder's Base MIN becomes 16, Wielder's base SPI becomes 16, Wearer's name may count as 'Tia Telaria'
3 Sheriff Star- (Accessory, Trinket, Light & Air, 96,000 Gold) +5% Critical for Gunslinging spells and Gunslinger active abilities, 15% inflicts Stun for Gunslinging spells and Gunner active abilities, 50% inflicts Awestruck on Humans under level 5 at the beginning of battle
Shotgun Shellfish- (Accessory, Ammo, Water, 200,000 Gold) +200 Ranged Attack, Wielder counts as having an additional Fish equipped, Wielder must have a Gun equipped to obtain this item's benefits
Star of Power- (Accessory, Crystal, Glory & Energy, 15,500,000 Gold) +15,000 Magical Attack, +15,000 to all stats, 10% Glory Resistance, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat
9 Tablet of Earth- (Accessory, Magic Item, Earth, 259,000 Gold) Earth element spells that have a magical attack bonus gain +249 Magical Attack, Earth element Elementals summoned through Elemental Magic gain +500 HP and +45 to all stats, Earth element Elemental Magic and Wizard Magic spells cost 50 less MP to cast, 5% Earth Resistance, +200 Defense against Earth
Tablet of the Conflux- (Accessory, Magic Item, Earth & Air & Fire & Water & Ice & Energy & Electrical & Acid, 500,000 Gold) Air, Earth, Fire, Water, Ice, Energy, Electrical, and Acid element spells cast by wielder that possess a Magical Attack bonus gain an additional +500 Magical Attack, Wielder's Elemental Magic summons gain +1,000 HP and +50 to all stats, Elemental Magic and Wizard Magic spells cost wielder 500 less MP to cast, 5% Earth Resistance, 5% Air Resistance, 5% Water Resistance, 5% Fire Resistance, 5% Energy Resistance, 5% Ice Resistance, 5% Acid Resistance, 5% Electrical Resistance, +200 Defense against Air, Earth, Fire, Water, Ice, Energy, Acid, and Electrical
5 Thief's Seal- (Accessory, Seal, Magic, 200 Gold) +3 AGI
Tokin- (Accessory, Hat, Air & Magic, 8,900 Gold) +4 Defense, +4 AGI, +12 SPI, Spirit Magic spells cost 5 less MP
Tome of Wizardry, Volume VII- (Accessory, Tome, Magic, 20,000 Gold) +20 MIN
Vampire's Cloak- (Accessory, Cloak, Darkness, 6,400,000 Gold) +5,500 to all stats, Wearer's damaging actions inflict HP Drain, 45% Darkness Resistance, 30% Minor Status Effect Resistance, 50% Light Weakness
Wind-Anchor Cog- (Accessory, Trinket, Earth, 89,000 Gold) 15% Earth Resistance, 15% Air Resistance, all Air element individuals in battle have -250 AGI, stacks 4 times
Winter Pendant- (Accessory, Amulet, Ice, 115,000 Gold) +30 to all stats, +60 Magical Attack, wearer may cast spells as if Call Unto Seasons: Winter has already been cast, 10% Ice Resistance
5 Wizard's Seal- (Accessory, Seal, Magic, 200 Gold) +3 MIN
Consumables-
Ayu of the Sweet Tongue- (Consumable, Food, Light & Water, 1 Charge, 65,000 Gold) Heals 10,000 HP, Target suffers no negative effects from Food or Drink items worth below 200,000 Gold, lasts 5 rounds
Bowfin of Rising Chances- (Consumable, Food, Water & Air, 1 Charge, 130,000 Gold) Target's chances of recovering from a Minor or Moderate status effect at the start of a round increase by 5% cumulitively that said target fails to recover from each instance of a status effect, with increased success chances being tracked seperately for different infliction instances
Box of Angry Wind - (Consumable, Lethal Item, Air, 1 Charge, 28,000 Gold) Does 4,500 Air damage to 5 targets
5 Curative Potion- (Consumable, Potion, Magic, 1 Charge, 3,900 Gold) +500 HP
10 Exorcismal Talisman- (Weapon, Card, Light, 84,000 Gold) +98 Magical Attack, +103 SPI, +50 CON, 5% inflicts Awestruck, 5% inflicts Fatigued: Stunned
Festive Flatfish- (Consumable, Food, Ice & Fire & Light & Earth, 1 Charge, 70,000 Gold) Target gains +1,000 to all stats for each item target has equipped that contains the word 'Walrus' or the words 'Holy Festival' in its name, to a max of 7 such items, does not stack, lasts 12 rounds
Fruit-Flavored Goat-Strips- (Consumable, Food, Earth & Physical, 5 Charges, 7,000 Gold) Deals 70 Flat Earth element HP healing
Hagfish of Healing Nullification- (Consumable, Lethal Item, Darkness & Water & Acid, 1 Charge, 128,000 Gold) The next 50,000 points of HP healing, 20,000 points of MP healing, and 400 points of stat healing are canceled for target, stacks 5 times, lasts 5 turns
5 Handy Potion- (Consumable, Potion, Magic, 1 Charge, 50,000 Gold) Heals 5,000 HP and 5,000 MP, +50 to all stats
Holiday Haddock- (Consumable, Food, Water, 1 Charge, 67,000 Gold) +400 to any one stat, does not stack
Ice-Fragment Spraying Wand- (Consumable, Rod, Ice, 100 Charges, 240,000 Gold) User either deals 14,500 Flat Ice element Damage to up to 5 targets or deals 28,000 Flat points of Ice element HP Healing to up to 5 targets
81 Ice Prism- (Consumable, Jewel, Ice, 1 charge, 24,000 Gold) Does 4,900 Ice damage to 5 targets
Lionfish of Sanguine Countering- (Consumable, Food, Water & Physical & Acid, 1 Charge, 94,000 Gold) Whenever target is targetted with an offensive action, the initiator of said action takes 8,000 Physical & Acid element damage and is afflicted with Poison and Wounded: Bleeding, lasts 5 turns, does not stack
10 Mana Wing- (Consumable, Enchanted Item, Magic, 1 Charge, 200 Gold) +15 MP
Mega Tuna II- (Consumable, Food, Water, 1 Charge, 100,000 Gold) Heals 100,000 HP
Memory Salmon- (Consumable, Food, Water & Psychic, 1 Charge, 600,000 Gold) Target's spells may not be unwillingly equipped or destroyed by sources below Level 20
Nexus Pale Ale- (Consumable, Drink, Darkness & Water & Physical, 1 Charge, 1,000,000 Gold) Target's HP and MP become linked to the HP and MP of a target who is afflicted with Poison: Drunk and is either willing or below Level 20, 100% inflicts Poison: Drunk
Old Dwarven Statue- (Consumable, Antiquity, Earth, 2,000 Gold)
4 Old Dwarven Treasures- (Consumable, Antiquity, Earth, 930 Gold)
2 Old Dwarven Wine- (Consumable, Drink, Earth, 3,000 Gold) +50 HP, +20 CON, -5 SPI, -10 MIN, 20% Inflicts Poison: Drunk on user
Pawning Prawn- (Consumable, Food, Water, 1 Charge, 500,000 Gold) This item may, as an action, be exchanged for any item of its worth or less from the Shop that is in-stock, This item cannot be copied
Sardine of Healthiness- (Consumable, Food, Water & Light, 1 Charge, 60,000 Gold) 15% Minor Status Effect Resistance, If target is willing, target's HP-determining stat becomes any one chosen stat for 17 rounds, lasts 7,000 rounds
Snowflake Shaped Frosted Cookie - (Consumable, Food, Light & Ice, 1 Charge, 300 Gold) Heals 250 HP, Heals 300 MP, +60 MIN
Squid of Quick Reflexes- (Consumable, Food, Water & Psychic, 1 Charge, 200,000 Gold) On the next round of this combat, this item's target automatically takes all actions before all individuals without such a benefit who are under Level 40 regardless of turn-order-determining stat totals
Items-
2 1/12 Holy Imperial Seal of Power- (Item, Antiquity, Universe, 24,000,000,000 Gold) This item may not be equipped, traded, sold, stolen, discarded, or destroyed, with this item's wording taking precedence over effects that can equip items that cannot normally be equipped, trade items that cannot normally be traded, steal items that cannot normally be stolen, discard items that cannot normally be discarded, or destroy items that cannot normally be destroyed; when this item is obtained as loot from anything, it may not be assigned, given to, or taken by any individual other than the individual that it was generated for, instantaneously being moved to said individual's inventory and being removed from the thread which generated it as an effect that ignores effects that prevent loot leaving a thread or being assigned or taken; this item's text may not be removed or altered as an effect that takes precedence over effects that can remove text from an item that cannot otherwise be removed or alter text on an item that cannot normally be altered; this item may not be equipped, carried, or brought into a thread or by a pet, transformation, or other item that can carry items and may not be held by another pet, transformation, or other item at any time in a thread; effects and/or text may not be added to this item as an effect that takes precedence over effects that may add effects or text to items that cannot normally have effects or text added to them; all effects on this item count as though coming from a Level 101 source
13 1/19th Tablet of Earth- (Item, Item Piece, Earth, 5,000 Gold)
'True Stories of Lou the Narcoleptic Goat'- (Item, Antiquity, Air & Water & Psychic, 900 Gold)
Abyssal Voidsteel- (Item, Material, Darkness, 750,000 Gold) with the option of having it turned into a Celestial Brightsteel beforehand.
