kit and viren adn roslaine versus raelm father

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Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: kit and viren adn roslaine versus raelm father

Post by Kitsune106d »

i put forth that it cannot hit kit, as it has a to hit of %300.

Kit's 9 taield kitsune can inflict cursed, which reduced it to %150.


Kit's dodge is 156% * 3 +156 so, 624%



Holy One Traits- (Passive Ability, Other: Prophet of the Brightest Heavens) If possessor is a Holy One, then possessor's HP is multiplied by 3 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 3 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 3 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 3 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's SPI is multiplied by 3 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 3 as an effect that does not stack with other Defense multiplying effects, possessor's Critical Chance is multiplied by 3 as an effect that does not stack with other Critical Chance multiplying effects, possessor's Dodge is multiplied by 3 as an effect that does not stack with other Dodge multiplying effects, possessor's (To Hit - 100, Minimum 100) is multiplied by 3 as an effect that does not stack with other To Hit multiplying effects, possessor's Resilience is multiplied by 3 as an effect that does not stack with other Resilience multiplying effects, possessor's attack bonuses are multiplied by 3 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 3 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Requires: No Prerequisites

Kit's hp and mp are 73,519,500
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: kit and viren adn roslaine versus raelm father

Post by Kitsune106d »

Aeromage wrote: Tue Jun 27, 2023 1:33 am (Rosaline has been lent The Chromesmith's Warchest for this to give it a spin and see what it can do)
To quick-jump to equipment, search for #W.
To quick-jump to Modified Stats, search for #S.
To quick-jump to unequipped-but-carried items, search for #I.
"Lady Rosaline", Masterwork No. 53 of Artificer Velimir Fabrice (Aeromage)
Level 59
Clockwork, Light
HP: 33,925
MP: 5,025
STR: 237 (4) (210 Unmodified)
AGI: 1,311 (18) (210 Unmodified)
CON: 2,003 (29) (210 Unmodified)
MIN: 296 (5) (210 Unmodified)
SPI: 237 (4) (210 Unmodified)
XP- 25,000,000
XP Required- 8,320,000, Holy Imperial Seal of Glory
Fame- 29
Gold- 5,000,000,000


Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive
Ranged Overdrive
Point Blank
Craft- (Active Ability, Attack) User uses a secret formula
Meditate- (Active Ability, Attack) Possessor may spend an action to Regenerate an amount of MP equal to (5% of user's Max MP). Cannot be used more times than user's level in one battle. User must be in the back row.
Ranged Overdrive- (Active Ability, Attack) Based on AGI. Uses Ranged Attack bonus. This action costs an amount of MP to perform equal to (User's Max MP * .25) in additional to any other costs. Does double normal damage. Spells that give Ranged Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Ranged Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Ranged Attack bonus.

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

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

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

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

-Architect-
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Architect- (Passive Ability, Architect) Possessor gains +(500 + 10 * Possessor Level) Melee Attack and +(100 + 10 * Possessor Level) to all stats when possessor has a Tool equipped
Basic Dissassembly- (Passive Ability, Architect) Possessor, when wielding a Tool, gains +50 Melee Attack against Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Build- (Active Ability, Architect) Possessor may spend an action to conduct an attack that has Mind as its Prime Attribute, that uses Melee Attack bonus, that is the user's element if none of the user's equipped items give a Melee Attack bonus (Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus), that only affects Large Structures, that Heals.
Calibrate- (Active Ability, Architect) Possessor may, if possessor has a Tool equipped, spend an action to give target Robot, Machine, Clockwork, Mecha, Vehicle, Vessel, or War Machine +200 to all stats as a buff that stacks 3 times
Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Carpenter- (Passive Ability, Architect) Possessor's Large Structure allies gain +5,000 HP, All weapons equipped by possessor give possessor an additional +200 Melee Attack, Ranged Attack, and Magical Attack if they already provide said bonus
Deft Implementation- (Technique Ability, Architect) Possessor may use 'Deft Implementation' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +5% To Hit.
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
Make Bricks- (Passive Ability, Architect) All Property items owned by possessor are worth 5,000 more Gold (if already worth at least 20,000) for Guild purposes
Monkey's Strike- (Technique Ability, Architect) Possessor may use Monkey's Strike in conjunction with a Melee Attack, so long as no other technique is used and a Tool is equipped. Said Melee Attack action gains +75 Melee Attack, and, if targetting a Robot, Machine, Clockwork, Vehicle, Vessel, or Mech, inflicts a debuff that stacks 5 times and provides -50 to all stats
Proper Tool Calibration- (Passive Ability, Architect) Possessor may remove any number of debuffs from Tool items that possessor is carrying that come from sources below Level 10 at the beginning of each round

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

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

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

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

-Blessing-
Aldriel's Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Blessed Happiness- (Passive Ability, Blessing) Possessor gains +200 to all stats while not afflicted with Confusion: Depression, Possessor gains 50% Confusion: Depression Resistance
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Seirudiel's Grace- (Passive Ability, Blessing) Possessor gains 15% Dodge, +300 AGI, and has a 30% chance of inflicting Charm on any individual whose action was Dodged by possessor
Waerdael’s Blessing- (Passive Ability, Blessing) Possessor gains 30% Ice Resistance that only applies to sources that are allies of possessor or possessor

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

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

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

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

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

-Clothier-
Apprentice Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +50 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Basic Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +3 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
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
Clothier- (Passive Ability, Clothier) Possessor gains +(50 * Possessor Level) to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Dress Crafter- (Passive Ability, Clothier) +60 to all stats when a Clothing item with the word 'Dress' or 'Skirt' is equipped
Glove Crafting- (Passive Ability, Clothier) Possessor gains +10 to all stats and +20 Defense for each Gloves equipped
Hat Crafting- (Passive Ability, Clothier) Possessor gains +15 to all stats for each Hat equipped
Knowledge of Fashion- (Passive Ability, Clothier) Possessor gains +10 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Mask Crafting- (Passive Ability, Clothier) Possessor gains +10 to all stats and +20 Defense for each Mask possessor has equipped
Shoe Crafting- (Passive Ability, Clothier) Possessor gains +10 to all stats and +20 Defense for each Shoes equipped
Trendy Designer- (Passive Ability, Clothier) Possessor gains +30 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped

-Coinlord-
Absorb Wealth- (Passive Ability, Other: Coinlord) Possessor Absorbs Wealth against sources below Level 20 if Level 20 or greater
Adept Wealth Synchronization- (Passive Ability, Other: Coinlord) Amounts of Wealth element Damage possessor deals are increased by 10,000 points, Wealth element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Wealth element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Wealth- (Passive Ability, Other: Coinlord) Whenever possessor obtains Wealth element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Wealth- (Passive Ability, Other: Coinlord) Possessor gains +500 Defense against Wealth
Apprentice Understanding of the Heart of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element allies gain +100 to all stats
Apprentice Wealth Resistance- (Passive Ability, Other: Coinlord) Possessor gains 5% Wealth Resistance
Apprentice Wealth Synchronization- (Passive Ability, Coinlord) Possessor gains +50 to all stats for each Wealth element item equipped, Possessor's Wealth element pets and summons gain +250 to all stats
Apprentice Weaponization of Wealth- (Passive Ability, Other: Coinlord) Quantities of Wealth element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Wealth- (Passive Ability, Other: Coinlord) Possessor gains +500 to all stats while in a Zone of Wealth
Basic Acceleration Within Wealth's Dominion- (Passive Ability, Other: Coinlord) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Wealth
Basic Affinity to Healing Via Wealth- (Passive Ability, Other: Coinlord) Whenever possessor obtains Wealth element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element pets and summons gain +50 to all stats
Basic Defenses Against Wealth- (Passive Ability, Other: Coinlord) Possessor gains +50 Defense against Wealth
Basic Understanding of the Heart of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element allies gain +10 to all stats
Basic Wealth Resistance- (Passive Ability, Other: Coinlord) Possessor gains 1% Wealth Resistance
Basic Wealth Synchronization- (Passive Ability, Other: Coinlord) Possessor gains +25 to all stats if possessor is Wealth element
Basic Weaponization of Wealth- (Passive Ability, Other: Coinlord) Quantities of Wealth element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Wealth- (Passive Ability, Other: Coinlord) Possessor gains +50 to all stats while in a Zone of Wealth
Call Forth the Living Wealth- (Active Ability, Other: Coinlord) Possessor may spend an action to summon 5 Elementals that are Wealth element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Coinlord- (Passive Ability, Other: Coinlord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wealth Resistance, Possessor ignores Wealth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Control of Wealth- (Passive Ability, Other: Coinlord) Possessor has a 20% chance of being able to cancel the actions of Wealth element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Wealth- (Passive Ability, Other: Coinlord) Possessor gains +500 Defense if possessor has any Wealth-element items equipped that provide a Defense bonus
Detect Wealth- (Passive Ability, Coinlord) Possessor gains +1% To Hit against Wealth element targets
Elemental Attack-Conversion: Wealth- (Technique Ability, Other: Coinlord) Possessor may use 'Elemental Attack-Conversion: Wealth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Wealth element and no other technique is used. Said action becomes solely the element Wealth.
Emanate Wealth- (Passive Ability, Other: Coinlord) Whenever possessor absorbs Damage that is Wealth element Damage, Possessor may choose to deal 10,000 Flat Wealth element Damage to up to 10 targets
Empowered By Wealth- (Passive Ability, Coinlord) If possessor is Wealth 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 Wealth
Greater Weaponization of Wealth- (Passive Ability, Other: Coinlord) Quantities of Wealth element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Wealth- (Passive Ability, Other: Coinlord) Whenever possessor obtains Wealth element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Wealth- (Passive Ability, Other: Coinlord) Possessor gains +5,000 Defense against Wealth
Improved Defenses that Utilize Wealth- (Passive Ability, Other: Coinlord) Possessor gains +2,000 Defense if possessor has any Wealth-element items equipped that provide a Defense bonus
Improved Understanding of the Heart of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element allies gain +250 to all stats
Improved Wealth Elemental Emanation- (Passive Ability, Other: Coinlord) Possessor's 'Call Forth the Living Wealth' ability may summon entities up to Level 20
Improved Wealth Resistance- (Passive Ability, Other: Coinlord) Possessor gains 10% Wealth Resistance
Improved Weaponization of Wealth- (Passive Ability, Other: Coinlord) Quantities of Wealth element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Wealth- (Passive Ability, Other: Coinlord) Possessor gains +1,000 to all stats while in a Zone of Wealth
Improved Zonal Wealth Empowerment- (Passive Ability, Other: Coinlord) Possessor gains +500 to all stats while in a Zone of Wealth, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Wealth
Nonsynchronous Elemental Attack-Conversion: Wealth- (Passive Ability, Other: Coinlord) Possessor may use the Technique 'Elemental Attack-Conversion: Wealth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Wealth element.
Nourish Wealth- (Passive Ability, Other: Coinlord) Whenever possessor deals HP or MP healing to an Wealth element individual, possessor deals 300 additional points
Nourished By Wealth- (Passive Ability, Coinlord) If possessor is Wealth element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Wealth
Predict the Flow of Wealth- (Passive Ability, Other: Coinlord) Possessor gains +5% Dodge against Wealth element individuals
Project Wealth- (Passive Ability, Other: Coinlord) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Wealth
Prosperous Venting of Excess Wealth- (Passive Ability, Other: Coinlord) If possessor is Wealth element and performs an 'Elemental Attack' action that is solely Wealth element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Reconsume Wealth Elemental Spawn- (Passive Ability, Other: Coinlord) Possessor may, at the start of any round, unsummon one of possessor's Wealth element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Screw the Rules, I Have Money!- (Passive Ability, Other: Coinlord) If possessor is Wealth element and is carrying 500,000,000 Gold or more, possessor's stat caps are raised by 5,000 points
Soothing Wealth Emanation- (Passive Ability, Other: Coinlord) Whenever possessor absorbs Damage that is Wealth element Damage, Possessor may choose to deal 10,000 Flat Wealth element HP Healing to up to 10 targets that are Wealth element
Stability Within Wealth- (Passive Ability, Other: Coinlord) Possessor gains 25% minor negative status effect resistance while in a Zone of Wealth
Wealth Immunity- (Passive Ability, Other: Coinlord) Possessor gains Wealth Immunity against sources below Level 20 if Level 20 or greater
Wealth Manipulation- (Passive Ability, Other: Coinlord) Possessor may choose one of the following at the beginning of each round if Wealth element: Create a Zone of Wealth, Remove a Zone of Wealth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Wealth by either possessor or a source below Level 20, Add Wealth to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Wealth element on a Wealth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Wealth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Wealth, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Wealth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Wealth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Wealth, 5% Wealth Resistance, or +50 Defense against Wealth and 1% Wealth Resistance until the end of the round as a non-stacking buff
Zonal Wealth Control- (Passive Ability, Other: Coinlord) Possessor may, at the start of each round, choose one Zone of Wealth 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

-Combatant-
Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Armor-Piercing Punch- (Technique Ability, Combatant) Possessor may use 'Armor-Piercing Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack pierces 200 Defense.
Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Fist Weapon Wielding I- (Passive Ability, Combatant) +5 to all stats when a Fist Weapon is equipped
Fist Weapon Wielding II- (Passive Ability, Combatant) +25 to all stats when a Fist Weapon is equipped, +50 Melee Attack when a Fist Weapon is equipped

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

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

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

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

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

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

-Deathless One-
♢Endless Is The Endmaker- (Passive Ability, Deathless One) At the end of each round, if possessor is dead, possessor may take a single action, If all opponents are 10 or more Levels below possessor, possessor's death cannot cause possessor's side of battle to lose, and possessor's opponents (provided they are all 10 or more Levels below possessor) cannot win while possessor is Dead

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

-Diviner-
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Binocular Vision- (Passive Ability, Diviner) Possessor gains +5% To Hit against individuals in the back row who are below Level 60
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Deputize Assistant- (Active Ability, Diviner) Possessor may spend an action to cause a willing target to count as (Possessor's Level - 5) instead of target's normal Level for stat-scanning purposes (to a max of Level 99), Only one target may benefit from this buff at a time
Detective- (Passive Ability, Diviner) Possessor counts as being 5 levels higher for stat-scanning purposes, Possessor gains +400 MIN
Detective's Accusation- (Technique Ability, Diviner) Possessor may use Detective's Accusation in conjunction with a Magical Attack action, so long as no other technique is used and it is being used against targets whose stats have been scanned by possessor. This action gains an amount of Defense-Piercing equal to user's MIN (to a max of 10,000 points) and dis-buffs one buff from targets below Level 20
Detective's Evasion- (Passive Ability, Diviner) Possessor gains either +5% Dodge or 20% Dodge (chosen by possessor) against individuals below Level 40 whose stats possessor has scanned
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Classical Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher, this ability counts as 'Detective's Intuition' for prerequisite purposes
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to examine target's stat
Detective's Perceptiveness- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Detective's Relentlessness- (Passive Ability, Diviner) Possessor's To Hit may not be reduced by effects attached to Zones that come from sources below Level 40
Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 20
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Greater Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 5 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Hidden-Passage Spotting Art- (Passive Ability, Diviner) Possessor may follow targets below Level 20 or willing targets when they leave battle provided that the initiation of said individuals leaving battle was not sourced from a source that is both over Level 20 and unwilling
Improved Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 40
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Investigative Stance- (Stance Ability, Diviner) Possessor treats targets below Level 40 as though their Dodge-raising or Dodge-altering buffs were of half the value that they actually are, Possessor scans stats as though possessor were 2 Levels higher
Item Ownership Deduction- (Active Ability, Diviner) Possessor may spend an action to obtain a list of the names of all individuals who are no more than 20 Levels above possessor's Level who previously possessed a chosen item or had said chosen item equipped, with said chosen item being an item that possessor either possesses or has equipped
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Nocturnal Tracking Capability- (Passive Ability, Diviner) Possessor's To Hit may not be reduced by effects attached to Zones that come from sources below Level 20
Retroactive Owner Analysis- (Passive Ability, Diviner) Possessor may, before or after any of possessor's actions, to a max of once per thread per individual, scan the stats of any individual whose name was listed by one of possessor's uses of the ability 'Item Ownership Deduction', even if said individual is not within the same battle, provided that said individual is within the same thread, Has RP effects
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Treasure Dowsing- (Stance Ability, Diviner) Possessor's chance of obtaining Treasure from battle increases by 1% if possessor was in Dowsing Stance both at the beginning of battle and at the end of battle
Uncounterable Accusation- (Passive Ability, Diviner) Possessor's attacks and actions involving the Technique Detective's Accusation may not be countered (including pre-emptively) by individuals below Level 40 whose stats have been scanned by possessor
♢View Beyond All Worlds- (Passive Ability, Diviner) At the start of each round, possessor may scan the stats of an individual in any battlespace; if this scan is successful, the target, if equal Level to or lower Level than possessor, may not trigger any effects that it would trigger upon its stats being scanned without possessor's permission
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes

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

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

-Ebon Chancellor-
♢Across Endless Dark- (Passive Ability, Ebon Chancellor) Possessor may, at the start of a thread, choose to begin outside of all battles; possessor may set a number of actions for entities on possessor's side of battle to perform to bring possessor into battle, with this number being set not as a buff, but as a special value tracked by this ability; when possessor enters battle from this effect, possessor has a (Possessor Level / 4)% chance of inflicting Instant Death on all entities in all battlespaces

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

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

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

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

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

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

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

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

-Geomancer-
Adept Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor 10,000 less MP to cast, Geomancy spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Attuned to Terrain: Beach - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Beach
Attuned to Terrain: Caverns - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns
Attuned to Terrain: Cliffside - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cliffside
Attuned to Terrain: Cloudy Sky - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cloudy Sky
Attuned to Terrain: Conifer Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Conifer Forest
Attuned to Terrain: Dark Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dark Forest
Attuned to Terrain: Desert- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert
Attuned to Terrain: Graveyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Graveyard
Attuned to Terrain: Junkyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Junkyard
Attuned to Terrain: Meadow - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Meadow
Attuned to Terrain: Mountains- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mountains
Attuned to Terrain: Ocean - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Ocean
Attuned to Terrain: Open Plains - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Open Plains
Attuned to Terrain: Open Sky - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Open Sky
Attuned to Terrain: Space - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Space
Attuned to Terrain: Sunny Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Sunny Forest
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Geomantic Denial Stance- (Stance Ability, Geomancer) At the start of each round, possessor removes on Zone or Phantom Terrain that has been created by a source below Level 40 from battle
Improved Terrain Attunement: Battlefield: The Ground Giveth Me Mine Arms- (Active Ability, Geomancer) Possessor may use an action to create a Weapon that provides + (Possessor Level x50, to a max of 2,500) to any one attack type and + (Possessor Level x50, to a max of 2,500) to any one stat that is any base element, and, if desired, equip said weapon. This weapon disappears at the end of this thread. This ability may only be used if the terrain or phantom terrain is Battlefield.
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Beach- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Beach
Phantom Terrain Link Established: Caverns- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Caverns
Phantom Terrain Link Established: Cliffside- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cliffside
Phantom Terrain Link Established: Cloudy Sky- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cloudy Sky
Phantom Terrain Link Established: Conifer Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Conifer Forest
Phantom Terrain Link Established: Dark Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dark Forest
Phantom Terrain Link Established: Desert- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Desert
Phantom Terrain Link Established: Graveyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Graveyard
Phantom Terrain Link Established: Junkyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Junkyard
Phantom Terrain Link Established: Meadow- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Meadow
Phantom Terrain Link Established: Mountains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mountains
Phantom Terrain Link Established: Ocean- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ocean
Phantom Terrain Link Established: Open Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Open Plains
Phantom Terrain Link Established: Open Sky- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Open Sky
Phantom Terrain Link Established: Road- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Road
Phantom Terrain Link Established: Space- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Space
Phantom Terrain Link Established: Sunny Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Sunny Forest
Strengthened Zonal Link: Zone of Acid- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Acid’' ability may create a Zone of Acid even if other zones are present
Strengthened Zonal Link: Zone of Hope- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Hope' ability may create a Zone of Hope even if other zones are present
Strengthened Zonal Link: Zone of Light- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Light' ability may create a Zone of Light even if other zones are present
Strengthened Zonal Link: Zone of Water- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Water' ability may create a Zone of Water even if other zones are present
Zonal Link Established: Zone of Acid- (Passive Ability, Geomancer) Possessor may create a Zone of Acid at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Electrical- (Passive Ability, Geomancer) Possessor may create a Zone of Electrical at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Fire- (Passive Ability, Geomancer) Possessor may create a Zone of Fire at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Hope- (Passive Ability, Geomancer) Possessor may create a Zone of Hope at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Light- (Passive Ability, Geomancer) Possessor may create a Zone of Light at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Truth- (Passive Ability, Geomancer) Possessor may create a Zone of Truth at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Water- (Passive Ability, Geomancer) Possessor may create a Zone of Water at the beginning of battle if no other Zones are present