2 Adamantine- (Item, Material, Earth & Physical, 24,000,000 Gold)
Ancient Fish Gift-Box- (Item, Ticket, Wonder, 36,000,000 Gold) Can be opened at the Warehouse for a roll on the Ancient Fish Gift-Box table
10 Bag of Wind-Tumbled Beads- (Item, Antiquity, Air, 2,900 Gold)
9 Blackened Leather- (Item, Material, Darkness, 700 Gold)
Blood (2)- (Item, Material, Blood, 300 Gold)
Blue Ribbon for Baking from the County Fair- (Item, Antiquity, Earth, 26,000 Gold)
3 Book of Lore- (Consumable, Antiquity, Magic, 1,800 Gold)
Book with a Hammer Imprint In It- (Item, Antiquity, Earth, 90 Gold)
Charisma- (Item, Material, Light & Air, 5,000,000 Gold)
Complete Set of All 240 Games Produced for the Zetta-Dude 2000- (Item, Antiquity, Technology, 720,000 Gold)
13 Darkness Mana Oil- (Item, Material, Darkness, 5,000 Gold)
19 Dead Man's Hand- (Item, Antiquity, Darkness, 200 Gold)
1,736 Demon Skin- (Item, Material, Darkness, 41,000 Gold)
Destruction Crystal Piece- (Item, Material, Destruction, 20,000 Gold)
1000 Disc 21 Casino Token- (Item, Currency, Fortune, 100 Gold)
11 Dungeon Clear Pennant: Brightbeard Caverns, Standard- (Item, Antiquity, Earth & Light, 50,000 Gold)
Dungeon Clear Pennant: Crimson Citadel of Avandos, Standard- (Item, Antiquity, Fire & Physical, 50,000 Gold)
Dungeon Clear Pennant: Temple of Orithon, Standard- (Item, Antiquity, Earth & Light, 50,000 Gold)
Earth Crystal- (Item, Material, Earth, 20,000 Gold)
2 Elemental Domain Core: Illusion- (Item, Antiquity, Illusion, 160,000,000 Gold)
14 Feather- (Item, Material, Air, 200 Gold)
Festive Landscape Giftbox- (Item, Ticket, Ice & Fire & Hope, 40,000,000 Gold) Can be opened at the Warehouse for a roll on the Festive Landscape Giftbox table
Fish of the Month Ticket (Item, Ticket, Water, 5,000 Gold)
22 Flameworm's Eye- (Item, Material, Fire, 600 Gold)
65 Ghost Ice- (Item, Antiquity, Ice & Darkness, 26,000 Gold)
Inedible Rock- (Item, Antiquity, Earth, 3,600,000 Gold)
Large Container of Air Mana Oil- (Item, Material, Air, 50,000 Gold)
Large Container of Earth Mana Oil- (Item, Material, Earth, 50,000 Gold)
Large Container of Fire Mana Oil- (Item, Material, Fire, 50,000 Gold)
Large Container of Water Mana Oil- (Item, Material, Water, 50,000 Gold)
42 Large Stone Tablet- (Item, Antiquity, Earth, 2,000 Gold)
Library-Palace- (Item, Antiquity, Magic & Air, 1,200,000 Gold)
10 Lizard Scales- (Item, Material, Earth, 20 Gold)
Magic Books (Level 21-30) Spawn Table- (Item, Antiquity, Magic, 1,900,000 Gold)
5 Magic Copper Ore- (Item, Material, Magic, 5,000 Gold)
Magic Crystal- (Item, Material, Air, 20,000 Gold)
5 Magic Gold Ore- (Item, Material, Magic, 100,000 Gold)
5 Magic Silver Ore- (Item, Material, Magic, 50,000 Gold)
Massive, Futuristic Hive-City- (Item, Property, Technology, 605,220,333 Gold)
Mimes (Level 1-10) Spawn Table- (Item, Antiquity, Psychic & Darkness & Physical, 340,000 Gold)
11 Minor Celestial Essence- (Item, Material, Light, 36,000 Gold)
Pocket Dimension: Library of Magic- (Item, Property, Magic, 75,000,000 Gold)
Portable Mini-Oven- (Item, Crafting Equipment, Fire & Technology, 60,000 Gold) Is not consumed in combos unless specifically noted
Private Aquarium- (Item, Property, Water, 1,300,000 Gold)
192 Purity- (Item, Material, Light, 5,000,000 Gold)
Random Ultra-Festive Giftbox Plus- (Item, Ticket, Ice & Chaos & Hope, 40,000,000 Gold) Can be opened at the Warehouse for a roll on the Random Ultra-Festive Giftbox Plus table
2 Rope- (Item, Antiquity, Earth, 200 Gold)
Sea of Spiced Tea- (Item, Property, Water & Fire, 65,000,000 Gold)
6 Seasonal Marble- (Item, Antiquity, Earth & Air & Fire & Water & Ice & Electrical & Acid, 3,000 Gold)
Secret Love- (Item, Material, Light & Fire & Darkness, 6,000,000 Gold)
Shoe Shop Built in the Partially-Emptied Body of a Giant, Robot Gopher- (Item, Property, Air & Technology, 315,000 Gold)
1 Tangible Jealousy- (Item, Material, Magic & Earth, 80,000 Gold)
2 The Wizard's Guide to Spells- (Item, Crafting Equipment, Magic, 50,000 Gold) Not consumed in combinations it is a part of
1 Tiny Zircon- (Item, Material, Earth & Magic, 1,000 Gold)
True Dragon Scales- (Item, Material, Magic & Physical, 400,000 Gold)
6 Living Calendar Bead- (Item, Antiquity, Earth, 900 Gold)
Wood Element Core- (Item, Material, Wood, 7,500,000 Gold)
Spells-
Alacrity of the Adorable Messenger- (Spell, Leadership, Air & Light, 3,000 MP, 168,000 Gold) +150 AGI, Target's actions may gain '30% inflicts Charm', lasts 5 rounds, does not stack
2 Alacrity of the Holy Messenger- (Spell, Celestial Magic, Light, 1,200 MP, 168,000 Gold) +150 AGI, Target may make a free trade or re-equip action every time target would normally get an action, Does not work on Demons, Devils, or Abstracts, does not stack, lasts 5 rounds
Blazing Hand- (Spell, Wizard Magic, Fire, 30 MP, 30,000 Gold) +35 Melee Attack, +35 Magical Attack
Blessing of Orithon- (Spell, Divine Spell, Light, 50 MP, 12,000 Gold) Gives +25 damage to all Water element attacks and adds +15 Defense against Earth, lasts 8 turns
5 Call Unto Earth- (Spell, Elemental Magic, Earth, 15 MP, 11,000 Gold) Either +15 Magical Attack, changes target ally's next attack's element to Earth, scans the user's enemies to determine if any of them are Earth element, or gives target 5% Earth Resistance
32 Call Unto Seasons: Winter- (Spell, Elemental Magic, Ice, 45 MP, 45,000 Gold) All Ice attacks for the remainder of the battle do Caster's Level * 10 extra damage, Does 700 Ice damage or heals target Ice element individual for 700, does not stack
Caress of Summer Days- (Spell, Elemental Magic, Earth & Air & Fire & Water, 30,000 Gold) +30 Melee Attack for each empty Weapon slot, Heals, 5% cures one minor negative status effect, Only affects individuals with the ability 'Druid', the ability 'Elementalist', or that have been summoned through an Elemental Magic spell that is not Ice element
4 Celestial Sparkle Burst- (Spell, Celestial Magic, Light, 150 MP, 158,000 Gold) +350 Magical Attack, deals 1/3 damage, 40% inflicts Confusion, 30% inflicts Awestruck, 20% inflicts Impaired: Blind, 1 hit against 5
4 Claw Rip- (Spell, Unarmed Technique, Physical, 20 MP, 30,000 Gold) +35 Melee Attack for each empty Weapon slot, If caster is under level 10 can only be cast by Shapeshifters, Animals, and Monsters
Dark Globe of the Fell Wraith- (Spell, Dark Magic, Ice & Darkness, 1,240 MP, 509,000 Gold) +600 Magical Attack, may deal no damage, 50% inflicts Paralysis, 5% inflicts Frozen: Cubed if only targeting a single individual
Dark Winter Ice Needle Barrage- (Spell, Elemental Magic, Ice & Darkness, 600 MP, 640,000 Gold) +640 Magical Attack, 15% inflicts Frozen, 30% inflicts Impaired, 30% inflicts Weakened, 15% may inflict both Wounded and Voidstruck at the same time (resistances to both apply added together), may gain 3 hits against 1 and deal 1/6 Damage, Caster must have previously cast 'Call Unto Seasons: Winter' to cast this spell
91 Demon Fire- (Spell, Dark Magic, Fire, 800 MP, 780,000 Gold) +825 Magical Attack, 30% inflicts Burning, 10% may inflict Voidstruck and also gain the element Darkness
41 Demon Fire (2)- (Spell, Demon Magic, Fire, 800 MP, 780,000 Gold) +825 Magical Attack, 30% inflicts Burning, 10% may inflict Voidstruck and also gain the element Darkness