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

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

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

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

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

-Heir of Dust-
♢Death, Doom, Death- (Passive Ability, Other: Heir of Dust) When possessor inflicts Confusion: Fear on an entity of equal or lower Level and it is not immediately auto-removed by an effect and it is not ignored, possessor may choose to also inflict Instant Death on that entity
♢Grave of All Life- (Passive Ability, Other: Heir of Dust) No one in the same battlespace as possessor may be resurrected

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

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

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

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

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

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

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

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

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

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

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

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

-Monk-
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Good Balance- (Passive Ability, Monk) Possessor's row may not be shifted without possessor's permission by sources below Level 4
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Oldschool Sprinter's Stance- (Stance Ability, Monk) Possessor's turn-order-determining stat becomes agility
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON

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

-Necromancer-
♢Stillborn Souls Forevermore- (Passive Ability, Necromancer) If possessor summons or replicates an action performed by an entity of equal or lower Level, possessor may choose for it, at the time of its summoning or replication, to be Dead and unressurectable (with replicated entities being Dead being unable to perform replicated actions unless they could normally act while Dead); if possessor chooses to do so, as a buff on possessor that stacks (200 x Possessor Level) times that cannot be removed by entities of Level equal to or lower Level than possessor, whenever another instance of the same entity is summoned or replicated in any battlespace, for said instance to also be Dead and unressurectable

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

-Warrior-
Accurate in a Crisis- (Passive Ability, Warrior) Posessor gains +1% To Hit while in a Crisis Zone
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Capable in a Crisis- (Passive Ability, Warrior) Posessor gains a Buff Slot while in a Crisis Zone
Commanding in a Crisis- (Passive Ability, Warrior) Posessor gains a Summon Slot while in a Crisis Zone
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Deadly in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Critical while in a Crisis Zone
Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Pure in a Crisis- (Passive Ability, Warrior) Posessor may cure itself of any one minor status effect from a source below Level 40 at the start of each round while in a Crisis Zone
Swift in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Dodge while in a Crisis Zone

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

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



#W
Weapons-
*The Silver Wolf- (Weapon Aspect: The Chromesmith's Warchest, Gun, Glory & Warding & Life & Will, X Gold) +800,000 Ranged Attack, 2 hits against 1, This weapon's attacks gain a cumulative additional hit, to a max of 200 more additional hits, against each target that has been targeted by a prior attack by wielder involving this weapon, additionally gaining +10% To Hit for each such additional hit applied, Wielder may target individuals with attacks involving this weapon who are in other battlespaces if they have previously been targeted with an attack by wielder involving this weapon; individuals targeted in this manner in different battlespaces may target wielder regardless of wielder's battlespace on the round said attack occurs and the round immediately following

Teapot of Star-Jellied Prebirth- (Weapon, Other: Teapot, Dream & Astral & Time & Glory, 145,000,000 Gold) +145,000 Magical Attack, +145,000 Ranged Attack, 50% inflicts Vanished: Imagined, Wielder's offensive actions unsummon their targets if said targets are non-unique and were summoned by sources below Level 90, Wielder must either (be Level 40 or greater and possess the ability Dreamshaper), (be Level 40 or greater and possess the ability 'Lady of the Exceptional Leaf'), or (be Level 60 or greater and possess the ability 'Gatekeeper')
Slotless (Foom Al'Frafoom-Installed Items) wrote:Seven-Chances Gear Launcher- (Weapon, Gun, Technology & Hope, 700,000 Gold) +1,200 Ranged Attack, Wielder's 'Ranged Attack' actions gain '2 hits against 1' against targets below Level 10, Wielder's 'Ranged Attack' options may recheck their miss chance up to 6 times
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
w/ Crimson Nova- This wielder's attacks may gain '1 hit against 60,000' and gain the elements Fire and Magic, This item's wielder gains +30,000 to all stats, this item provides +30,000 additional Melee Attack, +30,000 additional Ranged Attack, and +30,000 additional Magical Attack, Applied Enchantment

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


Accessories-
*The Chromesmith's Warchest- (Accessory Aspect: The Chromesmith's Warchest, Container, Technology & Spatial & War, X Gold) Wielder gains an uncapped +100 bonus to all stats for each non-replicated Unique weapon wielder is carrying, Wielder gains an uncapped +10,000 bonus to HP and an uncapped +500 bonus to Ranged Attack for each non-replicated Unique Gun wielder is carrying, Wielder's Unique Guns have any Attack Bonus or bonus to a Stat they provide increased by +400,000, Wielder may carry any number of unequipped Unique Guns into threads, Wielder may, before or after any action, unequip and then equip any number of Unique Guns (being able to choose different numbers), Wielder's Unique Guns may not be stolen or broken, Wielder may apply an additional Enhancement of each type to Unique Guns, Wielder may spend an action to, as a non-stacking buff, add the non-buff-modified text of any Unique Gun carried by wielder to any other Unique Gun carried by wielder for 3 rounds, Wielder may equip Unique Gun weapons in a single weapon slot regardless of how many slots they would normally occupy, Wielder gains +50% To Hit against targets whose total sum of equipped items' names includes fewer different words than the sum total of wielder's carried Unique Guns' names, At the start of each round, wielder is informed of the names of all Unique Guns wielded or carried by other individuals in the same battle and which individual is wielding or carryting them, Wielder gains +50% To Hit (which stacks with the previous bonus) against individuals who are wielding or carrying at least one Unique Gun

Cloak of the Gold Leaf Throne's Emissary- (Accessory, Cloak, Glory & Wealth, 400,000,000 Gold) +400,000 Defense, +400,000 MIN, +400,000 AGI, Wielder's allies gain +20,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater

Cloak of Glorious Majesty- (Accessory, Cloak, Glory & Nobility, 140,000,000 Gold) +120,000 Defense, +100,000 to all stats, +1,000,000 Defense against Gold Damage, Wearer's allies gain +10,000 to all stats as a non-stacking bonus if none of their oppoenents are more than 19 Levels greater than wearer, Wearer must be Level 40 or greater (From Cael)

Divine Harvest-Essence Rounds- (Accessory, Ammo, Earth & Life, 180,000,000 Gold) +180,000 Ranged Attack, Wielder's 'Ranged Attack' actions may deal HP Healing, Wielder's 'Ranged Attack' actions may deal 1,800,000 Life element Damage in addition to other Damage they deal to targets that have cast Blight Magic spells as a non-stacking effect, Wielder's 'Ranged Attack' actions may remove one Blight Magic debuff from a source below Level 90 from each target, Wielder must have a Gun equipped to benefit from this item, Wielder must be Level 40 or greater

Ring of Cosmic Birth- (Accessory, Ring, Life & Magic, 275,000,000 Gold) +2,750,000 HP as a non-stacking bonus, +2,750,000 MP as a non-stacking bonus, Wielder may spend an action to summon an Outsider, Planetary, or Astral Being below Level 95, Max 10 summoned, Wielder's summons regenerate 275,000 HP and MP at the start of each round as an effect that stacks 5 times, Wielder must be Level 40 or greater (From the Doctor)

Adept Jeweler Accessory Slot-
Emerald Sun's Core Band- (Accessory, Ring, Atomic & Light & Astral, 347,000,000 Gold) +350,000 Magical Attack, +3,500,000 MP as a non-stacking bonus, +35,000 Defense against Stat Damage, Wielder's minor negative status effect infliction chances are increased by 50% as a non-stacking bonus, Wielder regenerates 350,000 MP at the start of each round, Wielder gains Poison Immunity, Poison: Irradiated Immunity, and Overload Immunity, 200% inflicts Poison: Irradiated, 150% inflicts Awestruck, 150% may inflict Burning, 15% Solar Being Resistance, Wielder must be Level 40 or greater
w/ Mystical Overpulse- Wielder regenerates 1,000,000 MP at the start of each round, Applied Enchantment (From the Doctor)