121 Demon Wind- (Spell, Dark Magic, Air, 800 MP, 780,000 Gold) +825 Magical Attack, 30% inflicts Suffocation, 10% may inflict Voidstruck and also gain the element Darkness
47 Demon Wind (2)- (Spell, Demon Magic, Air, 800 MP, 780,000 Gold) +825 Magical Attack, 30% inflicts Suffocation, 10% may inflict Voidstruck and also gain the element Darkness
Elemental Fist- (Spell, Unarmed Technique, Earth & Air & Fire & Water, 20 MP, 40,000 Gold) +15 Melee Attack for each empty Weapon slot, Caster may choose to make this attack solely Air, Earth, Fire, or Water element
Fist of Air- (Spell, Elemental Magic, Air, 45 MP, 72,000 Gold) +78 Magical Attack, Call Unto Air must have been previously cast to cast this spell
Four-Seasons' Laser- (Spell, Elemental Magic, Magic, 5,000 MP, 400,000 Gold) +50 Magical Attack, this spell gains +250 additional Magical Attack for each spell out of Call Unto Seasons: Spring, Call Unto Seasons: Summer, Call Unto Seasons: Fall, and Call Unto Seasons: Winter that has been cast, This spell may gain the Electrical element if Call Unto Seasons: Spring has been cast, This spell may gain the Air, Earth, Fire, and Water elements (all together, not seperately) if Call Unto Seasons: Summer has been cast, This spell may gain the Acid element if Call Unto Seasons: Fall has been cast, This spell may gain the Ice element if Call Unto Seasons: Winter has been cast, This spell may lose the Magic element if it possesses at least one other element, This spell costs 1,000 less MP for each spell out of Call Unto Seasons: Spring, Call Unto Seasons: Summer, Call Unto Seasons: Fall, and Call Unto Seasons: Winter that has been cast, 1 hit against X, where X = 1 + (-1 + the number of different spells out of Call Unto Seasons: Spring, Call Unto Seasons: Summer, Call Unto Seasons: Fall, and Call Unto Seasons: Winter that have been cast, minimum 0)
Gale Blast- (Spell, Wizard Spell, Air, 200 MP, 138,000 Gold) +130 Magical Attack, 5% inflicts Suffocation, 1% causes target, provided that target is lower level than caster and below Level 40, to lose its next action, as a non-stacking effect
2 Golden Lion Roars and Strikes- (Spell, Unarmed Technique, Physical & Magic, 99 MP, 64,000 Gold) +195 Melee Attack, 5% inflicts Fear on Animals and Humans, Cannot be used if any weapons are equipped
Grab a Puff of Cloud from Thin Air- (Spell, Unarmed Technique, Air, 5 MP, 20,000 Gold) 1% inflicts Charm: Impressed
Greater Subliminal Erotic Mindcrush- (Spell, Psychic Arts, Darkness & Psychic, 65,000 MP, 45,000,000 Gold) +45,000 Magical Attack, 4,000 MIN Damage, 35% inflicts Charm: Lust, 35% inflicts Mindblasted, 30% inflicts Confusion, 30% inflicts Pain: Discomfort, 1% inflicts Charm, Actions including this spell may not be countered by individuals below Level 40
Invoke Bloodshadow of the Fallen Lord- (Spell, Other: Blood Magic, Blood, 50,000 MP & 50,000 HP, 5,000,000 Gold) Caster, so long as no entity of Level 40 or greater in any battlespace objects, replicates the action of a boss from the boss list that is below Level 20 that caster killed earlier in the same thread that is equal Level to or lower Level than caster as though a solely-Blood-element copy of said boss performed said action, Caster must be Blood element or Level 40 or greater
Minor Banishing of Good and Law- (Spell, Celestial Magic, Light, 3,500 MP, 170,000 Gold) +550 Magical Attack, +10% Critical for this attack, only affects Demons, Devils, and Abstracts, 1% inflicts Awestruck: Sealed, may affect more targets in RP threads
1 Muddle- (Spell, Wizard Magic, Psychic, 70,000 Gold) 45 MIN damage
20 Nether Breeze- (Spell, Dark Magic, Air & Darkness & Ice, 790 MP, 415,000 Gold) +419 Magical Attack, 15% inflicts Frozen, 15% inflicts Voidstruck, may heal Undead, 1 hit against 15, deals 1/5 damage unless this spell targets only a single individual
New Year's Fury- (Spell, Elemental Magic, Light & Air & Electrical, 400 MP, 143,000 Gold) +690 Ranged Attack, +690 Magical Attack, Deals 1/4 Damage, 1 hit against 60, Call Unto Seasons: Spring must have already been cast for this spell to be cast
One Card of Dis-Buff- (Spell, Arcanist Magic, Magic, 50 MP, 12,000 Gold) Removes all stacked copies of 1 positive enhancements accrued on a single opposing character from items used by characters under level 10, spells cast by characters under level 10, and abilities activated by pets, summons, and transformations under level 10
One Card of Dis-Summon- (Spell, Arcanist Magic, Magic, 50 MP, 12,000 Gold) Unsummons 1 summoned entity that is under level 10 and were summoned by an entity that is under level 10
One Card of Flame Lash- (Spell, Arcanist Magic, Fire, 80 MP, 31,000 Gold) +40 Magical Attack
One Card of Summon Soldier- (Spell, Arcanist Magic, Magic, 60 MP, 29,000 Gold) Summons 1 One Soldier, Max 100 Summoned
Piercing Rocks- (Spell, Wizard Spell, Earth, 200 MP, 138,000 Gold) +130 Magical Attack, 5% inflicts Entombed 20% pierces all the Defense of targets below Level 20
2 Redeeming Light- (Spell, Celestial Magic, Light, 950 MP, 475,000 Gold) +480 Magical Attack, Heals, 40% cures any one minor status effect, 30% removes each buff and debuff on target that was applied by a Demon, Devil, Demon Magic, Chaos Magic, or Abstract, 10% removes each buff and debuff on target that was applied by a Deva, a Daemon, or Rune Magic, separate rolls are made for each effect to be removed
Rumbling Earth Burst- (Spell, Elemental Magic, Earth, 150 MP, 158,000 Gold) +350 Magical Attack, deals 1/3 damage, 40% inflicts Paralyzed, 30% inflicts Entombed, 20% inflicts Impaired, 1 hit against 5, Caster must have previously cast 'Call Unto Earth' to cast this spell
Sage's Bombardment of the Five Eastern Elements (Special Type A)- (Spell, Elemental Magic, Earth & Fire & Water & Metal & Wood, 110 MP, 110,000 Gold) +150 Magical Attack, This spell may be considered a Danmaku spell for purposes of use in Danmaku Attacks
Searing Mantra of the Flame Court- (Spell, Elemental Magic, Fire, 12,500 MP, 410,000 Gold) +7,275 Magical Attack, 1 hit against 15, deals 1/15 damage, this spell may deal no damage to selected targets, this spell may give a non-stacking -5% Fire Reistance to targets, this spell may give a non-stacking 15% Fire Resistance to targets, this spell may change the element of willing targets to Fire before its other effects if at least 5 individuals are involved in its casting, this spell may give +45 to all stats of Fire element targets as a buff that stacks two times, Fire element summons summoned by any of this spell's casters in the next five turns have a non-stacking 5% less chance of turning against thier casters when summoned, Fire element Elemental Magic spells cost all casters 200 less MP to cast for the next 5 turns as a non-stacking buff, This spell may be cast by a main caster and any number of sub-casters provided that all casters have Basic Chain Casting Attunment, the main caster of this spell must possess Apprentice Elemental Magic Attunement and Heart of Fire, the sub-casters of the spell must have Envoy of Fire, costs for this spell may be paid by any out of the main caster and the sub-casters, Call Unto Fire must have been cast 5 times already in this battle to cast this spells, this spell costs 2,500 Gold, 150 XP, and 4 Flamestone to cast