Slotless (Foom Al'Frafoom-Installed Items) wrote: Blitzgear Battle-Augmented Spring Heel- (Accessory, Upgrade, Technology & Electrical, 8,000,000 Gold) +8,000 AGI, +8,000 Ranged Attack, +8,000 Melee Attack, Wielder, if a Clockwork, may, before any of wielder's actions, choose to obtain a buff that does not stack and provides +4,000 AGI and +1% Dodge for one round, with said buff not being re-activatable for 5 rounds after each such activation and may, when acquiring said buff, move to the front row, the back row, or any one opposing row-order-formation that contains no opponent of Level 60 or greater's back row
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
Cogwork Ammo-Reloading System- (Accessory, Upgrade, Technology, 25,000,000 Gold) +11,000 Ranged Attack if at least one weapon that provides a Ranged Attack bonus and at least 1 Ammo that possesses a Ranged Attack bonus that is being applied to its wielder are equipped by wielder, Wielder may carry 5 additional Ammo accessories into threads, Wielder may un-equip an Ammo accessory at the start of every round, Wielder may equip an Ammo accessory at the start of every round
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
Chronomatic Rewinding System- (Accessoryx3, Upgrade, Time & Technology, 80,000,000 Gold) Once per thread, as an effect that does not reset itself, possessor may, if possessor has not been targeted by an opponent of Level 65 or greater earlier in the round or used an overcrash earlier in the round, possessor may reset possessor's status to the point that it was at an earlier point in the same round, with this effect not being able to undo the use of permanent consumables of any value or charges from consumables worth over 80,000,000 Gold
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
Deployable Clockwork Helicopter- (Accessory, Upgrade, Technology & Air, 3,000,000 Gold) Wielder may choose, if wielder is a clockwork, at the beginning of a round or at the beginning of one of wielder's actions, to obtain a buff that does not stack and provides +2,000 AGI, 15% Dodge, and 15% Earth Resistance until the end of the round
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
Deployable Clockwork Umbrella- (Accessory, Upgrade, Technology & Water, 2,000,000 Gold) Possessor may, if possessor is a Clockwork or possessor has a Hat or Power Armor equipped, choose at the beginning of any round or before any of possessor's actions to obtain a buff that provides 5% Water Resistance, with said buff vanishing if this item stops being equipped by its possessor
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
Foom's Custom Precision Clockwork Targeting Components- (Accessory, Upgrade, Technology, 40,000,000 Gold) Wielder gains 180% To Hit and +10% To Hit if wielder is a Clockwork
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
Gears Which See No Rust or Decay- (Accessory, Upgrade, Technology & Light & Water, 30,000,000 Gold) Wielder, if a Clockwork, regenerates 300,000 HP per round, gains Diseased Immunity, gains Impaired Immunity, gains 50% Fatigued Resistance, is cured of Wounded, Diseased, and Impaired at the start of every round, and cannot obtain the ability 'Infectious Rusting' or any debuffs that said ability would generate
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
Hyperfast Computation Gear Set- (Accessory, Upgrade, Technology, 40,000,000 Gold) Wielder gains +400,000 MP as a non-stacking bonus if wielder is a Clockwork, Wielder gains +15% Dodge against MIN-Damage-dealing attacks coming from sources below Level 60 and may Dodge Flat-Damage-Dealing attacks that deal MIN Damage that come from sources below Level 60
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
Snap-Out Clockwork Diver's Helmet and Air Tank- (Accessory, Upgrade, Technology & Water, 2,000,000 Gold) Possessor may, if possessor is a Clockwork or possessor has a Heavy Armor or Power Armor equipped, choose at the beginning of any round or before any of possessor's actions to obtain a buff that provides Drowning Immunity and Suffocation Immunity against sources below Level 20, with said buff vanishing if this item stops being equipped by its possessor
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
Consumables-
2 Miracle Missile- (Consumable, Lethal Item, War & Wonder & Faith, 1 Charge, 300,000,000 Gold) Deals 3,000,000 Flat War & Wonder & Faith element Damage to up to 30,000,000 targets, then replicates any one chosen action performable by an entity below Level 60 that is normally fightable for drops on the Enemy List that is not a Malevolent Planar entity subtype as though an instance of said entity were performing it
Golden Apple- (Consumable, Food, Life, 1 Charge, 40,000,000 Gold) Target becomes Immune to sources below Level 40 and Regenerates 400,000 HP at the start of each round, does not stack From the Doctor
A Nice, Piping Hot Cup Of Shut the Fuck Up- (Consumable, Drink, Fury, 1 Charge, 24,000,000 Gold) Deals 240,000 Flat Fire element Damage, 100% inflicts Impaired: Mute, Target, if below Level 60, obtains a non-stacking 50% chance of skipping each of its actions
Unicorn's Horn- (Consumable, Medicine, Light & Magic, 200 Charges, 8,000,000 Gold) Cures all minor negative status effects from sources below Level 60

Adept Crafter Consumable Slot-
Mystic Figurine: Cloudjewel Whale- (Consumable, Summoning Stone, Earth, Unlimited Charges, 23,500,000 Gold) Up to 200 willing targets are moved from target battlespace to target other battlespace that is part of the same battle so long as no individual of Level 60 or greater in either battlespace objects, with this action's performer, should said performer change battlespaces as part of this action, being able to deal 1,200,000 Flat Air & Physical element Damage to up to 2,000 targets at the end of said battlespace switch, with this action being able to target individuals in other battlespaces, This action counts as being performed by a Level 46 Aerial & Aquatic, This item's user must be Level 40 or greater


Spells-
Crimson Shard- (Spell, Other: War Magic, War & Destruction, 400,000 MP, 40,000,000 Gold) +40,000 Ranged Attack, +40,000 Magical Attack, Damage dealt by actions and attacks that involve the casting of this spell cannot be healed by sources that are below Level 40 or both below Level 60 and below caster's Level
Doctor Nole's Miracle Medicine- (Spell, Healer Magic, Light & Magic, 85,000 MP, 85,000,000 Gold) +85,000 Magical Attack, Target obtains +10,000 to all stats and +10,000 Magical Attack as a non-stacking buff, Cures Diseased and any one other minor negative status effect, Heals, Caster must be Level 40 or greater or both Level 20 or greater and a Holy one
Fading Call: One Billion Evil Carpenters- (Spell, Chaos Magic, Wood & Metal & Terror, 1,800,000 MP, 180,000,000 Gold) +180,000 Melee Attack, +180,000 Ranged Attack, +180,000 Magical Attack, This action may not be countered by individuals below Level 80, This action counts as involving 1,000,000,000 more Humans and Large Structures than it otherwise would, This action may create up to 1,000 Zones of any combination of base elements, This action may create a City or Fell City Terrain, This action may destroy up to 200 Terrains, Phantom Terrains, or Zones created by sources below Level 80, 2 hits against 500,000,000, Caster must be Level 40 or greater
Future-Annihilating Bomb- (Spell, Hypertech, Time & Destruction, 120,000 MP, 60,000,000 Gold) +60,000 Ranged Attack, 60% inflicts Suffocation: No Future, 1 hit against 600,000, deals 3/4 Damage, Caster must be Level 20 or greater
Pseudouniversal Solvent- (Spell, Alchemy, Acid, 10,000 MP, 10,000,000 Gold) +10,000 Magical Attack, +10,000 Ranged Attack, May deal no damage and remove any one buff or debuff from a target that comes from a source below Level 80 that is not 20 or more Levels greater than caster

10 Artifice Spell Slots-
8 Craft Brass Men- (Spell, Artifice, Earth, 90 MP, 97,000 Gold) Summons 2 Brass Man from the enemy list, max 20 summoned, costs 20,000 Gold to cast
Reforge: Glimmercrystal- (Spell, Artifice, Earth & Light, 9,000 MP, 4,000,000 Gold) Gives target possession the permanent Smithing Technique Glimmercrystal, costs 5,000 XP, and 10 times the item's value in Gold
Transcribe Text- (Spell, Artiface, Magic, 150 MP, 145,000 Gold) Creates a copy of target non-unique Book or Tome and gives said copy to a willing target, who may or may not choose to immediately equip it or replace a current piece of equipment with it, lasts 5 rounds, May be used to create more permanent copies of various texts in RP threads

10 Channeling Spell Slots-
Broken Chains of Solitude- (Spell, Channeling, Magic & Psychic & Physical, 120,000 MP, 60,000,000 Gold) Target individual below Level 80 who is no more than 19 Levels greater than caster may not link its HP, MP, or stats to those of other individuals (or have said values linked to those of other individuals) with all such preexisting links being removed, Caster must be Level 40 or greater
Enlighten- (Spell, Channeling, Knowledge, 800,000 MP, 80,000,000 Gold) Target gains a copy of target ability that is for sale in the Ability Shop that caster possesses that target possesses the prerequisites for according to the Ability Shop (provided that if some of said prerequisites are provided by copies of this buff or other buffs with this text that they also possess the prerequisites for those prerequisites), stacks 10 times
Transfer Element- (Spell, Channeling, Magic, 100 MP, 80,000 Gold) Switches the elements of two allies

10 Geomancy Spell Slots-
Erosion of Borders- (Spell, Geomancy, Air & Water & Earth & Spatial, 48,000 MP, 24,000,000 Gold) Caster may combine two Zones that are solely of one element each, each of which possesses a source that is either caster or is below Level 60 into a single Zone that is both of their elements that possesses all of the effects that were previously attached to said individual Zones, Caster must be Level 20 or greater and must possess the ability 'Adept Geomancy Attunement'
Geomantic Lockdown- (Spell, Geomancy, Earth, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not destroy Zones, create Zones, alter Zones, attach effects to Zones, remove effects from Zones, or alter effects on Zones without caster's permission, Caster must be Level 40 or greater
Global Defense (Geomantic Variant)- (Spell, Geomancy, Earth & Warding, 2,000,000 MP, 200,000,000 Gold) Caster and caster's allies obtain a non-stacking buff that provides +200,000 Defense, that allows its possessors to have a 20% chance of Reflecting actions from sources below Level 95 that are not 20 or more Levels greater than its caster, and that allows its possessors to deal 2,000,000 Flat Earth & Magic element Damage to entities that conduct offensive actions that target them at the end of such actions, Caster must be Level 40 or greater
Manifest Chronogeomantic Zone of Dawn- (Spell, Geomancy, Light & Darkness, 200 MP, 120,000 Gold) Creates a Chronogeomantic Zone of Dawn that also counts as a Chronogeomantic Zone of Late Night and a Chronogeomantic Zone of Morning, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
Manifest Chronogeomantic Zone of Day- (Spell, Geomancy, Light, 50 MP, 30,000 Gold) Creates a Chronogeomantic Zone of Day, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
Manifest Chronogeomantic Zone of Noon- (Spell, Geomancy, Light, 200 MP, 240,000 Gold) Creates a Chronogeomantic Zone of Noon that also counts as a Chronogeomantic Zone of Day, a Chronogeomantic Zone of Morning, and a Chronogeomantic Zone of Evening, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
Rezone- (Spell, Geomancy, Water & Air & Earth, 500 MP, 40,000 Gold) Caster may replace any current Zones with a Zone of any base element or create a new Zone of any base element
Terrain Spell of the Mountains: Arise Oh Golden Bastion- (Spell, Geomancy, Earth & Glory, 5,000,000 MP, 250,000,000 Gold) Caster obtains a non-stacking buff that causes its possessor and its possessor's allies to gain +125,000 Defense and +125,000 Magical Attack and to count as possessing an additional Large Structure ally, The terrain or phantom terrain must be Mountains to cast this spell, Caster must be Level 55 or greater and must possess the ability 'Adept Geomancy Attunement'
World Conversion: Farming Sim- (Spell, Geomancy, Earth & Life & Hax, 5,000,000 MP, 500,000,000 Gold) Has the RP effect of turning some worlds into farming sims, This is a Persistent Ritual and follows general rules for those, but is RP specific about it, casting it in battle threads just costs you a lot of MP and doesn't do much