Seasonal Blessing- (Spell, Druid Magic, Light & Earth, 15 MP, 16,000 Gold) +20 to all stats, does not stack, 5% heals target for 7,000
2 Shocking Hand- (Spell, Wizard Magic, Electrical, 30 MP, 30,000 Gold) +35 Melee Attack, +35 Magical Attack
Song of Flowers- (Spell, Bardic Music, Light & Earth, 30 MP, 35,000 Gold) +300 HP to target for each Plant in battle on the caster's side, may be maintained for 0 MP for an unlimited number of turns unless the caster does something else
Stone Claw Rip- (Spell, Unarmed Technique, Physical, 20 MP, 40,000 Gold) +45 Melee Attack for each empty Weapon slot, If caster is under level 10 can only be cast by Shapeshifters, Elementals, and Monsters
Summon Abyss Demon- (Spell, Demon Magic, Darkness & Water, 44,000 MP, 2,140,000 Gold) Summons 1 Abyss Demon from the enemy list, Max 10 summoned, This spell’s summons have an 99% chance of being uncontrolled
35 Summon Air Elemental- (Spell, Elemental Magic, Air, 2,000 MP, 1,000,000 Gold) Summons 1 Air Elemental from the enemy list, max 20 summoned
Summon Elemental- (Spell, Elemental Magic, Earth & Air & Fire & Water, 4,000 MP, 4,000,000 Gold) Caster summons 1 Elemental that is below Level 40 that is normally fightable for drops on the Enemy List, max 20 summoned
13 Summon Fire Demon- (Spell, Demon Magic, Fire, 65,000 MP, 1,140,000 Gold) Summons 1 Fire Demon from the enemy list, Max 10 summoned, This spell’s summons have an 80% chance of being uncontrolled
12 Summon Wind Demon- (Spell, Demon Magic, Air, 65,000 MP, 1,140,000 Gold) Summons 1 Wind Demon from the enemy list, Max 10 summoned, This spell’s summons have an 80% chance of being uncontrolled
Wind Slap- (Spell, Unarmed Technique, Air, 40 MP, 30,000 Gold) +35 Melee Attack for each empty Weapon slot, 5% inflicts Stun
2 Winter's Beauty- (Spell, Elemental Magic, Ice, 60 MP, 46,000 Gold) +47 Magical Attack, Heals target, 3% cures Frozen, Call Unto Seasons: Winter must have already been cast for this spell to be cast
3 Winter's Needles- (Spell, Elemental Magic, Ice, 60 MP, 46,000 Gold) +47 Magical Attack, +3% Critical against non-Ice element foes, Call Unto Seasons: Winter must have already been cast for this spell to be cast
Pets-
Devilish Mind-Vampire (Life-Destroyer Variant, Young-Looking Variant)- (Pet, Devil, Darkness & Psychic & Destruction, Lv. 27, 250,000,000 Gold)
HP- 362,974
MP- 392,316
STR- 11,224
AGI- 8,308
CON- 7,579
MIN- 10,495
SPI- 6,121
XP- 0
XP Needed- 1,350,000 (Standard Multiplier x5)
Minimum Level- 27
Defense- 3,867
Defense against Stat Damage- 512, +512 Defense against SPI Damage
Critical Chance- 29%
Resilience- 27%
To Hit- 132%
Dodge- 29%
Resistances and Immunities- Physical Immunity, 75% Darkness Resistance, 50% Psychic Resistance, 50% Fire Resistance, 50% Water Resistance, 50% Technology Resistance, 25% Earth Resistance, 25% Air Resistance, 450% Light Weakness, 200% Acid Weakness, Immune to Pain, Poison, Diseased, Stat Drain, and Hexed
Prime Attribute- Strength or Mind
Constant Effects-
Very Cute- Possessor may increase possessor's chance of success on possessor's ability named 'Be Very Cute' by +10%, provided possessor possesses an effect named 'Be Very Cute' as a non-stacking non-buff effect for 1 Month, this effect disappears if possessor is destroyed or stolen, Possessor may not, while this effect is active, be combo'd, voluntarily destroyed, voluntarily sacrificed, sold, traded, or voluntarily dropped, Enhancement Effect
Abilities-
Black Claws- 11,601 Damage, 2 hits against 1, Physical or Darkness, 0 MP
Annihilation Gaze- 13,059 Damage, -729 Defense, does not stack, Destruction, 0 MP
Shadow Claws- 18,891 Damage, 2 hits against 1, deals 1/2 damage, Physical or Darkness, 0 MP
Blood-Draining Bite- 10,872 Damage, Deals HP Drain, Darkness or Physical, 0 MP
Thought-Draining Bite- 10,872 MP Damage, Deals MP Drain, Darkness or Psychic or Physical, 0 MP
Mind Slash- 11,601 Damage, deals no normal damage, deals 1/20th the damage that would be dealt as MIN damage, Psychic, 0 MP
Witch Lightning- 12,330 Damage, inflicts Hexed, 1 hit against 4, Darkness, 15,692 MP
Devour Mind- 2,916 MIN Damage, Heals caster for (damage dealt x 5) MP, Psychic & Darkness, 35,398 MP
Mind Scream- 10,434 Damage, inflicts Pain,inflicts Confusion, 60% inflicts Mindblasted, Psychic, 25,692 MP
Induce Desire- Inflicts Charm, Psychic, 11,769 MP
Induce Perplexment- Inflicts Confusion, Psychic, 11,769 MP
Induce Grief- Inflicts Confusion: Depression, Psychic, 11,769 MP
Induce Still Terror- Inflicts Paralysis, Psychic, 11,769 MP
Vapor Form- +58% Dodge, Caster cannot perform offensive actions, May only be used once every 10 rounds, lasts 4 rounds, does not stack, Air, 82,386 MP
Inhabit Mind Thrall- Caster leaves the normal rows of battle, possessing target ally, while caster is possessing this ally, caster regenerates 36,297 HP and 39,231 MP per turn, on caster's turn, caster may de-inhabit the body it is possessing or use one of the following abilities at normal cost: 'Mind Slash', 'Inhabit Mind Thrall', 'Induce Desire', 'Induce Perplexment', 'Induce Grief', 'Induce Still Terror', 'Mind Scream', or 'Devour Mind', caster may be damaged instead of the being caster is possessing by MP-damaging attacks that hit the individual caster is possessing, if the being caster is possessing is killed, caster immediately exits the body and rejoins the battle in the possessed individual's former spot in the row order, does not stack, Psychic, 98,079 MP
Welcome to the World My Mind Created- Creates a Zone of Psychic that cannot be removed, replaced, or altered by individuals of lower level than its creator, This Zone gives Psychic element Devils in it +2,187 to all stats, Psychic, 62,930 MP
Fires of Loss- 32,013 Damage, 1 hit against 20, deals 1/20 damage, Fire or Fire & Darkness or Fire & Destruction, 25,692 MP
Be Very Cute- 50% Humans and Humanoids with less SPI than caster cannot conduct offensive actions against caster during the next round of battle, does not stack, Light & Air, 7,846 MP
Destroy- 24,723 Damage, -2,916 to all stats, stacks 5 times, Destruction, 74,540 MP
Elementalist- (Pet, Human, Earth & Air & Fire & Water, Lv.3, 90,000 Gold)
HP- 4,200
MP- 4,900
STR- 60
AGI- 80
CON- 60
MIN- 110
SPI- 290
XP- 0
XP Needed- 5,000
Minimum Level- 3
Defense- 200, +100 against Earth, +100 against Air, +100 against Fire, +100 against Water
Defense against Stat Damage- 1
Critical Chance- 2%
Resilience- 1%
To Hit- 102%
Dodge- 2%
Resistances and Immunities- 20% Earth Resistance, 20% Air Resistance, 20% Fire Resistance, 20% Water Resistance
Prime Attribute- Spirit
Constant Effects-
Call Upon the Elements- At the beginning of battle, this pet creates an effect that makes it so that everything responds as though Call Unto Air, Call Unto Earth, Call Unto Water, or Call Unto Fire has been cast, Constant Effect
Abilities-
Book Slap- 40 Damage, the Prime Attribute for this attack is Strength, Physical, 0 MP
Fireball- 200 Damage, Call Unto Fire must have been cast for this attack to be usable, Fire, 0 MP
Aqua Shot- 200 Damage, Call Unto Water must have been cast for this attack to be usable, Water, 0 MP
Rock Smash- 200 Damage, Call Unto Earth must have been cast for this attack to be usable, Earth, 0 MP
Gust- 200 Damage, Call Unto Air must have been cast for this attack to be usable, Air, 0 MP