10 Gunslinging Spell Slots-
Orihalcum Chimera Cannonade- (Spell, Gunslinging, Earth & Physical, 1,000,000 MP, 100,000,000 Gold) +100,000 Ranged Attack, Actions involving the casting of this spell ignore the elemental Resistances and Immunities of sources below Level 60, Caster must be Level 20 or greater and must possess the ability 'Gunslinger'
Powerful Shot I- (Spell, Gunslinging, Physical, 100 MP, 50,000 Gold) +50 Ranged Attack, user must have a Gun equipped
Shot of the Eighth Brigade- (Spell, Gunslinging, Light, 130 MP, 65,000 Gold) +70 Ranged Attack, +110 additional Ranged Attack against Undead, Cannot be used if caster is afflicted with Confusion: Depression, +200 additional Ranged Attack if caster is immune to Confusion: Depression
Temporal Gunman's Flow- (Spell, Gunslinging, Time, 85,000 MP, 8,500,000 Gold) Caster gains +8,500 Ranged Attack while caster is wielding a Gun, Caster may delay 'Ranged Attack' and 'Point Blank' actions 1 to 5 rounds while caster is wielding a Gun, does not stack
Trick Shot: Behind the Back- (Spell, Gunslinging, Air, 15 MP, 17,000 Gold) +0 Ranged Attack, Attacks involving this spell gain -50% To Hit, Caster must have a Gun equipped to cast this spell, Possessor may, if possessor possesses an ability named 'Ranged Attack' use said ability as a counterattack against an opposing attack that target possessor before possessor’s first action in battle, provided that possessor casts this spell as part of said action, with said counters dealing double damage and cancelling any Thief Arts spell cast if used as a counter against an action that involves a Thief Arts spell cast by an opponent no more than 5 levels greater than possessor
Trick Shot: Bouncing Bullet- (Spell, Gunslinging, Physical, 30 MP, 20,000 Gold) +0 Ranged Attack, +50% miss for this attack, 15% this attack hits another target after it hits a target, a max of 17 targets may be hit, user must have a Gun equipped
Trick Shot: Eye- (Spell, Gunslinging, Physical, 80 MP, 40,000 Gold) +0 Ranged Attack, +50% miss for this attack, 50% inflicts Impaired: Blind, user must have a Gun equipped
Trick Shot: Fan the Hammer- (Spell, Gunslinging, Technology & Air, 600 MP, 79,000 Gold) +5 Ranged Attack, X hits against 1, deals 1/X damage, X can be any number up to user level, only works if a Gun is equipped
Trick Shot: Gull Killer- (Spell, Gunslinging, Air, 30 MP, 20,000 Gold) +0 Ranged Attack, +50% miss for this attack, does double damage to Aerials, user must have a Gun equipped
Ricochet Bullet- (Spell, Gunslinging, Technology & Air, 600 MP, 79,000 Gold) +5 Ranged Attack, 1 hit against X, deals 1/X damage, X can be any number up to user level, only works if a Gun is equipped

5 Nobility Spell Slots-
A Drought of Rulership- (Spell, Ethereal Magic, Nobility & Water, 900,000 MP, 87,000,000 Gold) Target, if below Level 80 and not 10 or more Levels greater than caster, loses the element Nobility and has all of its non-unique summons become uncontrolled, Caster must be Level 20 or greater
Lord Higgson's Inescapable Portrait- (Spell, Chaos Magic, Nobility & Fate, 1,800,000 MP, 180,000,000 Gold) Target offensively obtains a non-stacking buff that cannot be removed or voluntarily discarded by sources below Level 80 that forcibly occupies one of its possessor's buff slots that destroys one other buff possessed by its possessor with a source below Level 80 at the start of each round, Caster must be Level 40 or greater
Mech-Anointing Oil: Starflow Orange- (Spell, Alchemy, Astral & Nobility & Metal, 170,000 MP, 170,000,000 Gold) Target Mech, Robot, Clockwork, or Machine obtains +35,000 to all stats, Fatigued Immunity, Fatigued: Elderly Immunity, 50% Astral Resistance, 50% Rust Resistance, and 50% Time Resistance as a non-stacking buff and is cured of all (negative status effects and debuffs) from sources below Level 80, Caster must be Level 40 or greater

5 Treasure Spell Slots-
<None>

5 Wealth Spell Slots-
Hour of the Moon-Sized Fish Which Vomits Supermolten Gold- (Spell, Chaos Magic, Wealth & Astral & Fire, 190,000,000 Gold, 190,000,000 Gold) +190,000 Ranged Attack, 200% inflicts an instance of Entombed that deals Wealth element Damage, 200% inflicts an instance of Burning that deals Wealth element Damage, 100% inflicts Dissolving: Bankrupt: Total Bust, 1 hit against 2,000,000,000, Caster must be Level 40 or greater
3 Triplefabulous Heeldrop- (Spell, Unarmed Technique, Chaos & Glory & Wealth, 100,000 MP, 30,000,000 Gold) +30,000 Melee Attack, 33% inflicts Charm, 33% inflicts Charm: Impressed, 33% inflicts Charm: Lovestruck, 3% gains '3 hits against 1' From the Doctor







Pets-

(+1 Clockwork Summon Slot)

#S
Modified Stats wrote: "Lady Rosaline", Masterwork No. 53 of Artificer Velimir Fabrice (Aeromage)
Level 59
Clockwork, Treasure
HP: 3,483,250
MP: 6,849,000

STR: 5,870
AGI: 16,610
CON: 23,530
MIN: 7,960
SPI: 5,870


+500 to turn-order for turn-order purposes
+250 to turn-order for turn-order purposes on the first round if a Gun is equipped


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

85% Dodge
+4% Dodge
+5% Dodge against Nobility, Wealth element individuals
30% chance of inflicting Charm on any individual whose action was Dodged by possessor

160% Resilience

20% Earth Resistance
10% Acid, Devastation, Nobility, Treasure, Wealth Resistance

15% Solar Being Resistance

Insanity, Fatigued: Sleep, Pain, Confusion, Impaired, Poison, Poison: Irradiated, Overload and Diseased (Exception- Diseased: Computer Virus) Immunity

50% Fatigued, Confusion: Depression Resistance
30% Confusion Resistance
20% Charm Resistance
15% Hexed, Stat Drain Resistance
10% Entombed: Incarcerated Resistance

+171,460 Defense
Wielder's Defense may not be pierced by individuals below Level 60 who are below wielder's Level

+75,270 Defense against Stat Damage

+1,000,000 Defense against Gold Damage

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

If possessor is Treasure element, entities that are not greater Level than possessor may not destroy items equipped by or carried by possessor


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

260% To Hit
+23% To Hit
+1% To Hit against Hope, Treasure, Truth, Nobility, Wealth element targets
+1% To Hit when a Teapot is equipped
+5% To Hit with Ranged Attack

160% Critical
+1% Critical
+2% Critical with Ranged Attack

Critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Gun


+20,060 Melee Attack
+35,720 Magical Attack
+223,386 Ranged Attack


'Ranged Attack' options may recheck their miss chance up to 6 times
Attacks may gain '1 hit against 60,000' and gain the elements Fire and Magic

Ignores 11% Acid, Devastation, Hope, Light, Nobility, Treasure, Water, Wealth Resistance
Ignores Acid, Devastation, Hope, Light, Nobility, Treasure, Water, Wealth Immunity of targets below Level 11, to a max of Level 80

50% inflicts Vanished: Imagined
200% inflicts Poison: Irradiated
150% inflicts Awestruck
150% may inflict Burning
45% may inflict Confusion, Charm, or Fatigued: Asleep
30% may inflict Charm: Impressed
'Ranged Attack' and 'Snipe' actions may gain a 30% chance of inflicting Poison
'Ranged Attack' and 'Ranged Overdrive' actions may gain ('60% inflicts Pain' as well as the elements Fire & Water)

+((Possessor's Fame - target's Fame)/4, to a max of Possessor's Level)% to possessor's Instant Death infliction changes
Wielder's minor negative status effect infliction chances are increased by 50% as a non-stacking bonus


Wielder's 'Ranged Attack' actions may deal HP Healing
Wielder's 'Ranged Attack' actions may remove one Blight Magic debuff from a source below Level 90 from each target


Quantities of Nobility, Treasure, Wealth element Damage dealt by possessor are increased by 40,550 points
Quantities of Devastation element Damage dealt by possessor are increased by 30,550 points
Quantities of Electrical, Fire, Light, Truth, Water element Damage dealt by possessor are increased by 5,550 points

If no opponent has greater AGI than possessor and possessor is wielding a Gun, possessor's offensive actions that involve possessor's Ranged Attack bonus may not be countered (including preemptively) by lower-Level opponents than possessor who have not yet acted


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

Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 61,000 points

Actions that heal Clockworks heal them for an additional 50% of the value that they would otherwise heal them, to a max of 100,000 additional HP healed in such a manner, Possessor may heal 295 points of stat damage from a clockwork by using Repair Clockworks up to 59 times per thread

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

Whenever possessor would Heal HP, possessor heals an additional 5,000 points, Whenever possessor would Heal stat damage, possessor heals an additional 340 points of each type


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

May, at the start of a thread, choose to begin outside of all battles; possessor may set a number of actions for entities on possessor's side of battle to perform to bring possessor into battle, with this number being set not as a buff, but as a special value tracked by this ability; when possessor enters battle from this effect, possessor has a (Possessor Level / 4)% chance of inflicting Instant Death on all entities in all battlespaces


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

May create a Phantom Terrain of Clocktower that may also count as a Chronogeomantic Zone of Midnight (chosen at the time of its creation by its creator). If a Phantom Terrain of Clocktower is present, possessor gains (+59% Dodge, +59% Critical, and +59% To Hit) against entities who have not been in the battle alongside possessor for at least 5 rounds.