Ash Cloud- 500 Damage, 20% inflicts Poison, Call Unto Fire must have been cast for this attack to be usable, Fire, 500 MP
Convert Blood to Water- 500 Damage, 20% inflicts Stat Drain, Call Unto Water must have been cast for this attack to be usable, Water, 500 MP
Earth Hand- 500 Damage, 20% inflicts Paralysis, Call Unto Earth must have been cast for this attack to be usable, Earth, 500 MP
Gale Smash- 200 Damage, 20% inflicts Stun, Call Unto Air must have been cast for this attack to be usable, Air, 500 MP
Echo of a Fairy Lady of Encroaching Eternal Winter- (Pet, Fae, Ice, Lv.15, 2,000,000 Gold)
HP- 65,000
MP- 95,000
STR- 1,520
AGI- 1,260
CON- 1,320
MIN- 1,670
SPI- 2,100
XP- 0
XP Needed- 45,000 (Standard Multiplier x1)
Minimum Level- 14
Defense- 1,310, +26,000 Defense against Ice, +13,000 Defense against Magic, +13,000 Defense against Energy, +13,000 Defense against Psychic
Defense against Stat Damage- 120, +2,400 Defense against Ice, +1,200 Defense against Magic, +1,200 Defense against Energy, +1,200 Defense against Psychic
Critical Chance- 17%
Resilience- 12%
To Hit- 120%
Dodge- 13%
Resistances and Immunities- Absorbs Ice, 80% Energy Resistance, 50% Magic Resistance, 50% Psychic Resistance, 50% Fire Weakness, 30% Manablated Resistance
Prime Attribute- Spirit
Constant Effects-
Being of Eternal Winter- Possessor gains +700 to all stats if Call Unto Seasons: Winter has been cast, At the start of each round, possessor causes the total number of castings of 'Call Unto Seasons: Summer' to count as being one lower for each individual in battle, to a minimum of 0, Constant Effect
Gather Power of Eternal Ice- Possessor creates a Zone of Ice at the start of each round that possessor is not at least in one Zone of Ice, Possessor gains +100 to all stats at the start of each round that possessor begins in a Zone of Ice (not counting ones created this round by this effect) as a buff that stacks 200 times, with said buff immediately vanishing if possessor ceases to be in a Zone of Ice, Constant Effect
Echo- Possessor has a 15% chance each round of being unable to act, with things that would occur before and after skipped actions still occurring, Constant Effect
Nobility- Possessor is Immune to Fae below Level 5, Constant Effect
Abilities-
Wand of Snow and Ice- 4,500 Damage, 50% inflicts Frozen, Ice, 0 MP
Slap- 2,600 Damage, 5% inflicts Fatigued: Stun, 50% deals no Damage, Physical, 0 MP
Locally Ban Summer- Possessor obtains a buff that prevents individuals below Level 40 in the same battle as possessor from creating Zones of Energy, Ice, 2,000 MP
Locally Preserve Winter- Possessor obtains a buff that prevents individuals below Level 40 in the same battle as possessor from removing or altering the element of Zones of Ice, Ice, 2,000 MP
Call Unto Seasons: Winter- +5,000 damage to all Ice element attacks for the remainder of the battle, +3,000 Defense to all Ice element individuals in battle, stacks 5 times, Ice, 5,000 MP
Snowcloak- Caster gains +48% Dodge, does not stack, this buff disappears as soon as caster is targeted with an offensive Fire element source that is at least Level 15, Ice, 11,000 MP
Phantom Cube- 4,444 Damage, 444 SPI Damage, 30% inflicts Frozen: Cubed, Ice & Magic or Ice & Psychic, 4,444 MP
Bolster Fae- +200 to all stats, only affects Fae, stacks 10 times, Magic or Ice, 3,000 MP
Bolster Ice- +800 to all stats, only affects Ice-element targets, stacks 2 times, Magic or Ice, 8,000 MP
White Rain- 12,000 Damage, 50% inflicts Frozen, deals 1/2 Damage, 1 hit against 50, Ice or Ice & Water or Ice & Air, 12,000 MP
Goldfish- (Pet, Aquatic, Water, Lv.1, 40 Gold)
HP- 20
MP- 22
STR- 3
AGI- 9
CON- 4
MIN- 2
SPI- 3
XP- 0
XP Needed- 100 (Standard Multiplier x0.1)
Minimum Level- 1
Defense- 3
Defense against Stat Damage- 0
Critical Chance- 0%
Resilience- 0%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- Drowning Immunity
Prime Attribute- Strength
Constant Effects-
Unusually Weak- Possessor counts as being 1/2 possessor's level for all purposes, rounded up, Constant Effect
Abilities-
Goldfish Nibble- 1 Damage, 90% does no damage, Physical, 0 MP
Minor Demon Butler- (Pet, Demon, Darkness, Lv.2, 49,000 Gold)
HP- 700
MP- 850
STR- 15
AGI- 49
CON- 19
MIN- 34
SPI- 65
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 25
Defense against Stat Damage- 1
Critical Chance- 1%
Resilience- 0%
To Hit- 101%
Dodge- 4%
Resistances and Immunities- 30% Darkness Resistance, 20% Technology Resistance, 15% Fire Resistance, 200% Light Weakness, Immune to Hexed, Diseased
Prime Attribute- Mind or Spirit
Constant Effects-
None
Abilities-
Butler Kick- 23 Damage, Physical, 0 MP
Fling Demonic Cutlery- 35 Damage, Darkness, 0 MP
This Tea Tastes Like Basalt!- 200 Damage, Heals, 5% inflicts Discomfort on individuals who do not have the Award "Accustomed to Basalt Flavored Tea", 1% bestows the award "Accustomed to Basalt Flavored Tea", Darkness & Fire, 30 MP
Assist- +40 Defense to controller, +50 damage to all of controller's attacks, controller gains 5% Darkness Resistance, does not stack, lasts 1 turn, Darkness, 0 MP
Dark Fire- 300 Damage, Darkness, 200 MP
Delights of the Underworld- 500 Damage, Heals, 10% Cures Minor Status Effects, +400 to all stats, does not stack, only affects Demons, Daemons, Devils, and Fiends, 1 hit against all allies, Darkness, 50% max MP
Locally Famous Singing Frog- (Pet, Animal, Water, Lv. 2, 70,000 Gold)
HP- 280
MP- 500
STR- 20
AGI- 90
CON- 30
MIN- 60
SPI- 80
XP- 0
XP Needed- 1,000
Minimum Level- 2
Defense- 30
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- 80% Water Resistance, 50% Air Resistance, 30% Earth Resistance, 50% Ice Weakness, 50% Electrical Weakness
Prime Attribute- Agility
Constant Effects-
Locally Famous- Possessor's owner and allies who have the same owner as possessor gain +20 to all stats, Constant Effect
Abilities-
Cane Smack- 110 Damage, 5% inflicts Stun, Physical, 0 MP
Baritone Voice- 550 Damage, 50% inflicts Impaired: Defened, Air, 300 MP
Banjo Assault- 230 Damage, 5% inflicts Stun, Physical, 20 MP
Sing About the Good Times- 50% Cures any one minor status effect, 1 hit against 5, Light & Air, 40 MP
Sing About the Bad Times- 50% inflicts Confusion: Depression, 1 hit against 5, Darkness & Air, 40 MP
Dance Back and Forth With a Cane- 50% inflicts Confusion or Cures any one minor status effect, 1 hit against 10, Water & Physical, 500 MP
Song of Rain- 210 Damage, deals 1/5 damage, 1 hit against 15, Water, 200 MP
Mystical Martial Artist Who Practices Rainbow Dragon Style- (Pet, Human, Light & Fire & Physical & Magic, Lv.19, 18,515,000 Gold)
HP- 199,000
MP- 164,000
STR- 3,860
AGI- 3,300
CON- 3,645
MIN- 3,440
SPI- 3,640
XP- 0
XP Needed- 140,000 (Standard Multiplier x2)
Minimum Level- 15
Defense- 3,000, +6,200 against Physical, +2,000 against Magic, +2,000 against Light
Defense against Stat Damage- 275
Critical Chance- 24%
Resilience- 24%
To Hit- 124%
Dodge- 24%
Resistances and Immunities- 44% Physical Resistance, 34% Light Resistance, 10% Psychic Weakness, 22% Minor Status Effect Resistance (excluding Fatigued)
Prime Attribute- Strength or Spirit
Constant Effects-
Assume Aspect of the Dragon- Possessor may choose at the beginning of a battle to become the subtype Dragon, Constant Effect
Reassume Human Aspect- Possessor may choose at the beginning of a battle to become the subtype Human, Constant Effect