May begin the battle with the Phantom Terrain set to Battlefield, Beach, Caverns, Cliffside, Cloudy Sky, Conifer Forest, Dark Forest, Desert, Graveyard, Junkyard, Meadow, Mountains, Ocean, Open Plains, Open Sky, Road, Space, Sunny Forest,

May create a Zone of Acid, Hope, Light, and/or Water

May create a Zone of Electrical, Fire or Truth if no other Zone is present


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

Manipulations: Devastation, Fire, Hope, Nobility, Treasure, Truth, Water, Wealth

Regenerates 650,000 HP
Regenerates 1,000,000 MP
Is cured of Wounded, Diseased, and Impaired

May scan the stats of an individual in any battlespace; if this scan is successful, the target, if equal Level to or lower Level than possessor, may not trigger any effects that it would trigger upon its stats being scanned without possessor's permission

If possessor is Treasure element, possessor may create, and, optionally, equip, a Temporary version of a non-unique Weapon that is in stock in the Shop and worth below (Possessor's Level * 1,000,000) Gold, to a max of 200 such Temporary items being created at any one time

If possessor is Treasure element, possessor may create a Temporary version of a non-unique Antiquity that is in stock in the Shop and worth below (Possessor's Level * 1,000,000) Gold, to a max of 200 such Temporary items being created at any one time

5% chance at the start of every round per minor status effect possessor is afflicted with to have said minor status effect cured immediately

60% chance of inflicting Charm on up to one chosen target at the start of each round
Possessor's Charm infliction chances are increased by 12%

If a Clockwork, 15% chance of being cured of Paralyzed (but not its sub-status effects), Impaired (but not its sub-status effects, excluding Impaired: Slow) and Fatigued (but not its sub-status effects)

May choose to become the base elements and/or base subtypes of one unequipped pet that possessor is carrying, with this ability not changing possessor's element/subtype if the chosen pet is not any base elements/subtypes

Possessor and up to 5 allies are cured of Fatigued: Asleep

May un-equip and/or equip an Ammo accessory at the start of every round

May choose one Zone of Devastation, Nobility and/or Wealth that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

May choose to remove any number of individuals below Level 60 from a Zone, Terrian, or Phantom Terrain that all of said individuals are in that was created by a source below Level 60, or may move a zone, terrain, or phantom terrain created by a source below Level 60 from one battlespace to another battlespace in the same battle so long as no individual of Level 60 or greater in either battlespace objects



---------------------End of Round---------------------

If possessor is dead, possessor may take a single action, If all opponents are 10 or more Levels below possessor, possessor's death cannot cause possessor's side of battle to lose, and possessor's opponents (provided they are all 10 or more Levels below possessor) cannot win while possessor is Dead

May cure one ally of Charm or Confusion at the end of each round


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

If possessor is Treasure element, before each of possessor's actions, possessor may unequip any number of equipped items and then equip any number of items

If possessor is Treasure element, whenever possessor performs an offensive action, possessor may equip a weapon that is carried by itself or a willing ally but not equipped

30% chance of recovering from Fatigued: Stun before each of possessor's actions

If no opponents has greater AGI than possessor, possessor may, before any action, choose to unequip and then equip any number of Gun or Ammo items

Whenever possessor performs a Ranged Attack action, possessor may unequip an Ammo Accessory, and, following such option (regardless of whether or not it was taken), possessor may equip an Ammo Accessory

May, before any of wielder's actions, choose to obtain a buff that does not stack and provides +4,000 AGI and +1% Dodge for one round, with said buff not being re-activatable for 5 rounds after each such activation and may, when acquiring said buff, move to the front row, the back row, or any one opposing row-order-formation that contains no opponent of Level 60 or greater's back row


---------------------End of Enemy Action---------------------

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


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

No one in the same battlespace as possessor may be resurrected

When possessor inflicts Confusion: Fear on an entity of equal or lower Level and it is not immediately auto-removed by an effect and it is not ignored, possessor may choose to also inflict Instant Death on that entity

If possessor is afflicted with Charm by an individual on an opposing side, possessor's first action while on said opposing side is consumed by this ability provided the source of such affliction is below Level 70

Possessor's Level is counted as 19 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects

Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 40

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

Possessor's chances of successfully scanning the stats of Plants increase by 5% if already at least 1%

Possessor may choose for the element Technology in possessor's equipped and carried items to instead be the element Whimsy

May count as having an additional Gun and/or Instrument equipped

May choose to count as afflicted by Confusion: Fear, Confusion: Enraged, Confusion: Surprise, Confusion: Depression, Confusion, Confusion: Overwhelmed by Laughter, Invigorated, and/or Invigorated: High Morale

May carry 10 additional unequipped items into threads
May carry 5 additional Ammo accessories into threads


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

Confusion and Insanity Immunity
+200 Defense against Stat Damage
+30,000 to all stats

Wielder's summons regenerate 275,000 HP and MP at the start of each round

#I
Also carried in:
Via Cogwork Ammo-Reloading System (5) wrote: Endtime Bullets- (Accessory, Ammo, Time & Darkness, 300,000,000 Gold) +300,000 Ranged Attack, Wielder's 'Ranged Attack', 'Ranged Overdrive', and 'Snipe' actions count the round's number as being 999,999 greater than the current round's number and cannot be countered by sources below Level 79, Wielder must have a Gun equipped to benefit from this item, Wielder must be Level 40 or greater
Lensbreaker Bullet- (Accessory, Ammo, Progress & Fate & Time, 275,000,000 Gold) +275,000 Ranged Attack if wielder has a Gun equipped, Wielder's opponents may not base values of Damage they deal, values of attack bonuses assigned to items, or values of buffs or debuffs they create on the Ranged Attack bonuses of Ammo items wielder has equipped, Wielder must be Level 40 or greater
Gun-Refactoring Bullets- (Accessory, Ammo, Energy & Acid & Ice & Electrical, 60,000,000 Gold) +60,000 Ranged Attack, Whenever wielder performs a 'Ranged Attack' action, wielder may place a buff on any Gun weapons that wielder is wielding that changes any moderate negative status effects (but not sub-status effect) that they can inflict into any other moderate negative status effects (but not sub-status effects), Wielder must have a Gun equipped to benefit from this item, Wielder must be Level 20 or greater
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Molten Planetcore Bullets- (Accessory, Ammo, Fire & Earth, 200,000,000 Gold) +200,000 Ranged Attack, +150,000 AGI, +150,000 CON, 60% inflicts Burning, 60% may inflict Entombed, 80% may inflict Burning: Igneous, Wielder must have a Gun equipped to benefit from this item, Wielder must be Level 40 or greater
Smoke-Stratum Bullets- (Accessory, Ammo, Air & Fire & Darkness, 65,000,000 Gold) +65,000 Ranged Attack, +60,000 AGI, +60,000 CON, Wielder's 'Ranged Attack' actions create a Zone of Air & Fire & Darkness and attach an effect to it that does not stack on the same zone or across zones, with said zone and effect both lasting 5 rounds, and said effect providing -30% To Hit to all attacks save the one that created it, Wielder must be Level 20 or greater
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment

Carried via Procession of Relics in her Soul Storehouse (10) wrote: Planetary of War's Sword- (Weapon, Sword, War & Destruction, 190,000,000 Gold) +190,000 Melee Attack, +1,900,000 HP as a non-stacking bonus, +190,000 STR, +190,000 CON, 160% Critical, 260% To Hit, Wielder's allies gain +8,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater (Tapped for Stored Treasures of Lordly Fury and Stored Treasures of Lordly Insight)

Teapot of the Effeminate Society- (Weapon, Other: Teapot, Whimsy & Beauty & Color & Wealth, 200,000,000 Gold) +200,000 Magical Attack, +200,000 AGI, +200,000 MIN, +200,000 SPI, 30% Physical Resistance, 15% Melee Resistance, Drink consumables used by wielder may have their element changed to be solely Wealth, Wielder must be Level 40 or greater

Twilight-Ripper Ooze Gigacannon- (Weapon, Gun, Darkness & Water & Time, 210,000,000 Gold) +220,000 Ranged Attack, 250% inflicts Paralyzed: Sticky, 250% inflicts Voidstruck: Torn From Time, Wielder's Ranged Attack actions may summon an Ooze from the enemy list that is normally fightable for drops that is below Level 60 into the row-formation of their targets in any front or back row, Max 10 summoned (From the Doctor)

Planetary of War's Armor- (Armor, Heavy Armor, War, 190,000,000 Gold) +190,000 Defense, +1,900,000 HP as a non-stacking bonus, +190,000 STR, +190,000 CON, +190,000 Melee Attack, 40% War Resistance, 40% Destruction Resistance, Divine Magic, War Magic, and Catastrophe Magic spells cost wielder 300,000 less MP to cast, 160% Resilience, Wielder must be Level 40 or greater (Tapped for Stored Treasures of Lordly Will)

Sky Plate- (Armor, Grand Armor, Air, 71,000,000 Gold) +71,000 Defense, +71,000 AGI, 85% Dodge, Wearer must be Level 40 or greater (Tapped for Stored Treasures of Lordly Position)

Mountain Range's Worth of Highly Enchanted Alabaster- (Item, Material, Earth & Light, 30,000,000 Gold)

Mountain Range's Worth of Highly Enchanted Gems- (Item, Material, Earth & Wealth, 90,000,000 Gold)