Loyal- Possessor cannot be afflicted with Charm or Dominion by sources below Level 40 who are below one half possessor's controller's Level, rounded up, Constant effect
Guardian Stance- Possessor's allies gain +8,000 Defense as a non-stacking buff, Possessor may choose to have one stance active at a time, being able to switch between possessed stances at the start of each round, this effect counts as a Stance, Constant Effect
Dragon's Fury Stance- Possessor's abilities' Damage values are increased by 21,000 points, Possessor may choose to have one stance active at a time, being able to switch between possessed stances at the start of each round, this effect counts as a Stance, Constant Effect
Swift Combat Stance- Possessor gains +3,750 to possessor's turn-order-determining stat sum for turn-order-determining purposes, Possessor may choose to have one stance active at a time, being able to switch between possessed stances at the start of each round, this effect counts as a Stance, Constant Effect
Strong, Tough, and Agile- Possessor gains +2,050 STR, +2,050 CON, +2,050 AGI, +20,500 HP, and +32% Resilience, Constant Effect
Inedexed Effects-
Rainbow Strike- Possessor may spend 5,000 MP to change the element of any of possessor's actions to be solely any combination of (Magic, Light, and Base Elements), Constant Effect
Rainbow Warrior Stance- Possessor, while in this stance, may choose to to change the element of any of possessor's actions to be solely any combination of (Magic, Light, and Base Elements), Possessor may choose to have one stance active at a time, being able to switch between possessed stances at the start of each round, this effect counts as a Stance, Constant Effect
Abilities-
Precise Rock-Splitting Fist- 8,000 Damage, pierces 16,000 Defense, Physical, 0 MP
Project Elemental Blast- 8,000 Damage, this action may become any combination of Magic, Physical, Light, Earth, Air, Fire, and Water as its effective elements, Magic & Physical & Light & Earth & Air & Fire & Water, 0 MP
Meditation- +22,000 MP, affects caster only, stacks 40 times, Earth & Air & Fire & Water, 25,000 MP
Fix Refreshing Broth- 21,000 Damage, 60% cures Fatigued, 25% cures any one minor negative status effect other than Fatigued, Heals HP and MP, deals 1/2 damage, Fire & Water, 5,000 MP
Rest- 50,000 Damage, Heals HP, inflicts Fatigued: Asleep, May only target caster, Air & Physical, 5,000 MP
Fist of the Dragon- 13,000 Damage, this attack's Prime Attribute becomes 'Two Highest Stats' if possessor's subtype is Dragon, Magic & Physical, 21,000 MP
Rainbow Kick- 10,000 Damage, Any combination of (Magic, Light, and Base Elements), 15,000 MP
Rainbow Energy Blast- 10,000 Damage, 15% deals full Damage to targets below Level 40 in the back row, Any combination of (Magic, Light, and Base Elements), 15,000 MP
Indexed Abilties-
Rainbow Dragon's Roar- 70% inflicts Confusion, 70% inflicts Confusion: Fear, 1 hit against 30, Any combination of (Magic, Light, and Base Elements), 10,000 MP
*Nietrich's Second Experimental Lifeform- (Pet, Humanoid, Air & Psychic, 14,300,000 Gold)
Level 14
HP- 142,370
MP- 143,601
STR- 4,800
AGI- 5,111
CON- 4,765
MIN- 5,000
SPI- 5,052
XP- 0
XP Needed- 90,000
Defense- 2,450, +4,000 against Air
Defense against Stat Damage- 240
Critical Chance- 21%
Resilience- 20%
To Hit- 128%
Dodge- 27%
Resistances and Immunities- 60% Air Resistance, 50% Psychic Resistance, 20% Technology Resistance, 20% Electrical Resistance, Immune to Stat Drain, Confusion, and Pain
Prime Attribute- Agility or Strength or Spirit
Constant Effects-
None
Abilities-
Project Weapon: Fire and Plant Cleaver- 6,500 Damage, 5% inflicts Wounded, 5% inflicts Burning, Fire & Wood or Fire & Wood & Physical, 0 MP
Project Weapon: Crystal Mind Spear- 6,700 Damage, 5% inflicts Mindblasted, 5% gives target 20% Earth Weakness, Earth & Psychic, 0 MP
Project Weapon: Threefold Frozen Acid Bow- 6,100 Damage, 5% inflicts Frozen, 5% inflicts Dissolving, 3 hits divided among 3, deals 1/3 damage, Earth & Psychic, 0 MP
Mentally Levitate- Gives caster 30% Earth Resistance, does not stack, Psychic, 3,500 MP
Air Magic Leviatation- Gives caster 30% Earth Resistance, does not stack, Air, 3,500 MP
Tornado Beatdown- 6,450 Damage, 4 hits against 4, deals 1/4 damage, 15% inflicts Fatigued: Stun, Air or Air & Physical, 7,000 MP
Air Bolts- 2,600 Damage, 1 hit against 15, deals 1/2 damage, Air, 7,400 MP
Full Scan- Scans target's stats, Psychic, 2,500 MP
Copy Weapon- Creates a copy of target non-unique Weapon that is worth below 2,000,000 Gold, Weapon copies made by this ability disappear at the end of the thread, A max of one such weapon may be created at a time, Weapons created with this ability may immediately be traded to any ally, This ability's MP cost is equal to the Gold value of the weapon copied, minimum 0, Psychic, X MP
2 Spirit of Elements- (Pet, Spirit, Earth & Air & Fire & Water, Lv.3, 140,000 Gold)
HP- 2,400
MP- 3,600
STR- 40
AGI- 90
CON- 70
MIN- 160
SPI- 450
XP- 0
XP Needed- 5,000
Minimum Level- 3
Defense- 100, +250 against Earth, +250 against Air, +250 against Fire, +250 against Water
Defense against Stat Damage- 20
Critical Chance- 1%
Resilience- 2%
To Hit- 101%
Dodge- 3%
Resistances and Immunities- 50% Earth Resistance, 50% Air Resistance, 50% Fire Resistance, 50% Water Resistance, Diseased Immunity
Prime Attribute- Spirit
Constant Effects-
Call Upon the Elements- At the beginning of battle, this pet creates an effect that makes it so that everything responds as though Call Unto Air, Call Unto Earth, Call Unto Water, or Call Unto Fire has been cast, Constant Effect
Abilities-
Fire Blast- 300 Damage, Fire, 0 MP
Air Cone- 300 Damage, Air, 0 MP
Earth Slam- 300 Damage, Earth, 0 MP
Water Gush- 300 Damage, Water, 0 MP
Elemental Barrage- 700 Damage, 1 hit against 15, deals 1/15 damage, Earth & Air & Fire & Water, 200 MP
Variant Succubus 22853-b- (Pet, Demon, Air, Lv.45, 67,000,000 Gold)
HP- 1,460,000
MP- 1,640,000
STR- 13,250
AGI- 14,100
CON- 9,600
MIN- 13,500
SPI- 14,800
XP- 0
XP Needed- 2,320,000 (Standard Multiplier x1)
Minimum Level- 45
Defense- 7,600
Defense against Stat Damage- 975
Critical Chance- 47%
Resilience- 41%
To Hit- 144%
Dodge- 47%
Resistances and Immunities- 90% Darkness Resistance, 60% Fire Resistance, 50% Physical Resistance, 20% Ice Resistance, 150% Light Weakness, 50% Minor Status Effect Resistance, 20% Moderate Status Effect Resistance, Hexed Immunity, Diseased Immunity
Prime Attribute- Spirit
Constant Effects-
Garden-Keeper- Possessor may summon a Plant below Level 40 that is normally fightable for drops on the Enemy List, at the start of each round, Max 15 summoned, Constant Effect
Shy- Possessor's actions have a 5% chance of failing if possessor possesses a greater number of opponents than possessor possesses allies (counting possessor), Constant Effect
Seductive Shapeshifting- Possessor has a 70% chance of inflicting Charm, a 50% chance of inflicting Charm: Infatuation, and a 30% chance of inflicting Charm: Lovestruck on up to 30 targets at the start of every round, Constant Effect
Granted Effects-
Given the Name Cassandra- Possessor's name counts as including 'Cassandra' and may count as being 'Cassandra', Constant Effect
Abilities-