Mountain Range's Worth of Highly Enchanted Stone- (Item, Material, Earth & Magic, 30,000,000 Gold)

Tools of the Divine Empire's Chief Jeweler- (Item, Antiquity, Air & Treasure, 360,000,000 Gold)

Tools of the World's Most Legendary Blacksmith- (Item, Antiquity, Glory & Mystic & Physical & Fire, 250,000,000 Gold)[/i][/size]
Carried in The Chromesmith's Warchest (Unique Guns only) wrote: *Purgatory's Dawnbreaker- (Weapon Aspect: The Chromesmith's Warchest, Gun, Psychic & Darkness & Light & Time & Destruction, X Gold) +800,000 Ranged Attack, The first time per entity that an attack involving this weapon brings a target that is below Level 80 below 75%, 50%, or 25% of its Max HP, this weapon, as a debuff that stacks 3 times, removes a chosen Passive Ability or Constant Effect from its target

*Twelve the Bloodhavoc- (Weapon Aspect: The Chromesmith's Warchest, Gun, Time & Darkness & Formus & Blood & Destruction, X Gold) +800,000 Ranged Attack, 4 hits against 12, Wielder may, if no Zone, Terrain, or Phantom Terrain that confers Instant Death Immunity, Reflection, or Absorption is present in any battlespace, up to 12 times per thread as an effect that does not have its tracking reset by the reset of other things, provided no entity in any battlespace of Level 80 (or that was said Level at any prior point in the battle or that was present at any prior point int he battle) or greater objects, reset the battle to the start of a chosen round

*Excommunicatio con Parfait- (Weapon Aspect: The Chromesmith's Warchest, Gun, Sin & Devastation & Hunger & Whimsy, X Gold) +800,000 Ranged Attack, 40,000 SPI, SAN, or RES Damage, 1,000% inflicts Charm, 40% may inflict Dominion, 100% inflicts Smitten: Excommunicated, Wielder may choose to deal no Damage

*Lenny's Shoeshine- (Weapon Aspect: The Chromesmith's Warchest, Gun, Light & Atomic & Destruction & Glory & Commerce, X Gold) +800,000 Ranged Attack, 1 hit against 50,000,000,000, Once per battle across all wielders, to a max of four times per thread across all wielders, when an attack is performed using this weapon, it may lose its text for the remainder of the battle, and wielder may deal 400,000,000 Flat Light & Atomic & Destruction & Glory & Commerce element Damage to a single target that is being targeted by the attack and steal up to (the total Gold value of wielder's equipped items / 25, rounded up) Gold worth of equipped or carried items from the target

*Tropic of Dantallion- (Weapon Aspect: The Chromesmith's Warchest, Gun, Evil & Mystic & Spatial & Astral & Knowledge, X Gold) +800,000 Ranged Attack, 3 hits against 500,000, when wielder makes an attack using this weapon, wielder chooses a Wizard Magic, Necromancy, Dark Magic, Blight Magic, Demon Magic, Astral Magic, Binder Magic, Blood Magic, Contract Magic, Danmaku, Rune Magic, War Magic, Ancient Magic, Catastrophe Magic, or Contingency Magic spell that either wielder has equipped or is carrying or that is in stock in the Shop, At the start of each round, wielder gains an must, if able, perform a 'Cast a Spell' action involving each of those chosen spells sequentially, with spells chosen not being tracked between different battles

*Church of the Thunder- (Weapon Aspect: The Chromesmith's Warchest, Gun, Electrical & Faith & Glory & Sonic & Dopple, X Gold) +800,000 Ranged Attack, 30% inflicts Smitten, 1 hit against 2,000,000, Attacks involving this weapon use wielder's SPI instead of each other stat of wielder's that they would use for all calculations (being able to use it multiple times if it is replacing multiple stats simultaneously), Attacks involving this weapon repeat directly the start of its wielder's first action of each round, provided that no such attack involving it has previously repeated against one of the same targets during the same round

*Bitter Wisdom- (Weapon Aspect: The Chromesmith's Warchest, Gun, Acid & Time & Rot & Madness & Stasis, X Gold) +800,000 Ranged Attack, For each different previous action (judging 'different' by either including a spell or technique not included in a previous action it performed or involving an active ability or enemy ability with a different name than all of its prior actions) that each target performed, wielder chooses a stat, with this item dealing (4,000 x #) Damage, with the # being the number of times that stat was chosen, with different stats being able to be chosen by this weapon's wielder for the same target when it would deal different instances of stat damage

*Grandfather's Dream- (Weapon Aspect: The Chromesmith's Warchest, Gun, Acid & Time & Rot & Madness & Stasis, X Gold) +800,000 Ranged Attack, if this weapon is wielded at the start of battle, wielder and all of wielder's allies obtain, as a non-stacking buff, a non-replenishable pool of 4,000,000 HP that is exhausted prior to other pools of HP, Wielder deals double Damage (to a max of 100,000,000,000 additional Damage) and gains +100,000 uncapped points to all stats if wielder previously possessed at least 5 unique allies during the thread, but they are all either dead due to an opposing source or have been removed from the thread by an opponent

*Fortissmo Grandhavoc- (Weapon Aspect: The Chromesmith's Warchest, Gun, Time & Destruction & Sonic & Dopple, X Gold) +800,000 Ranged Attack, 1 hit against 700,000, When wielder kills an entity with an attack involving this weapon, wielder, up to 4 times per round, gains an additional action, creates a new battlespace that lasts until the end of that action that contains a Zone of Time & Destruction that, as a non-stacking effect, doubles the max number of targets of all multi-target attacks, to a max of 20,000,000,000 additional targets, and moves itself and all other entities in its battlespace that are not (entities Level 80 or greater than object) for the duration of that action

*Abomination's Witness- (Weapon Aspect: The Chromesmith's Warchest, Gun, Light & Devastation & Warding & Terror & Time, X Gold) +800,000 Ranged Attack, This weapon unsummons targets below Level 90 that were summoned by sources below Level 85, At the start of each round, wielder deals each entity that was previously dealt Damage by this weapon a quantity of Flat Light & Devastation & Warding & Terror & Time element Damage equal to the Damage previously dealt to it by this weapon that has since been healed or regenerated (to a max of twice the highest amount of such damage dealt to it at any one time), and removes all buffs and positive status effects present on it from sources below Level 90 that were not present on it in at least one stacking at every point in time it was previously dealt Damage by this weapon during the same battle

*Unmoving Cosmos- (Weapon Aspect: The Chromesmith's Warchest, Gun, Ice & Astral & Stasis & Warding & Time, X Gold) +800,000 Ranged Attack, 40% inflicts Petrified, 40% inflicts Petrified: Time Stop, When wielder hits an opponent below Level 89 with an attack involving this weapon, one of that opponents' debuffs that has an effect that triggers on a per-round or per-action basis instead is altered to never trigger

*The Snuffer- (Weapon, Gun, Technology & Darkness, 60,000,000 Gold) +460,000 Ranged Attack, Wielder's 'Ranged Attack' actions remove all Zones and buffs with their targets' as sources, provided that said targets are below Level 80, Wielder must be Level 40 or greater

*Yestertech Missiles- (Weapon, Gun, Time & Technology, 80,000,000 Gold) +480,000 Ranged attack, Wielder's 'Ranged Attack' actions use target's Defense value at the start of last round if target is willing or below Level 80, using a value of 0 if such a round did not exist

Also brought in, although not mechanically-supported:
Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle
Contents wrote: 24 Elemental Domain Core: Water- (Item, Antiquity, Water, 80,000,000 Gold)

Mountain Range's Worth of Highly Enchanted Alabaster- (Item, Material, Earth & Light, 30,000,000 Gold)

Mountain Range's Worth of Highly Enchanted Gems- (Item, Material, Earth & Wealth, 90,000,000 Gold)

2 Mountain Range's Worth of Highly Enchanted Obsidian- (Item, Material, Earth & Fire & Darkness, 30,000,000 Gold)

Mountain Range's Worth of Highly Enchanted Stone- (Item, Material, Earth & Magic, 30,000,000 Gold)

Fading Call: One Billion Evil Carpenters- (Spell, Chaos Magic, Wood & Metal & Terror, 1,800,000 MP, 180,000,000 Gold) +180,000 Melee Attack, +180,000 Ranged Attack, +180,000 Magical Attack, This action may not be countered by individuals below Level 80, This action counts as involving 1,000,000,000 more Humans and Large Structures than it otherwise would, This action may create up to 1,000 Zones of any combination of base elements, This action may create a City or Fell City Terrain, This action may destroy up to 200 Terrains, Phantom Terrains, or Zones created by sources below Level 80, 2 hits against 500,000,000, Caster must be Level 40 or greater


Roslaine cannot harm it. she's mainly there for the anti ress .
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
Kitsune106d
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Posts: 953
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Location: Florida, US

Re: kit and viren adn roslaine versus raelm father

Post by Kitsune106d »

If it has come to kkiling me slowly, then if allowed, i pull my ace.


Mouse Queen's Gameboard- (Accessory Aspect- Mouse Queen's Gameboard, Trinket, Terror & Progress, X Gold) Wielder may delay any action any number of rounds, provided it doesn't delay it to fewer than what it is already being delayed to; whenever wielder delays an action that isn't replicated, wielder may replicate an action performable by any of wielder's summons as though that summon were performing that action

on viren or kit, which will be used to delay attacks on them to 200 rounds out. thus giving them time to do it! if not and are o use the reised, well, it was worth a shot!
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
Lord Gadigan
Site Admin
Posts: 2180
Joined: Thu May 21, 2020 9:26 pm

Re: kit and viren adn roslaine versus raelm father

Post by Lord Gadigan »

What if it selects
Unavoidable- Possessor may not be Dodged by individuals below Level 80, Constant Effect
from the Grim Reaper to get past the Dodge and uses
High Art of Destruction: Killing Strikes- Possessor deals an additional amount of damage with all attacks equal to the Max HP of each target to said target, Possessor pierces all Defense, High Art
to get around Kit's HP?
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: kit and viren adn roslaine versus raelm father

Post by Kitsune106d »

that works. that kills the first kit. there are 200 of them, 199 stacked, so yes.
I condede tha tit can kill kit .

i will also conede that it cna probably chew through 200 kit before it dies from smitten. hmm. actually, it can kill on kit a turn, yes? how many kits can it kill a turn? considering that each new one pops in after hte old one dies and thus a new target so not sure it 10 against 1 woudl work, and 1 hit against x not workign as cannot hit semi present.
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: kit and viren adn roslaine versus raelm father

Post by Kitsune106d »

actually, object. counter coming!
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
Lord Gadigan
Site Admin
Posts: 2180
Joined: Thu May 21, 2020 9:26 pm

Re: kit and viren adn roslaine versus raelm father

Post by Lord Gadigan »

Are you blocking it from both summoning and replicating the effect of other entities' actions? If you aren't, I can potentially write up some sort of infinite-direct-works-type chain where it starts summoning summons, giving those actions, and pinging them off each other to give itself a bunch of actions. I'm giving you a chance to present some blanket-block to that, though, before I actually try writing up the specific summons used.
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: kit and viren adn roslaine versus raelm father

Post by Kitsune106d »

The kit spends hp from procectors sacfiice. sacrificing itself to protect hte next kit.


Protector's Sacrifice- (Active Ability, Abjurer) Possessor may, as a counter in response to any enemy attack, before targets (other than self) take damage, spend any amount of Max HP or Max MP, one target takes that much less damage, Possessor may, as an action, reduce any of possessor's stats' maxes by a number, this amount of stat damage is healed (from the same stat) on target ally

since it next target kit would be at full hp, and sacrificed hp, its just diong normal damage. it pierces all defense, but kit now has he 76 mill hp,

and kit is summoining in


2,000 valkyries a round.


They will proto ragnoarate all then, and it will set off chain react, as it shoudl hit crippled devasted, which means that a good blow from kit or the camel key should od it


Valkyrie
Level 78
Deva, Air
HP- 6,000,000
MP- 6,000,000
STR- 33,000
AGI- 31,000
CON- 32,000
MIN- 31,000
SPI- 33,000
XP- 0
Defense- 28,000
Defense against Stat Damage- 2,950
Critical Chance- 91%
Resilience- 75%
To Hit- 100%
Dodge- 72%
Resistances and Immunities- Air Immunity, 99% Technology Resitance, 95% Physical Resistance, 90% Light Resistance, 90% Darkness Resistance, 90% Electrical Resistance, 50% Magic Resistance, 50% Destruction Resistance, 50% Life Resistance, 40% Base Element Resistance, Minor Status Effect Immunity, Moderate Status Effect Immunity, Instant Death Immunity, 60% Major Status Effect Resistance
Prime Attribute- Strength + Agility or Strength + Spirit
Constant Effects-
Herald of the Worldbound Gods- Possessor is immune to individuals below Level 40, Possessor is considered to benefit from a set of worshipper benefits provided by an unnamed Level 91 Source that provide +75 to all stats per level of their possessor if possessor does not elect to recieve other worshipper benefits, Constant Effect
Soul Shepherd- Individuals below Level 80 who are killed by possessor may not be ressurected by individuals below Level 80, Constant Effect
Ethereal Grace- Possessor gains +6,000 AGI, +6,000 SPI, +30% To Hit, and +30% Dodge, Possessor may determine at the beginning of each round whether Agility or Spirit is possessor's turn-order-determining stat as an effect that does not override debuffs from sources above Level 65, Constant Effect
Indefatigable- Possessor gains Fatigued Immunity, Stat Drain Immunity, Paralyzed Immunity, and the first 5 times per round that poessessor would be caused to lose an action by a source below Level 95, possessor does not lose said action, Constant Effect
Unstoppable Duty- Possessor gets death attacks regardless of thread type or the round of combat, The first time per thread that possessor would be killed by a source below Level 90, possessor is instead stripped of all debuffs, damage, stat damage, and unwanted buffs from sources that are below Level 90, Constant Effect
Abilities-
Valkyrie's Lance- 65,000 Damage, Physical or Air or Electrical or Magic or Destruction or Light or Darkness, 0 MP
Call Einherjar- Caster summons a copy of any one individual below Level 75 who is non unique or who is below Level 60 who was killed by caster, Max 1 of each individual copied summoned, Max 24 copies summoned at once, Copies remain summoned for 24 rounds, Air & Light, 500,000 MP
Soul Lance- 85,000 Damage, 50% inflicts Instant Death, Darkness & Light & Magic, 900,000 MP
War-Calling Horn- +5,000 STR, +5,000 AGI, +5,000 SPI, +50% Critical, 1 hit against 6,000, stacks 4 times, Air & Destruction, 4,000 MP
Killing Thrust- 75,000 Damage, inflicts Wounded and Awestruck, May be used as a pre-emptive counter, Physical, 400,000 MP
Interdimensional Persuit- Caster enters another battle that was entered from caster's current battle by an individual below Level 96, Caster gains an additional action immediately after this action, Air & Magic, 200,000 MP
Legion's End- 60,000 Damage, Deals double damage to Units as an effect that does not stack with other effects that multiply damage against Units, Destruction or Fire or Electrical or Darkness, 300,000 MP
Solemn Gambit- Whenever an individual conducts an offensive action against caster, caster immediately gains an action after said action, to a max of 20 additional actions per round, which may only be used to perform an offensive action against the source of said aforementioned offensive action that does not affect any other opposing targets through its direct properties as an action or to conduct a non-offensive action that does not affect any individuals allied with caster (not counting caster) through its direct properties as an action, Light & Darkness & Fate, 3,000,000 MP
Proto-Ragnarok- 150,000 Damage, 50% inflicts Devastated, 1 hit against 400,000, 95% hits all allies below Level 100, to a max of 20,000,000 such allies, Destruction & Fate or Destruction & Fate & Fire & Ice & Electrical or Destruction & Fate & Fire & Ice & Electrical & Physical, 3,000,000 MP
Drops-
400,000 Gold
31,200 XP
50% Valkyrie's Essence- (Item, Material, Air & Light & War, 40,000,000 Gold)
20% Valkyrie's Lance- (Weapon, Spear, Air & Light & War, 63,000,000 Gold) +63,000 Melee Attack, +63,000 STR, +63,000 AGI, +60,000 CON, +63,000 SPI, 90% Critical, 180% To Hit, Individuals killed by wielder may not be resurrected except by individuals of Level 60 or greater, Wielder must be Level 40 or greater
20% Valkyrie's Helm- (Accessory, Helm, Air & Light & War, 61,000,000 Gold) +61,000 Defense, +61,000 Melee Attack, +61,000 STR, +61,000 CON, +61,000 SPI, 80% Dodge, 80% Resilience, Wielder must by Level 40 or greater
9% Valkyrie Armor- (Armor, Light Armor, Air & Light & War, 70,000,000 Gold) +70,000 Defense, +70,000 STR, +70,000 AGI, +70,000 CON, +70,000 SPI, 110% Dodge, 110% Resilience, Wielder must by Level 40 or greater
1% Proto-Ragnarok- (Spell, Other: Catastrophe Magic, Destruction & Fate & Fire & Ice & Electrical & Physical & War, 160,000 MP, 80,000,000 Gold) +160,000 Magical Attack, 30% inflicts Devastated, deals 1/2 Damage, 1 hit against 400,000, 95% this action hits all allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, Caster must by Level 40 or greater
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
Lord Gadigan
Site Admin
Posts: 2180
Joined: Thu May 21, 2020 9:26 pm

Re: kit and viren adn roslaine versus raelm father

Post by Lord Gadigan »

Alternate method of action-spam to attack:
Divine Armaments- 10,000 Damage, 5-100 hits against 1, if caster kills a target, caster may immediately conduct another action that involves using this ability, this ability may grant an extra action 200 times per round, this ability may be used as a counterattack, Any Base Element, 0 MP
Potential method to block Valkyries (and other negatives):
Unsullied By Lesser Beings- Possessor is Immune to status effects and debuffs from sources below Level 80, Constant Effect
From Dragon Lord

Your counter to those things?
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: kit and viren adn roslaine versus raelm father

Post by Kitsune106d »

I do not have a counter.


I lay counter would be using the mouse queen gameboard to delay it until later


I think that this is a loss for me without the gameboard broken. If it can be used once I think so. Otherwise. Good job
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Re: kit and viren adn roslaine versus raelm father

Post by Kitsune106d »

No counter. I concede.
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
Lord Gadigan
Site Admin
Posts: 2180
Joined: Thu May 21, 2020 9:26 pm

Re: kit and viren adn roslaine versus raelm father

Post by Lord Gadigan »

The gameboard cannot be used once. I do sometimes extend the ability to use overpowered or rules-evading stuff once before locking it down, but also sometimes rule against that happening. In this case, I am specifically blocking that one on the grounds of its general method of presentation to me, combined with my blocking it out in advance of any request to use it being made (at least in part due to misunderstanding of why it was being presented to me as 'This might be overpowered' without context).

I'm not convinced the gameboard, even at the height of its power, fully fixes things here.
Shine, Shine, In Modern Time- 34,114 Damage, 4,112 CON Damage, inflicts Hexed, Impaired, Stat Drain: DEF Drain, Confusion, Dissolving, and Poison: Somehow Got High On Bees, This action cannot be delayed, Chaos or Light or Time, 0 MP
Off of Lightshow in Modern Thyme can get around it to at least kill one target. The introduction of the Gameboard would mean that I'd have to delve a lot more into finding specific ways to screw with items outside of actions, fight with constant effects, or generate bonus actions outside of actions, but the Lightshow attack shows that the theoretical alt-fight it isn't a clear immediate win from your side.

Regardless of the Mouse Queen stuff, I ended up enjoying presenting the counter-maneuvers to stuff here in the actual thread. Thanks for the attempt!
Lord Gadigan
Site Admin
Posts: 2180
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Re: kit and viren adn roslaine versus raelm father

Post by Lord Gadigan »

With concession stated, I'm moving and locking this. Solid try here!
Locked