Draining Touch- 26,000 Damage, 1,600 CON Damage, inflicts both HP and MP Drain, deals double damage (to a max of 20,000,000 additional damage) to targets already afflicted with Charm, 100% inflicts Charm, Darkness, 0 MP
Incant Curses- 2,200 SPI Damage, 100% inflicts Hexed or Manablasted, Darkness or Magic, 45,000 MP
Refresh- 140,000 Damage, Heals, Cures 2 minor status effects, Darkness, 30,000 MP
Magisewing to Patch-Up Clothes- Repairs target Clothes Armor that was broken by a source below Level 60, Magic & Air, 50,000 MP
Sweet Voice- 100% inflicts Charm, 1 hit against 50,000, Air, 25,000 MP
Destruction Voice- 31,000 Damage, -5,000 Defense, 1 hit against 50,000, stacks 3 times, Sonic or Air, 100,000 MP
Transformations-
None
Permanent Consumables-
2,945 Essence Sphere: Botanist- (Permanent Consumable, Essence Sphere, Earth & Technology, 1 Charge, 1,000,000 Gold) Gives user 1 bonus week that may only be used on Botanist abilities, Gives user the award ‘Has Consumed X (where X = X+1) Essence Sphere: Botanist’, May not be used by a user who already has X equaling 5 or greater for such an award
Artifacts-
*Census of the Universe- (Artifact, Level 59, 0 XP, # XP Required) (Standard Multiplier x18, Raised to x# to bypass Level 60 jump)
*The Universal Census Taker's Pen- (Weapon Aspect: Census of the Universe, Deadly Item, Universe, X Gold) +65,000 Melee Attack, +65,000 Magical Attack, Wielder may deal 2,000,000 additional Damage to a unique target up to once per round, Wielder gains +50,000 Defense against unique targets whose stats wielder has scanned as an uncapped bonus, Wielder's actions may scan the stats of their targets
*The Universal Census Pad- (Weapon Aspect: Census of the Universe, Other: Clipboard, Universe, X Gold) +65,000 Defense, Wielder gains the abilities 'Basic Divining Attunement', 'Apprentice Divining Attunement', 'Diviner', and 'Adept Divining Attunement', Wielder may treat entities that are below Level 60 or that are willing that possess a nonbase Tier 1 or Tier 2 entity subtype that possessor possesses the class-name ability for the subtype-relevant class for (should one exist) as though said subtype were a base subtype
*Census of the Universe- (Accessory Aspect: Census of the Universe, Magic Item, Universe, X Gold) Wielder gains the abilities:
Excellent Bartending- 191,200 Damage, Deals HP Healing, Cures all minor negative status effects, deals 1/2 Damage, 1 hit against 300, This action's Prime Attribute is Agility or Spirit, Water & Physical, 16,204,117 MP
Gravity Yank- All targets are shifted to the front row, 1 hit against 5, Earth & Magic, 1,000 MP
Wacky Roll- 1 Damage, Caster rolls on the 'Whacky Sword' table, Chaos, 5,427 MP
Soul-Manifested Blade-Strike Accompanied by Loud Shout Dedicating the Attack to an Arena Member- 46,000 Damage, this action uses a Prime Attribute of Strength or Spirit, this action counts as involving a Sword, This action's performer chooses a Unique BA Member PC who is currently not Retired and who is not currently present in the same thread as this action's performer; this action's performer counts as possessing an additional unique BA Member PC ally who possesses the same name as said individual during this action, Glory & Light & Darkness, 740,000 MP or 740,000 HP or 74,000 SPI
Boat Piledriver- 47,390 Damage, 95% inflicts Fatigued: Stun, 1 hit against 60, This action uses a Prime Attribute of Strength, This action counts as including a Deadly Item whose name includes 'Boat', Physical & Water, 730,000 MP
Armor of Bling- +16,000 Defense, Target counts as wearing an additional Wealth & Earth element Heavy Armor, does not stack, Wealth & Earth, 790,680 MP or 39,000,000 Gold
Elemental Rechannel- Caster obtains a non-stacking buff that makes it solely any one base element, Light, Wood, Metal, or Blood, Magic or Light or Wood or Metal or Blood, 1,000 MP
Wisdom Halo- Caster gains a non-stacking buff that provides +120,000 MIN, and that, whenever its possessor is targeted by an offensive action, allows its possessor, at the end of said action, to scan said action's performer's stats, and, if said stat-scanning is successful, to deal 44,000 Flat Knowledge element Mind Damage to said scanned individual, Knowledge, 26,228,710 MP
Defense Grid Counter-Fire- 186,500 Damage, This attack uses Mind or Spirit as its Prime Attribute, May be used as a counter, Magic or Technology, 0 MP
Census Record
Touhou Combo Materials wrote:
Concentrated Spring- (Item, Material, Electrical, 120,000 Gold)
Concentrated Summer- (Item, Material, Earth & Air & Fire & Water, 120,000 Gold)
Concentrated Autumn- (Item, Material, Acid, 120,000 Gold)
Concentrated Winter- (Item, Material, Ice, 120,000 Gold)
Miniature Jeweled Pagoda- (Item, Antiquity, Fortune, 90,000 Gold)
Relic of the Peaceful Path- (Item, Antiquity, Light & Air, 68,500 Gold)
Tangible Jealousy- (Item, Material, Magic & Earth, 80,000 Gold)
Eyes of Confusion- (Accessoryx2, Eyewear, Air & Darkness & Magic & Psychic, 89,000 Gold) Wearer may spend an action to inflict Confusion with a 60% chance of success
The Power of a Minor Succubus- (Item, Material, Darkness, 61,000 Gold)
Ghostly Violin- (Weaponx2, Instrument, Darkness, 60,000 Gold) +125 Magical Attack, +100 SPI, 5% inflicts Confusion: Fear, 10% Darkness Resistance, 5% Dodge
Ghostly Piano- (Weaponx2, Instrument, Darkness, 60,000 Gold) +125 Magical Attack, +50 SPI, +50 MIN, 5% inflicts Confusion: Fear, 5% Darkness Resistance, +300 MP, Bardic Music spells cost wielder 200 less MP to cast
Ghostly Trumpet- (Weaponx2, Instrument, Darkness, 60,000 Gold) +125 Magical Attack, +100 SPI, 10% inflicts Confusion: Fear, 5% Darkness Resistance, 5% Air Resistance, 105% To Hit
Single-Dose Lesser Elixir of Regeneration- (Consumable, Potion, Magic & Light, 1 Charge, 63,000 Gold) Inflicts Rejuvination
Scarf of Flight- (Accessory, Scarf, Air & Magic, 145,000 Gold) +138 AGI, 10% Earth Resistance, 20% Entombed Resistance
Oni Horn- (Item, Antiquity, Physical & Darkness, 69,000 Gold)
Oni Sake- (Consumable, Drink, Darkness & Physical & Water, 4 Charges, 39,000 Gold) Heals 5,000 HP, Heals 5,000 MP, 60% inflicts Poison: Drunk, +80 STR
Oni's Strength- (Item, Antiquity, Darkness & Physical, 214,000 Gold)
2 Nekomata's Tail- (Item, Antiquity, Air & Magic, 61,000 Gold)
Curse-Swallowing Bottle- (Consumable, Enchanted Item, 4 Charges, 210,000 Gold) Allows target to unequip an uncursed item, removes some curses in RP threads
2 Third Eye- (Accessory, Bioaugmentation, Psychic, 275,000 Gold) +5% To Hit as an effect that stacks up to 4 times and does not stack with other bonuses that provide +#% To Hit, only with those that provide #% To Hit, Wielder counts as being 2 Levels higher for stat-scanning purposes
'Flickering Firefly Dancing Through Night' Kick- (Spell, Unarmed Technique, Light & Air & Darkness, 260 MP, 198,000 Gold) +195 Melee Attack, +5% To Hit for this attack, 10% inflicts Fatigued: Stun, 10% inflicts Impaired: Blind, lower's target's Dodge by 10% as a debuff that stacks 4 times
Demonic Infusion- (Spell, Demon Magic, Darkness, 2,000 MP, 111,000 Gold) Changes the subtype of either a willing target or a target below Level 30 to Demon, Gives target Hexed Immunity if caster is over Level 40
Ghostly Anchor- (Item, Antiquity, Darkness & Water, 150,000 Gold)
9 Kitsune's Tail- (Item, Antiquity, Earth & Magic, 51,455 Gold)
Confusing Song- (Spell, Bardic Music, Air & Electrical, 40 MP, 60,000 Gold) 20% inflicts Confusion, 1 hit against 3
Drill Scarf- (Accessory, Scarf, Physical & Technology, 65,000 Gold) +40 Melee Attack, 5% inflicts Wounded, Wielder may choose at the start of a round to count as having an additional Tool equipped for the remainder of the round
Salamander's Shield- (Weapon, Shield, Fire, 201,000 Gold) +210 Defense, +155 Melee Attack, 20% Fire Resistance, Deals 30,000 Flat Fire element damage to any individual who conducts an offensive action against wielder
2 Kasha's Tail- (Item, Antiquity, Darkness & Magic & Fire & Earth, 301,000 Gold)
Tengu's Fan- (Weapon, Fan, Air, 208,000 Gold) +120 Ranged Attack, +120 Magical Attack, +150 AGI, 15% 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 25 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 +20 to all stats if a Mask is equipped
Scroll of Symbols- (Consumable, Stored Spell, Magic, Unlimited Charges, 1,201,000 Gold) User choses one of: 15% inflicts Confusion with 1 hit against 4, or 15% inflicts Stat Drain with 1 hit against 3, or 10% inflicts Poison, 10% inflicts Disease, and 10% inflicts Paralyzed, or user heals 20,000 MP (with this effect being able to affect each target 15 times per thread), or +200 to all stats as a non-stacking buff that lasts 8 rounds, or scans target's stats, or makes the next spell cast by user cost 500 MP less as a non-stacking buff
Demonic Bucket- (Item, Antiquity, Darkness & Water, 65,000 Gold)
Spiritual Wheelbarrow- (Item, Antiquity, Light & Darkness & Magic, 58,000 Gold)
Scroll of Symbols (2)- (Accessory, Tome, Magic, 1,201,000 Gold) +30,000 MP
Always-Blooming Flower Umbrella- (Weapon, Bladecane, Life & Earth, 116,000 Gold) +103 Melee Attack, +114 Magical Attack, +130 additional Magical Attack for actions that heal Plants (for all purposes, not just healing-Plant-purposes), +1,500 MP if wielder is not a Plant and does not have at least 5 Botanist abilities, +3,000 MP if wielder is a Plant or has at least 5 Botanist abilities, Heals Plants, additionally deals MP Healing to Plants, 5% inflicts Rejuvination on Plants
Fellrain Umbrella- (Weapon, Bladecain, Darkness & Water, 1,410,000 Gold) +1,300 Melee Attack, +1,550 Magical Attack, 15% Darkness Resistance, 15% Water Resistance, +1,100 STR, CON, and AGI, +1,300 MIN, +1,620 SPI, 15% inflicts Hexed, wielder may spend an action to attach an effect to a Zone, Terrain, or Phantom Terrain that deals 40,000 Flat Darkness & Water element damage to all non-Demons in said Zone, Terrain, or Phantom Terrain at the start of every round, with this item being able to generate up to 3 such effects at a time
Confusion-Cleaving Blade- (Weaponx2, Sword, Magic & Psychic & Physical, 2,685,000 Gold) +5,100 Melee Attack, +4,100 MIN, +3,870 AGI, 95% cures Confusion on hit, 115% To Hit
Undying Loyalty- (Item, Antiquity, Light & Air, 1,650,000 Gold)
Active Tasks-
Test of Esssence
Test of Options
Test of Leadership
Awards-
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Has Consumed 5 Greater Essence Sphere: Channeler
Has Consumed 5 Essence Sphere: Demonologist
Has Consumed 5 Improved Essence Sphere: Demonologist
Has Consumed 5 Greater Essence Sphere: Demonologist
Has Consumed 5 Essence Sphere: Elementalist
Has Consumed 5 Improved Essence Sphere: Elementalist
Has Consumed 5 Greater Essence Sphere: Elementalist
Has Consumed 5 Essence Sphere: Metamorph
Has Consumed 5 Improved Essence Sphere: Metamorph
Has Consumed 5 Greater Essence Sphere: Metamorph
Has Consumed 5 Essence Sphere: Pactmaker
Has Consumed 5 Improved Essence Sphere: Pactmaker
Has Consumed 5 Greater Essence Sphere: Pactmaker
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Shrine Maiden
Has Consumed 5 Improved Essence Sphere: Shrine Maiden
Has Consumed 5 Greater Essence Sphere: Shrine Maiden
Has Won the "The Rehanging" Event Match
Eliminated in Round One of the Brass Disc Tournament
Underwent one of Nietrich's Procedures
Conditioned for Nietrich's Body-Soul Transfer Process
Hangs Out with The Alcoholic Cow at the Gym
Cured of Alcoholism by Carl's Special Drink
Has Reached Round 21 in an Endurance Match
Has Beaten 29 Bosses in Boss Rush Mode
Has Completed the Mini Quest 'Trial of Remembrance'
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 Won the "Adventurers!" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the "Winter's Grasp" Event Match
Has Won the "First of the Arcane Spirits" Event Match
Has Won the "Pillar of Self-Doubt" Event Match
Has Won the "First Test Against The Adversary's Forces" Event Match
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "An Infamous Gang of Thieves!" Event Match
Has Won the "Fight Against the Storm" Event Match
Has Won the "Four Elementals" Event Match
'Has Won the 'Seizing the Center' Event Match'
Watched the Entirety of the Film 'The Arrest and Untimely Demise of Hossus Broon (with Commentary)'
Was Trained by Cephrelle Zeritanias
Smoked with Flower Josh that Power Master
Took ALL the Drugs
Indirectly Responsible for the Creation of the Double-Efficient Person-Powered Mana-Reactor
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"
Produced an Alternate-Self Named Patch the Cat Using the Cosmic Self-propagation Studio's Machines at the Holy Festival
Produced an Alternate-Self Named Patch-Cloak the Sorceress Using the Cosmic Self-propagation Studio's Machines at the Holy Festival
Participated in the Holy Festival Events at the Festival Immediately Following the Crisis Across Infinite Nexii
Signed a contract with Bascaradine regarding backup cloning
Fortunes:
Flandre-
* You will go on an adventure with Darston
* You will attempt to buy fine bloodwine for your sister, but will be denied the sale because you look too young
* You will destroy a rampaging bear-serpent
Kogasa-
* Kogasa will open a cupboard in an old house and giant birds will start running out
* Kogasa will be given loszenges that make her tongue paralyze things
* Kogasa will fail at bowling terribly and will get kicked off of her bowling team
* Kogasa will surprise someone through clever use of a stapler
* Kogasa will fail to surprise the Bored Giant
Cosmic To-Do List
If Patchy:
1) Fulfils the wishes of at least 10 unique individuals, at least 5 of whom are Level 40 or greater
2) Defeats a troublesome genie or genie-kin of Level 40 or greater
3) Bargains with a genie to acquire a unique item
4) Bargains with a genie to acquire a kingdom
Patchy gets:
*Lamp of the Wishmaster- (Artifact, Level 39, 0 XP, # XP Required, Standard Multiplier x18)
*Lamp of the Wishmaster- (Weapon Aspect: Lamp of the Wishmaster, Stone, Mystic & Wonder & Dream, X Gold) +49,000 Magical Attack, +49,000 MIN, +49,000 SPI, +490,000 MP as a non-stacking bonus, Wielder may spend an action to replicate an action performable by an entity below Level 39 on the Enemy List that is normally fightable for drops as though an instance of that entity were performing said action, Wielder may choose to prevent entities below Level 39 from replicating the actions of other entities that are normally fightable for drops on the Enemy List as though instances of those other entities were conducting those actions, This Artifact can gain another Aspect when its wielder is Level 59